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TUTORIAL Build your FIRST track - BASIC GUIDE

zakofftrack

New Member
Hello, I've been trying to add spectators to my track using the camera_facing.ini file, but have not been able to. I then realised that the problem seemed not to be due to an error in the file, but due to some other issue i haven't identified. I realised this because when i load a kunos track on AC, the spectators aren't there either. I checked CSP, and spectators are not set to hidden. Does anyone what the issue might be?
 

zakofftrack

New Member
hi! does anyone know how to get rid of the weird lines appearing over distant treelines? I've tried messing with the shader but cant figure it out.
Screenshot 2021-12-21 134456.png
 

VladK

New Member
I am fixing this by moving upper UVs just a bit lower (e.g. set V coordinate to 0.99 instead of 1.0). The issue is happening because of texture interpolation and pixels from the bottom are leaking to vertices that have exactly 1.0 V coordinate. (Maybe there is a way to set texture interpolation params in the shader, but I'm not aware of this)
 

fughettaboutit

aka leBluem
I've tried messing with the shader but cant figure it out.View attachment 7114
Maybe there is a way to set texture interpolation params in the shader, but I'm not aware of this
Yes, uv mapping must be adjusted, no shader param to fix

...althought there is this setting with CustomShadersPatch config, you would still have smoothing in Vanilla AC...
Code:
[SHADER_REPLACEMENT_...]
MATERIALS = your_mat
FORCE_POINT_SAMPLER = 1   ; forces pixel texture sampler, if you have tiny texture and you
                          ; want to make it sharp and pixelated, not blurry
 

zakofftrack

New Member
Does anyone know how to use the nePerPixelMultiMap_windows shader? I think it makes windows look like they have lights behind them.
 

zakofftrack

New Member
Hi! Is there a way to make camerafacing.ini spectators not disappear in hotlap mode? Planning on uploading a wip version of the track to racedepartment but it feels quite empty without them.
 

quetillo

Member
one behind another that you look like me, hahaha
First of all, the line that comes out above the trees is from the cut of the texture, surely when you put it in kseditor you modify it, the spectators must create a base and on that base they stand alone, that if only for running not for practice I do not know what you mean about the windows, for lights it would have to be transparent and place a point of light.
 

zakofftrack

New Member
I remember seeing a forum post about an issue with track cameras where when you right click the ai spline the marker appears in the wrong place. However, I cant find the post so id really appreciate if someone could link it if they know where it is :)
 

GRLap

Member
I am having a new issue - when I load my new track into AC the car is bouncing around on the pavement, as if there's no gravity, and it also goes through the PIT / ROAD mesh. The AC spawn points are all Z forward and Y up on their local origins (blender, shown). The pit mesh are named 1PITS and track mesh are named 1ROAD, all defined in surfaces.ini.
I don't understand and can't debug this. I've looked/compared with working tracks and there's no difference I can detect.
 

Attachments

GRLap

Member
all origins are at 0,0,0 and all rotation at 90, 0, 0 degrees, except the AC "spawn" have different rotation to make Z forward in local axis. for example, the pit and start nodes are rotation 90, 0 -90 degrees so that Z is forward and Y is up.

i really don't understand what has happened. At one time the track loaded and worked no problem. I've made many changes - but not to surface names, AC spawn, etc., and now it gives me this issue. I feel like I've lost two months of work and i don't have stomach to go back.
 
Last edited:

fughettaboutit

aka leBluem
What i mean is the whole track should be around 0,0,0 when you zoom out, NOT like on the right side, where the whole track is offset from 0,0,0:
upload_2021-12-28_14-36-10.png
 

GRLap

Member
I am using a models.ini file, with data:

[MODEL_0]
FILE=recetrack.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_1]
FILE=trees.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_2]
FILE=grass_bush.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_3]
FILE=collision.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_4]
FILE=actiming.kn5
POSITION=0,0,0
ROTATION=0,0,0

All of the objects in models 0-3 have rotation equal to 90, 0,0. Should those values be entered in the models.ini above? I ask, because in the tracks i've looked at on line, e.g., Bridgehampton, the models.ini has 0,0,0 entered for rotation even though its objects have rotation 90,0,0
 

fughettaboutit

aka leBluem
I am using a models.ini file, with data:

[MODEL_0]
FILE=recetrack.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_1]
FILE=trees.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_2]
FILE=grass_bush.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_3]
FILE=collision.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_4]
FILE=actiming.kn5
POSITION=0,0,0
ROTATION=0,0,0

All of the objects in models 0-3 have rotation equal to 90, 0,0. Should those values be entered in the models.ini above? I ask, because in the tracks i've looked at on line, e.g., Bridgehampton, the models.ini has 0,0,0 entered for rotation even though its objects have rotation 90,0,0
thats all ok, but how it looks like in top view? with x and y axis visible?
Other than that you may have switched axis on export by accident?
upload_2021-12-28_14-57-20.png
 
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