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TUTORIAL Build your FIRST track - BASIC GUIDE

Kuba.exe

Member
But... there is an object called "AC_START_0" between two timing gates. Have I named it incorrectly (should the value be bigger than "0"?) Or have I done something else wrong?
 

Kuba.exe

Member
Were you checking kn5 file? Maybe despite being present in blender, the starting point is not present after converting the file? Here's a screenshot from AC editor, where start (or what I think start is, beacuse I might have made mistakes) is visible.
 

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Pixelchaser

Well-Known Member
slow down man. its dead simple. you missed the pits area spawn points.


here is fully working version and model files for you to have a look into. I added an ai fastlane file too, you might need to remove that. also I toned down your shader settings coz your wouldn't have like that :lol:.
removed link.
 
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Pixelchaser

Well-Known Member
no worries, my pleasure to help you and luchian isn't around much and ive far to much time on my hands. its hard the first time but once you get it going once its stage 2, and that's to build and not worry whether it works or not :lol:.
 

luchian

Administrator
Staff member
its dead simple. you missed the pits area spawn points.
If only that was the problem, your track could've still work maybe, but only in Race Mode (..since then you start from the grid, and not from the pits). There are a few posts about it in current thread :). Anyhooo.. cheers to Pixeldude for clarification.
 

Kuba.exe

Member
Yeah, I'm really grateful!

I was wondering if You have any advices on adding dense foliage around my track? My goal is to make the track resemble some of japanse touges, surrounded by trees and bushes I tryed downloading some blender asset packs containing plants, but the one I got wasn't working properly. Should I make my own models? Or is there some other source of assets I haven't heard about?
 

Kuba.exe

Member
Hey

I have made few plant samples, and In blender they looked just fine. However, in game transparency does not work (It did in bleneder). Is there some kind of setting in AC editor to change alpha settings, so space between leaves is empty? Here's how it currently looks:
 

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LilSKi

Well-Known Member
Hey

I have made few plant samples, and In blender they looked just fine. However, in game transparency does not work (It did in bleneder). Is there some kind of setting in AC editor to change alpha settings, so space between leaves is empty? Here's how it currently looks:
First thing Y trees work best. Second use the kstree shader.

Also read this post.
http://www.racedepartment.com/threads/proper-technique-in-track-making-plus-tips.122794/#post-2397224

I do suggest you read the whole thread too.
 

Kuba.exe

Member
I made Y shaped trees and named them KSTREE*number*, but they still look the same, and I can see them only from one side now (perhaps something is wrong with normals, I haven't changed them in blender, maybe I should do something to make it work)
 

luchian

Administrator
Staff member
AC does not support double sided materials. So you need to double the faces of your trees in order to view them from all angles.

Here is a quick video on how you could do that in Blender:
 

luchian

Administrator
Staff member
Do your tree textures have an alpha (transparency) layer ?

If yes, do you use the ksTree shader ? (Optional, more or less)

Did you set the Blend mode to AlphaTest (iirc) in SDK Editor ?

Sent from my phone using Tapatalk
 

Kuba.exe

Member
It works!

Thank you so much

Are Y - shaped trees always the best? I get that they are the simplest and they are easy for computer to process, but what if I need a tree located very close to the track, instead of being in the background?

I've been thinking about placing two Y trees in the same spot, and rotating one of them by 180 degrees (to create 6 arms instead of 3). Or is there a better way to create detailed trees? Or should I stick with Y, beacuse they work the best in any case?
 

LilSKi

Well-Known Member
It works!

Thank you so much

Are Y - shaped trees always the best? I get that they are the simplest and they are easy for computer to process, but what if I need a tree located very close to the track, instead of being in the background?

I've been thinking about placing two Y trees in the same spot, and rotating one of them by 180 degrees (to create 6 arms instead of 3). Or is there a better way to create detailed trees? Or should I stick with Y, beacuse they work the best in any case?
Y just works best usually. Be careful when you have two objects sharing the same space even though they are rotated. You may get Z fighting in the center. If you want a better tree close to the track then you can do a 3D tree like kunos does in some cases.
 

Pixelchaser

Well-Known Member
its about the design on them, when you create those 6 armed trees. and you use the same texture on each arm area, its going to look like the most un natural tree with symmetrical tree arms everywhere.
 
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