Thank you for such a quick reply on my questions!Hi @fizzybanana , welcome and thanks for the appreciation.
Those mark the start and finish. Did you also setup AC_TIME_0_L/R ?Hi all, I'm new to both the forum and the modding of AC so far I've always worked on rfactor 2, I have a problem in the conversion of a track. I'm converting a hillclimb track made by a friend of mine and I have a problem with the timing object, in practice when I'm already in the pit stops, passing from the starting line does not reset and when I reach the finish line stops. I set the time cubes at the start in AC_AB_START_L for the left and AC_AB_START_R for the right, at the finish set it AC_AB_FINISH_L and AC_AB_FINISH_R as specified in the guide but do not work. I hope you can help me. Sorry for my English
I did not put them on the track at the beginning, do I have to enter them together with the AC_AB_START_L / R? Or do I have to configure them differently?Those mark the start and finish. Did you also setup AC_TIME_0_L/R ?
*sorry, your post got overlooked
Hi there, I have a question. Is it possible to add more than 2 time gates?At the start, you need AC_AB_START_L/R
If you want intermediate times, you need to set AC_TIME_0_L/R, somewhere on the way (e.g. at half distance)
At the finish, you need AC_AB_FINISH_L/R.
Other spawns are identical:
AC_PIT_0, 1, ...
AC_START_0, 1, ...
AC_HOTLAP_START_0
I set everything like that but I always have the same problem the stopwatches do not work and I have a doubt, can it be that the cubes I use do not go well? O ac quietly read any object with that name and set it automatically as spawn? Could you by chance pass me some cubes with arrows on how to be put? I use 3dsimed because with 3ds max I have no confidence, I possibly mistake something or the position of the cubesAt the start, you need AC_AB_START_L/R
If you want intermediate times, you need to set AC_TIME_0_L/R, somewhere on the way (e.g. at half distance)
At the finish, you need AC_AB_FINISH_L/R.
Other spawns are identical:
AC_PIT_0, 1, ...
AC_START_0, 1, ...
AC_HOTLAP_START_0
Good evening this is the log that gives me after the crashBefore that, you might want to attach the logs. Maybe the problem is elsewhere (e.g. driving surface not corectly identified). Otherwise, I don't know what 3dsimed does, I don't use it.
its a png because RTB cant deal with DDS channels separately. its a strange setup, and its more designed to work visually in RTB. I personally hate it. but it does work. the inherent transparency in PNG format like an extra channel, that needs to be removed for game. and the rest is just splattered red green and blue, but he does it as full colour all together. the png should act as the mask and it does, but you cant put that ingame per say,Hi, I've noticed that RTB does not create a splatmap in the mask texture. It's an empty transparent .PNG.
I believe it's because it writes this data somewhere else.
So my question is: Is it possible to make a custom splatmap texture-wise?