Thank yo for your kind words ! It feels good after all that work and documentation to make it happen. Although it wouldn't have been possible without the good souls like you here sharing their knowledge. So kudos to you !Due to some personal circumstances, I can't try it for some time. However, this looks like a great work for a "beginner", kudos to you. Furthermore, I love the video edit. When you see good choice in music & sync'd to the video edit, you know there is passion and enjoyment behind. Keep it up, good work.
PS: probably your own thread would have been better not to have it lost into this one, but it's up to you (let us know if you would like to see it separated into a thread).
one way could be to define [DYNAMIC_OBJECTS_...]Hello,i would like to put parked cars on streets into my map and i would like that the cars to spawn randomly in parking spaces. Is this possible ?
Which version of Blender are you using, and are you exporting to FBX to load into the editor? Are your various tree objects "multi user objects" in Blender?Hey all, I've struck an issue with a track I built in blender for GP Bikes a year or so back. I've converted it to AC already and played it, but I noticed a lot of my trees were way off. I managed to fix a few broken objects (the tree name was there but when I focused on it there was no tree and I was at world center) so I could get kseditor to load up properly with the kstree_group naming convention for trees, and everything looked great. Except my performance tanked.
I realised my naming convention, for example; 'KSTREE_GROUP_treemedium' was receiving a .xxx suffix by blender, meaning that in BlockTransform it was showing thousands of entries for any particular tree. I converted all the suffixes to _xxx and kseditor now saw them as one object.
However, with this done the trees started bugging out. I was losing trees and trees were being stretched across the map. There appears to be only one material present, the affected trees look fine when individuals, but grouped together by kseditor some, not all are affected. In the pics you'll see a collection of oaktrees loaded in (white line underneath), then when I add another collection that also has oaktrees the ones underlined disappear (along with others) and the glitching occurs.
If anyone has any suggestions I'm all ears. This is a local road of ours, it is huge fun but I just want it to look right. Thanks in advance.
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Hi, thanks for your response!Which version of Blender are you using, and are you exporting to FBX to load into the editor? Are your various tree objects "multi user objects" in Blender?
When the UI was updated (version 2.93+ IIRC), they removed the binary FBX version from the FBX exporter. As a result, the AC Editor does *not* like 'multi-user objects' in Blender's FBX exports anymore, so if your trees are all linked duplicates (Alt+D to duplicate instead of Shift+D) there's all kinds of havoc. Anything from missing and improperly scaled objects, to busted materials, to incorrect material assignments and more. A workaround is to Append all of your tree objects into a new file in an older Blender version (2.92 or older) and export to their own FBX (I also save the trees in their own KN5 for ease, as well, so foliage updates are much easier since you don't need to export the whole scene for minor tree updates), OR you can temporarily make your multi-user objects unique objects before exporting to FBX. Or permanently unlink them if you know you don't need to modify all of them the same anymore, but as a 20+ year parametric CAD vet, destructive editing gives me cold sweats
If that's not the root of your problem, I'm not sure what's going on, but it's the first place I always look.
not sure what you mean with "from 4-1200..."There are oaktree_004 through to oaktree_2598 in this group.
004 - 1200 exported equals no problem
1001 - 2000 no problem
2001 - 2598 no problem
500 - 1500 no problem
1500 - 2598 no problem
004 - 1200 plus 1500 - 2598 = problem
1200 - 1500 = no problem
004 -2598 = problem
4-1200 just meant oaktree_004 to oaktree_1200 in that group. I have one type of oaktree but I had too many in individual collections. Thankfully the issue is resolved now by 'ohyeah2389' in the AC Custom Shaders discord by pointing large groups caused this issue, then 'The_IC' mentioned the 65k limit. Thanks to the community including all here the trees are now working as they should.not sure what you mean with "from 4-1200..."
treegroup naming is meant like this...
KSTREE_GROUP_oaktree_000
KSTREE_GROUP_oaktree_001
KSTREE_GROUP_oaktree_002 -> oaktree
KSTREE_GROUP_oaktree1_000
KSTREE_GROUP_oaktree1_001
KSTREE_GROUP_oaktree1_002 -> oaktree1
KSTREE_GROUP_oaktreeb_000
KSTREE_GROUP_oaktreeb_001
KSTREE_GROUP_oaktreeb_002 -> oaktreeb
and i think there also the max 65k vert rule applies?
if you have more verts in a group it might not work?
also all the trees in one group should have the same material
thx!!put the all your source files in a folder with only latin characters!
ksEditor cannot handle kyrillic/chinese/..... non-latin characters
View attachment 8579
physical part of the pits must have a distinct name, ie "1pits"...any way I could fix it?
Thank you. It´s already marked as 1.physical part of the pits must have a distinct name, ie "1pits"
in "data\surfaces.ini" that part with KEY=PITS must be set
IS_PITLANE=1