• Dear visitors,

    The email issue has been finally solved.
    Thank you for your patience and happy browsing.

    Team ACM.

TUTORIAL Build your FIRST track - BASIC GUIDE

I have some more questions now that I am ready to create something that is worthy to drive on.

If I am to build this old airport runway (there is on left side road course that will be built later on)

Would I separate the sections into pieces for texturing uvw unwrap?

I read the thread here and I understand that there should be physical mesh with really high detail vertices (in kseditor render to be set false)

With actual texture road low poly being on top of physical mesh.


I am just wondering how would I tackle texturing this 2 KM long runway.

Thanks.

 

Pixelchaser

Well-Known Member
so what you want is a non repeated texture. if so then you would arrange your mesh and section it having decided your scale for texture etc. I would suggest here a 1 by 4 scale. that's 1024 wide and 4096 long. if your width is say 10 metres then your section would be 40 metres long. this is how I would do it. then id have multiple sections along it the same size, each with a different texture
 
Yep, that's what I want to avoid repeated textures.

Thanks for help.

Track width is 65 meters.

Also track runway has many sections.

I used SAS planet for high quality photos and dimensions.

The red line is track straight width 16 meters.

There is barrier between green lines and red course line... (two green lines are drag strip quarter mile don't have plans to build that)


Black bottom is karting track.

Blue line is pits.

I know this track really well in real life so know exactly where every single bump/crack in surface is.

 

Pixelchaser

Well-Known Member
yeah, anyway that works. I`d use 2 atlas textures for the 8 sections you would require. over the 2 km. 4 sections in each.
 

c3z

New Member
Hey all. So I've been at it all day and can't figure this out for the life of me :mad:

So I tried to add pitboxes to existing custom tracks like Akagi Mountainpass. When I load my track in AC, I spawn at 0,0,0 coordinates. This goes on forever, i fall, respawn, fall, respawn, etc..

So to rule out problems on my end I didnt add anything to the track, I just imported, exported, and saved as kn5. I get the same problem no matter what.

I convert kn5 to fbx using 3dsimed, open fbx in 3dsmax, DONT ADD OR CHANGE ANYTHING (Since the original kn5 works before I convert anything), export fbx, open in kseditor, save kn5.

thinking 3dsimed was my problem, I found a kn5conv on the net, used that to get the fbx file, then repeated same steps... imported in 3dsmax, didnt add anything just exported fbx, opened fbx in kseditor, saved kn5.

Everything loads, but car spaws at 0,0,0 instead of AC_PIT_0

I'm stumpt.

I saw someone else had the problem and it said something about setting origin, but I'm not sure how to do that in 3dsmax exactly, nor which object i need to set origin to.
 

luchian

Administrator
Staff member
Hi, welcome to the forums :).

Every spawn point needs to have it's own origin. Probably what 3dsimed does (I don't use it, so this is just a guess) is resetting all origins to 0,0,0. Since I use Blender, I am not exactly sure for 3ds max, but probably XForm should help solve your problem. It has been discussed here, even if it was about UV mapping.

LE: and here

A lot of guessing above :D, but hopefully will get you in the right direction. Good luck.

PS: since it's about existing content, please pay attention to the permission/credits part. Afaik, adding custom pits is not illegal per se, but at least give credits where credit is due.
 

Pixelchaser

Well-Known Member
heres your pivot or origin tab and how to use it for a "ONLY" the spawn points. and start/finish gates. in the picture if set the 90 degrees on the absolute world coordinates, this might be wrong I realise. maybe its the other axis tune box. offset world.
max help.jpg
 
Last edited:

c3z

New Member
heres your pivot or origin tab and how to use it for a "ONLY" the spawn points. and start/finish gates. in the picture if set the 90 degrees on the absolute world coordinates, this might be wrong I realise. maybe its the other axis tune box. offset world.
View attachment 1459

Do i still need to do this even if i select Y-Up on export fbx?

Also, i realized my AC_ objects like AC_PIT were children of the FBX model, i unlinked and now i spawn at the pit lane. HOWEVER, my car is in the air and does flips / rolls.

I tried to set pit anywhere from 0 to 2 meters off ground (0m, 0.1m, 0.2m, 0.3m.. 2.0m) and it still just stays in the air on spawn.
 

Pixelchaser

Well-Known Member
Do i still need to do this even if i select Y-Up on export fbx?

Also, i realized my AC_ objects like AC_PIT were children of the FBX model, i unlinked and now i spawn at the pit lane. HOWEVER, my car is in the air and does flips / rolls.
yes. you need to do this. Y up on these items only. if this doesn't work. then its a surfaces issue.

1ROAD_00 should be your road object title. and *_01,*_ 02,*_ 03 *_04 etc etc
 

c3z

New Member
yes. you need to do this. Y up on these items only. if this doesn't work. then its a surfaces issue.

1ROAD_00 should be your road object title. and *_01,*_ 02,*_ 03 *_04 etc etc
My roads are 1ROAD00 - 1ROAD28

I dont fall through road, I spawn at pit, in air, spinning, hit road, wheels break, respawn. And this goes on perpetually.
 
That is strange.

In 3ds max all I do is create

DUMMY object call it AC_PIT_0, AC_PIT_1 etc

Place the dummy 1-2 meters above track pits.

With dummy selected right click on rotation button.

for X axis enter 90 degrees. leave Y and Z alone.

Done.

Car loads up normal in game.
 

Pixelchaser

Well-Known Member
That is strange.

In 3ds max all I do is create

DUMMY object call it AC_PIT_0, AC_PIT_1 etc

Place the dummy 1-2 meters above track pits.

With dummy selected right click on rotation button.

for X axis enter 90 degrees. leave Y and Z alone.

Done.

Car loads up normal in game.
exactly how I do it & i also use dummy objects.
 

Pixelchaser

Well-Known Member
My roads are 1ROAD00 - 1ROAD28

I dont fall through road, I spawn at pit, in air, spinning, hit road, wheels break, respawn. And this goes on perpetually.
this is wrong. you have lost a necessary underscore. 1ROAD_00
not 1ROAD00. the surfaces .ini file has no intelligence. and the engine has none either. "ROAD" is classed as a surface, when it gets mixed with anything else. the system treats it like a new word. the underscore is our necessary separator.
.
.
.

the de ja vu on offer is incredible :) :lol:
 

LilSKi

Well-Known Member
this is wrong. you have lost a necessary underscore. 1ROAD_00
not 1ROAD00. the surfaces .ini file has no intelligence. and the engine has none either. "ROAD" is classed as a surface, when it gets mixed with anything else. the system treats it like a new word. the underscore is our necessary separator.
.
.
.

the de ja vu on offer is incredible :) :lol:
01ROAD is fine. You don't need any underscore. 22ROAD.TEST123 would work fine. Doesn't matter what follows the key which is ROAD.
 

Pixelchaser

Well-Known Member
its honestly never worked for me without segregating that title. and dude here other day with same issue added a underscore and then it worked ( that was the de ja vu comment ) anyway its bizzare. hopefully we can get an update to what makes it work.
 

LilSKi

Well-Known Member
its honestly never worked for me without segregating that title. and dude here other day with same issue added a underscore and then it worked ( that was the de ja vu comment ) anyway its bizzare. hopefully we can get an update to what makes it work.
Well neither of my three tracks have any underscore for any of my surfaces and also I don't believe any kunos tracks have it that way so I dunno why you would need it.
 

c3z

New Member
Thanks for the quick responses, you guys are the best. Renaming takes 10 sec, so ill try anyway, but i believe lilski is right, all you need is the key word anywhere in object name. OP mentioned it somewhere.

Ill let you guys know how it goes.
 

Pixelchaser

Well-Known Member
for sure ill try a different format next time myself. I think race track builder might just have something to do with that. wouldn't surprise me
 
Top