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TUTORIAL Build your FIRST track - BASIC GUIDE

Ternal

Member
Hi guys, probably it was already asked but i can't find it so:

There's a way to make (on a city track like monaco) the road outside the "white" line as out track (like it was grass and the time get cancelled) but keeping it as ROAD?

I don't know if i explained what i want to do in a right way or not hahahaha
 

Johnr777

Moderator
The road outside that line has to be its own object, ie: 1OUTSIDE

Then you can add that object's surface properties to your track's surface.ini like this:

[SURFACE_1]
KEY=OUTSIDE
FRICTION=0.95
DAMPING=0
WAV=
WAV_PITCH=
FF_EFFECT=NULL
DIRT_ADDITIVE=0
BLACK_FLAG_TIME=0
IS_VALID_TRACK=0
SIN_HEIGHT=
SIN_LENGTH=
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0

then make sure the IS_VALID_TRACK is set to "0"
 

Ternal

Member
I created 3 type of road

1ROADxxx for the main asphalt which is the "race track"
2ROADxxx and 3ROADxxx for the outside part of the racetrack which the lap should be invalidated.

In the surface.ini i put this

[SURFACE_0]
KEY=KERB
FRICTION=0.96
DAMPING=0
WAV=kerb.wav
WAV_PITCH=1.3
FF_EFFECT=1
DIRT_ADDITIVE=0
BLACK_FLAG_TIME=0
IS_VALID_TRACK=1
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0.4
VIBRATION_LENGTH=1.5

[SURFACE_1]
KEY=1ROAD
FRICTION=0.98
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
BLACK_FLAG_TIME=0
IS_VALID_TRACK=1
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0

[SURFACE_2]
KEY=2ROAD
FRICTION=0.8
DAMPING=0.1
WAV=
WAV_PITCH=0
FF_EFFECT=0
DIRT_ADDITIVE=1
IS_VALID_TRACK=0
BLACK_FLAG_TIME=0
SIN_HEIGHT=0.04
SIN_LENGTH=0.5
IS_PITLANE=0
VIBRATION_GAIN=0.2
VIBRATION_LENGTH=0.3

[SURFACE_3]
KEY=3ROAD
FRICTION=0.8
DAMPING=0.1
WAV=
WAV_PITCH=0
FF_EFFECT=0
DIRT_ADDITIVE=1
IS_VALID_TRACK=0
BLACK_FLAG_TIME=0
SIN_HEIGHT=0.04
SIN_LENGTH=0.5
IS_PITLANE=0
VIBRATION_GAIN=0.2
VIBRATION_LENGTH=0.3

[SURFACE_4]
KEY=PIT
FRICTION=0.95
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=1
VIBRATION_GAIN=0
VIBRATION_LENGTH=0

But once in game it seems not work right, im doing wrong something? Thanks in advance :)
 

Johnr777

Moderator
You can’t use 1ROAD in the surface.ini file, the “1” number is just to be able to use multiple files. The surface file should say “ROAD” only...

But don’t use ROAD for the outside, use something like 1OUT.001 and 1OUT.002 then in the surface.ini make one entry called OUT.

That way there’s no confusion and the game will not do weird things
 

Ternal

Member
But the OUTSIDE zone is not delimited by walls, is a free zone, if i don't call it ROAD the car will fall into a blackhole or not?
 

Ternal

Member
Not if defined in surface.ini
there's a specific way to define it or i easily call the 3ROAD103 as OUTSIDE1 and create the surface entry like this one

[SURFACE_5]
KEY=OUTSIDE
FRICTION=0.95
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=1
VIBRATION_GAIN=0
VIBRATION_LENGTH=0


?
 
So another weird Issue how come the car is spawning in the middle of the track? I've made sure all my pit dummies are in the pit area and there's no dummies in the middle of the track
 

Johnr777

Moderator
Yeah I don’t work with Maya... but the end result should be like this no matter what software is used, each object should have a pivot point in its center.
ac_pit-objects.jpg
 

Kibbutz

Member
I cannot get the kseditor to work with my textures. They're all 512x512 png (converted to dds aswell), and they work fine in 3dsimed and in rhino (where they've been modeled into). I really have no clue about what I'm doing wrong, anybody got a similar problem ever?
Sketchup cube buildings works as they should with terrible textures, while these one that should be done properly aren't working...
Here are 2 screenshots

on Rhino


on kseditor
 

Johnr777

Moderator
The difference between your 3D modelling application, 3DsimEd and KsEditor is that the editor uses shaders. So they won’t look the same unless you correctly optimize the shaders in the editor. From a quick glance, maybe I’d play with the SpecularEXP value and see if you get a better result, or using a different shader all together.
 

luchian

Administrator
Staff member
It also looks like the textures are missing UV coordinates ?
(..aaand pleaaase, stop using 3dsimed :D. You have all you need between Rihno and KsEditor).
 
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