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TUTORIAL Build your FIRST track - BASIC GUIDE

luchian

Administrator
Staff member
Ahm, this might be a dumb question, but:
Did you name ALL your spawn objects starting from 0 (and not from 1) ?

Example:
AC_PIT_0, AC_PIT_1, and so on.
 

merale

New Member
I have a very big problem with my track.
The track won't load ingame.
If I delete my curbs and my road it loads.
This Issue began with the 1.3.4 Update of Assetto Corsa, was something changed that could result in this problem?
I already tried to replace the road with the road of an older build but it does not work...

[EDIT]: solved it, it seems like it was the AI file that caused the crash but I still don't know why. But it's fixed now and that's more important to me :)
 
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FF2016

New Member
Hi!

First of all, thanks for the tutorial. I have tried to follow the steps, but I have not been able to load my track in Assetto Corsa. The track shows up in the menu and starts loading, but then it just exits to the menu. I am new to 3ds and modding in general so I guess it is just a simple mistake somewhere.

If someone would like to help I have uploaded all the files from .../content/track/... and also the .max- and .FBX-file. I would really like to get this simple track to work so that I can move on to something more exciting!
 

Attachments

luchian

Administrator
Staff member
Hi @FF2016 , welcome to the forums.
You need to firstly check/attach the logs. You can find them under \Documents\Assetto Corsa\logs.
 

luchian

Administrator
Staff member
I can't pin point the exact problem you are having..
It seems to be something fishy with the origins of your objects. Are they object centered ?
 

FF2016

New Member
I am not used to 3ds so I don't know if my origins are object centred. First I swept a line along a curve. Then I created the dummies and named them according to the tutorial. I switched to local axis so that I could get the Y-axis up and the Z-axis forward. Does this rule with Y-axis up apply to the actual track (1ROAD) as well? If it does then made I have to fix that.

By the way, should the track (1ROAD) be a sheet or could it be an extrude?
 

luchian

Administrator
Staff member
Does this rule with Y-axis up apply to the actual track (1ROAD) as well?
No, it only applies to the dummies.

I've tried running your track - it loaded for a couple of seconds and then exited; I tend to think it's because of the extreme banking of your road surface (after a certain angle - like 30 degrees - AC doesn't like it and crashes or freezes). Try with a flat surface first.
Just make a plane or two, name them properly, and play around. When it works, you'll already have a base to start with and then you can watch some 3d modelling tutorial to get a surface like you want to.

Start simple. Make it work. Build from that.
 

luchian

Administrator
Staff member
Oh, and don't forget to normalize scale after you do the modelling. In Blender this si done with CTRL+A >> Scale. In 3ds.. not sure - something like xform maybe. (or just work in real dimensions from the beginning - set it to meters).

And 2nd: the dummies - need to be around 1-2 meters above the ground.
 

FF2016

New Member
Hi again!

Now I am facing a new problem. For some reason the car is missing some of the tires. I have read the Q&A and tried fixing it, but no matter what I do I always have the same problem. The track is created by sweeping a rectangle along a NURBS curve.

(When making just a rectangle I have been able to drive on the track without any problems.)

Any suggestions on what I am doing wrong?
 

Attachments

luchian

Administrator
Staff member
Normally this means wrong axis orientation for the spawn point.
Also, run the track in the same mode (race, practice, etc) in which was working first time (just to make sure).

Sent from my GT-I9100 using Tapatalk
 

FF2016

New Member
Since I haven't got it to work using 3ds Max I tried importing the track into Blender. I then created the spawn points in Blender, but unfortunately I still have the problem with the missing wheels. Can you see on the picture whether the cubes are correctly oriented?

[EDIT]: By creating dummies in 3ds Max and not rotating them, everything suddenly went fine. Turned out that it in fact had something to do with the orientation of the spawn points.
 

Attachments

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luchian

Administrator
Staff member
See previous posts on this thread on how to show the actual axis orientation in Blender. (I'm on mobile so can't post it myself) :).

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agcreations

New Member
Hi all. I'm trying to make my first circuit for AC (Dubai), but I have a problem and I can not find solution.
The problem is that the car falls through the road. I have named the objects of the track as "Road" to use the "surfaces.ini" standard, but not working. I have also imported Imola and I renamed my track objects as objects Imola track, and I used the "surfaces.ini" file Imola, but still not working. Any help?
I have read the guide several times, but I can not run.
Rfactor i have experience, I understand the issue of surfaces, but I can not operate on AC
Sorry for my English, I use a translator!
Thank you very much and greetings, I hope your help.
 

luchian

Administrator
Staff member
Hello, welcome to the forums
In order to make the surfaces active, you need to name them starting with a number greater than 0. Example "1ROAD" not just "ROAD".
If you already did that, could you please post a screenshot with the hierarchy tree of your scene ?
And also, please attach the logs (see earlier posts on where to find them).

Sent from my GT-I9100 using Tapatalk
 
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