• Dear visitors,

    The email issue has been finally solved.
    Thank you for your patience and happy browsing.

    Team ACM.

TUTORIAL Build your FIRST track - BASIC GUIDE

xXxKOKExXx

Member
Ey guys, im here since assetto corsa "early access". Years ago from today i tried to start to create my own track and some conversions, but my time flew up and i abandoned blender (2.76 those days) and modding time. Now, i feel i have time to retake that, and just have read the whole guide ( it took me more than one week) and for other side im learning how to use blender 2.80 ( i forgot all, include how to move the camera, :lol:). Next step will be to remember photoshop enough for editing dds files and then i will try to create/export a little scene to see if have the necessary knowledge about roads, trees, merging textures etc...

Finally, during next months, my goal will be...



Deep forest raceway ( my own old vision of it). I have a curious picture which can help me to start the layout ( for sure i will ask for help XD )

But the actual reason of this post ( my first post here, just registered) is to be grateful with ALL OF YOU, to spend your time DURING YEARS helping all the people and creating this and other threads full of knowledge.

Thx guys, i will try to dont dissapoint you. I must get my goal.

And sorry for my english, i will try to express myself correctly.
 

Carlos Cotão

New Member
How do I know where to place the spawn objects? I don't know what they refer to. Obviously AC_PIT_0 is in the pitlane, AC_START_0 on the grid, but what about the others?

AC_START_0
AC_START_1
AC_PIT_0
AC_PIT_1
AC_HOTLAP_START_0
AC_TIME_0_L
AC_TIME_0_R
AC_TIME_1_L
AC_TIME_1_R
 

Johnr777

Moderator
How do I know where to place the spawn objects? I don't know what they refer to. Obviously AC_PIT_0 is in the pitlane, AC_START_0 on the grid, but what about the others?

AC_START_0
AC_START_1
AC_PIT_0
AC_PIT_1
AC_HOTLAP_START_0
AC_TIME_0_L
AC_TIME_0_R
AC_TIME_1_L
AC_TIME_1_R
hotlap is where you want the car to start when you are in hot lap mode, usually a few corners back....

time 0 and time 1 are your sector points, so... place them wherever you want time sector...

L and R are where they go, left and right side of the track
 

Carlos Cotão

New Member
hotlap is where you want the car to start when you are in hot lap mode, usually a few corners back....

time 0 and time 1 are your sector points, so... place them wherever you want time sector...

L and R are where they go, left and right side of the track

Thank you very much! I'm sure this is not my last post on this thread, but wish me luck!
 

fughettaboutit

aka leBluem
@luchian i just looked through car-turorial looking for the "name restrictions" for names of track- and car-folders, but it was here in track-101, mayb put it there too? ;)
(maybe delete this post after that)

naming restrictions for track- and car-folders, from shared memory definitions:

max length for track folder name: 32
max length for additional layout folder name: 15
max length for car folder name: 32
 
Last edited:
when NAMING App of AC turn ON the Original Kunos tracks have Name of Turns on screen, many mods track have not,
Someone knows how make NAMING of TURNS, what is file(s) ?
Anticipated thanks
Giovanni
 

eg01st

Member
when NAMING App of AC turn ON the Original Kunos tracks have Name of Turns on screen, many mods track have not,
Someone knows how make NAMING of TURNS, what is file(s) ?
Anticipated thanks
Giovanni
I think it's sections.ini file in data folder. Fill it with this kind of text:

[SECTION_0]
IN=0.00
OUT=0.01
TEXT=Finish Straight

[SECTION_1]
IN=0.01
OUT=0.02
TEXT=Turn 1

etc.

You can get the in and out valuse by driving around with AI app enabled and just watch the numbers. Track spline goes from 0 to 1, so split everything in between as you need into sections.
 

fughettaboutit

aka leBluem
Code:
# blender script for selected objects
# print ac-coordinates from blender world-pos (origin center of mass surface)
import bpy
for ob in bpy.context.selected_objects:
  ss=str(ob.matrix_world.to_translation()).replace('<Vector (','')
  ss=ss.replace(')>','')
  ss=ss.replace(' ','')
  sss = ss.split(',')
  print(ob.data.name + ' - ' + 'PIVOT_POS='+str(round(float(sss[0])*100.0, 3) )
      + ', '+str(round(float(sss[2])*100, 3) ) + ', '+str(round(float(sss[1])*(-100.0), 3) ) )

result in blender python console:
 
Last edited:

Patrice COte

Active Member
When comparing pictures of background mountain (say 2-4km) vs AC, it's quite noticeable that AC is overdoing the atmostpheric absorption (blue fog as I call it) to the point of loosing all the details (my mountains just look a big blue-green blob, even if I add rocky areas) . I guess this was done to hide low resolution background....
Quick question: Is it possible to customize the intensity of distance "blue" fog for far away objects? I'm pretty sure the answer is "no" for vanilla AC. Maybe there's something in CSP I missed?
 
Last edited:

Johnr777

Moderator
When comparing pictures of background mountain (say 2-4km) vs AC, it's quite noticeable that AC is overdoing the atmostpheric absorption (blue fog as I call it) to the point of loosing all the details (my mountains just look a big blue-green blob, even if I add rocking areas) . I guess this was done to hide low resolution background....
Quick question: Is it possible to customize the intensity of distance "blue" fog for far away objects? I'm pretty sure the answer is "no" for vanilla AC. Maybe there's something is CSP I missed?
Pretty sure you can modify all that with the sol weather app I think
 

Patrice COte

Active Member
There is plenty of control in Sol for "sky fog", but only worsen the distance fog. Not possible to improve on the basic effect, sadly...
 
Hello guys,
I need make a flags that diasspear or move up after 2 minutes of start.
I just make a file flags.kn5 , I make a model.ini dedicated but I do not know how move it
I think DYNAMIC object but I do not know setting parameter.
There is some other ways?
You suggests anything ?
Thanks
Giovanni
 

Johnr777

Moderator
Hello guys,
I need make a flags that diasspear or move up after 2 minutes of start.
I just make a file flags.kn5 , I make a model.ini dedicated but I do not know how move it
I think DYNAMIC object but I do not know setting parameter.
There is some other ways?
You suggests anything ?
Thanks
Giovanni
Not currently possible to do this, unless @fughettaboutit knows of a way through CSP conditions?
 

fughettaboutit

aka leBluem
actually this should work, using the "FLAG_TYPE" as condition-input and manipulating the alpha value of the thing you want to show (material must have "ksPerPixelAlpha"-shader and alpha set to 0, BlendMode=ALPHA_BLEND ):

(edit: as said, its not after 2mins, but rather directly after race start)

Code:
[CONDITION_0]
NAME = DURING_RACE
INPUT = FLAG_TYPE
LUT = (|0=0|1=1|2=1|3=1|4=1|5=1|6=1|7=1|8=1|9=1|10=1|11=1|12=1|13=1|14=1|)

[MATERIAL_ADJUSTMENT_69]
ACTIVE = 1
VISIBILITY_LEVEL = 1
DESCRIPTION = make things with "ksPerPixelAlpha"-shader visible only at race
MATERIALS = yourmaterial
KEY_0 = alpha
VALUE_0 = 1
VALUE_0_OFF = 0
CONDITION = DURING_RACE
upload_2020-3-20_14-34-56.png
 
Last edited:

AndreaTadde

New Member
Hi guys this is my first "track" made with Blender, I know there's nothing, but it's a starting point. I've downloaded Blender 3 days ago and I'm having some problems with scaling. This "track" is the main road of my little city. I used GIS data as reference, but as soon as I've compared to google earth data the measures were not corresponding. I had to scale it up and everything in Blender was ok. I've made a 6 meters wide road and exported to FBX with scale 1.00, but in Assetto Corsa everything was bigger, so I tried to scale it to 0.01 and it worked. I have 2 questions; It is ok to use GIS to import Google Earth data or do you use else? What could I have done wrong with scaling?
 
Top