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TUTORIAL Build your FIRST track - BASIC GUIDE

JrC

Active Member
What is the camera facing ini?

Its my first track and first time working in AC
Im doing a first conversion too so Im just figuring it out. Ill try to detail it better once I get it actually working in game.
 

JrC

Active Member

davidtrix

New Member
Hello thank you for the guide, I have a problem maybe someone can help me.
I made a track and all was good, but I decided to remake the road again and when I've done it I felt through it, I've tryed everything but I didn't get to fix anything so I tryed to make a simple road and try.
I made a simple straight road and everything okey, but when I use the modifier curve and fit the road to a curve (just like I've done with the first road that worked) I pass through it in game


upload_2021-4-19_13-4-39.png
 

Attachments

davidtrix

New Member
The name is wrong, the new mesh should be 2ROAD and not 1ROAD.001
Thank you for the answer
I've already tryed every name possible 1ROAD 2ROAD ROAD everything, that road of the picture works simply removing the curve modifier, thats the problem, I cannot make a curved road
 

chrisallen76

New Member
1ROAD.001 should be a valid name for the road. as long as you have a number then ROAD anything after that will work.

I generally name my roads 01ROAD.001, 01ROAD.002 etc and that works fine

in terms of the curve modifyer, make sure in your fbx export settings you have "apply modifiers" active, as it may be disregarding the modifier on export

hope that works for you
 

davidtrix

New Member
1ROAD.001 should be a valid name for the road. as long as you have a number then ROAD anything after that will work.

I generally name my roads 01ROAD.001, 01ROAD.002 etc and that works fine

in terms of the curve modifyer, make sure in your fbx export settings you have "apply modifiers" active, as it may be disregarding the modifier on export

hope that works for you
Yes I have it enabled, also the road appear shaped correctlly on the game but I pass through it.
(The high of the spawn points are also okey)
 

chrisallen76

New Member
Yes I have it enabled, also the road appear shaped correctlly on the game but I pass through it.
(The high of the spawn points are also okey)
Can you zip the blend file up and send it to me to have a look at?

Also are you sure the kn5 file is referenced in the models.ini file correctly? I had a similar issue where I'd forgotten to change the model number and it had a similar effect
 

fughettaboutit

aka leBluem
What if you apply the modifier, and then check the face-normals orientation with this? (disable x-ray for that). If red, then orientation is wrong (inside), blue is correct (outside).
upload_2021-4-19_14-19-45.png

Other than that, the road-part may just be too long, divide into more parts.
 
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davidtrix

New Member
Can you zip the blend file up and send it to me to have a look at?

Also are you sure the kn5 file is referenced in the models.ini file correctly? I had a similar issue where I'd forgotten to change the model number and it had a similar effect
I have no models.ini file, I didn't create it cause it was working without it and in the guide says nothing about it.
Nevertheless here I let you the file, thank you I really apreciate your help.
 

Attachments

davidtrix

New Member
What if you apply the modifier, and then check the face-normals orientation with this? (disable x-ray for that). If red, then orientation is wrong, blue is correct.
View attachment 6442
Other than that, the road-part may just be too long, divide into more parts.
Maybe you found the problem, its red. What I have to do??

UPDATE:
YEAHHH, that was the problem, thank you so much!!!
I spent tons of hours and I had no idea why it was not working
 
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chrisallen76

New Member
I have no models.ini file, I didn't create it cause it was working without it and in the guide says nothing about it.
Nevertheless here I let you the file, thank you I really apreciate your help.
if you're only using a single .kn5 file you should be ok wihtout the models.ini,

I'll have a quick look at the file shortly
 

davidtrix

New Member
if you're only using a single .kn5 file you should be ok wihtout the models.ini,

I'll have a quick look at the file shortly
It is solved, thank you for the help anyway, it was the orientation, I dont know why when I apply the modifier it flips the road and I did not notice
 

chrisallen76

New Member
What is the role of that models.ini file?
You can split up your track into different FBX files/kn5 files for easier management, and also to have different parts of the track for different track variations

For example for all your AC_ objects you can have a different KN5 file so once it's set up you dont have to worry about it, or if you have barriers set up to block parts of a track for a certain variation, you can set up the .kn5 file and only reference it for that variation

I tend to have a few set up so for example

main track .kn5
AC_PIT/AC_START/AC_TIME etc .kn5
trees.kn5
buildings.kn5

then your models.ini file looks like

Code:
[MODEL_0]
FILE=track_name.kn5
POSITION=0,0,0
ROTATION=0,0,0

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

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

[MODEL_3]
FILE=track_name_buildings.kn5
POSITION=0,0,0
ROTATION=0,0,0
if you look in any track (mod or original) you'll find the models.ini files to have a look at
 
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