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TUTORIAL Build your FIRST track - BASIC GUIDE

quetillo

Member
I see that it uses intermediate colors, which I don't understand how those textures are inserted if kseditor only leaves R,G,B.


Here is a picture of the Mask in Blender, if it helps to visualise.
I see that it uses intermediate colors, which I don't understand how those textures are inserted if kseditor only leaves R,G,B.
 

wmialil

New Member
I see that it uses intermediate colors, which I don't understand how those textures are inserted if kseditor only leaves R,G,B.

I see that it uses intermediate colors, which I don't understand how those textures are inserted if kseditor only leaves R,G,B.
Because the different Blue patches are on different materials.
Here is what it looks like in KSEditor:



It is a bit confusing at first, but hopefully with these pics you can see how it works.
 

quetillo

Member
Because the different Blue patches are on different materials.
Here is what it looks like in KSEditor:



It is a bit confusing at first, but hopefully with these pics you can see how it works.
So I'm not on the wrong track, it's splitting the mesh, so that you understand me, split a square into 4 and thus be able to put different textures in each part.
 

wmialil

New Member
So I'm not on the wrong track, it's splitting the mesh, so that you understand me, split a square into 4 and thus be able to put different textures in each part.
Yes, sorry I misunderstood you I think. The Mesh is "split". Although I wouldn't say it is split, it just has many different materials applied.

Most important is that it is the same mask texture for all the "splits".

You can try this simple test: assign each area of blue faces with a different material and export to kseditor:

 
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quetillo

Member
Yes, sorry I misunderstood you I think. The Mesh is "split". Although I wouldn't say it is split, it just has many different materials applied.

Most important is that it is the same mask texture for all the "splits".

You can try this simple test: assign each area of blue faces with a different material and export to kseditor:

I was trying this, 2 meshes, same mask, so apply different textures to zone 1 and others to zone 2. I think that would be what I mean,I use blender 3.3.1
 

wmialil

New Member
I was trying this, 2 meshes, same mask, so apply different textures to zone 1 and others to zone 2. I think that would be what I mean,I use blender 3.3.1
Not 2 meshes, it is the same mesh. This is important for the shading, you do not want sharp edges between different areas of terrain.

Yes haha I never really stopped using 2.79b.... But it still works the same in the materials tab in newer versions:



Good luck with your track!
 

quetillo

Member
thank this forum and these components of it, for helping selflessly, thanks to you I change from a basic program that is RTB to blender, I have been with it for a short time but thanks to you I have progressed, this system was an important link for the creation Since without textures it is nothing. Thanks to wmialil, johnr777, aka leBluem, luchian, patrice COte, especially wmialil, just for the photos it already gave me a lot of idea,some pictures are worth a thousand words,I'm really thankful
 

Piereligio

New Member
Hi, I've a question. Does Assetto Corsa apply grip increase for rubber buildup on all the track surface, or near the ideal racing line? Is there anything to define this, or some way that I can do this anyhow (I'm thinking about zones where I could change material for slightly increasing the grip coeff)?
 

Johnr777

Moderator
Hi, I've a question. Does Assetto Corsa apply grip increase for rubber buildup on all the track surface, or near the ideal racing line? Is there anything to define this, or some way that I can do this anyhow (I'm thinking about zones where I could change material for slightly increasing the grip coeff)?
The entire mesh gets the increase - as per surfaces.ini
 

quetillo

Member
There is some way for a surface to have less grip, snow type, I want to put in areas that have less grip as if it were mud. You could put it, I tried putting a surface called Mud on the surface.ini giving it as if it were grass and lowering the grip to 80
 

quetillo

Member
copying another surface of for example gravel changing the KEY=MUD name of the mesh that I have for that and FRICTION=0.80
 
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