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TUTORIAL Build your FIRST track - BASIC GUIDE

Johnr777

Moderator
I'm back with a question for you guys! I'm working on a side road transition for my mountain road. What i want to achieve is to give the terrain part of the side road a transparency so that it will blend with my terrain. Is it possible? The squared part on the screen would be the transparent one

https://imgur.com/R80Kh7C

There are 2 ways of going about that, one is the alpha channel way... https://assettocorsamods.net/threads/blending-method-for-grass-sand-dirt.164/

OR the mask shader way, but you need to understand the concept of using a RGB mask for detail textures first... https://assettocorsamods.net/threads/photo-quality-road-surface.834/
 

Kibbutz

Member

Kibbutz

Member
Hey it's me again with yet another question! (I know you can't stand me already :D)
The alpha blending method worked fine and i fixed the sideroads thanks to that. Thank you Luchian for the guide and thank you John for pointing that out.
I'm going to approach the guardrails now, and I'd like to know if you can point me again in the right direction for them. I have 2 differents one already in race track builder, but they're really heavy on file size and different from what they should be, and since what I'm looking for is realism I thought I could do them myself. I dislike the kunos way to do them in the trento bondone, and I've read the Ascari race resort and Nisseringen topics since they talk about them, but I couldn't get more than a visual reference. I will have to follow most of the track with them, so I'd like to do the best I can to keep the rails as light as I can.
 

Johnr777

Moderator
Hey it's me again with yet another question! (I know you can't stand me already :D)
The alpha blending method worked fine and i fixed the sideroads thanks to that. Thank you Luchian for the guide and thank you John for pointing that out.
I'm going to approach the guardrails now, and I'd like to know if you can point me again in the right direction for them. I have 2 differents one already in race track builder, but they're really heavy on file size and different from what they should be, and since what I'm looking for is realism I thought I could do them myself. I dislike the kunos way to do them in the trento bondone, and I've read the Ascari race resort and Nisseringen topics since they talk about them, but I couldn't get more than a visual reference. I will have to follow most of the track with them, so I'd like to do the best I can to keep the rails as light as I can.
Well, don’t take this the wrong way, but IMO you won’t get realism, or any flexibility to do much in the RTB environment... it was made to be a quick solution to race track building and therefore you only get what’s “programmed” in it. If you want to keep using it to build your track, then the only direction we can point to is the RTB support forum. Bring the track over to 3ds Max or blender and we can definitely help :)
 

Kibbutz

Member
I'm on 3ds max and rhino (mostly rhino), I'm using RTB for the landscape and roads wich are really easy to adjust and define, while I'm learning the other 2 programs.. Just give me time, I still need the help of an "RTB" like program, wich guides me and made me learn how to "treat" a terrain.
 

McDev

New Member
I just made my first track, thanks for your tutorial. It was a bit of troubleshooting, I had to import surfaces.ini in data folder and my position objects where below another pivot/transform node, but it seems they have to be in the root. Can anyone confirm that? I prefer to organize objects in transforms usually. has anything to be on the root?

Also I am not sure if my naming is correct. When you define surfaces with ID NAME, what exactly is important? The default surface.ini is: 1:ROAD, 2:GRASS, 3:KERB, 4:SAND

Does ID and name always need to match or what exactly is ID for? I mean can I only write 1ROAD or also 3ROAD? And if, why is ID necessary? Or do I need unique IDs for each object like 1GRASS, 2GRASS etc.?
 

Johnr777

Moderator
The NAME defines the property of the surface, so ROAD means it will drive like a road, GRASS will give it a grass type of property, etc...
ID is to allow you to have multiple objects named the same. So if you have multiple objects that make up your track layout, then you name each 1ROAD, 2ROAD, 3ROAD etc.

I prefer to only use one ID, so my track objects are named:
1ROAD.001
1ROAD.002
1ROAD.003
and so on, same for grass, kerbs, walls

Can't help you with your first question, you must be using something other than 3ds max
 

McDev

New Member
ID is to allow you to have multiple objects named the same.
OK so you mean two objects named exactly the same is not allowed? Good to know, I think I also like to have unique names in the suffix.
My first question was related to the hirachy. So that all my position giving objects where under another object called "pivots", so if you import it in ksEditor you have to unfold "pivots" first to see these objects. Anyway that is not a big deal or I make some trial and error and see what works. I could make a screenshot tomorrow if it is still unclear.
 

Gleidson Silva

New Member
Hello guys.
I'm trying to change, for personal use, the Monaco track but in the chicane I encounter a problem where the AI always collides with the guard rail on the left side. Is there a curb where AI understands it to be a clue, dispute position and hit, how to take this washer or do AI understand that part is not clue? The limit of the lane is correct, I already put the line leaving the curb off the limit, but AI insists on using it.

Since I am Brazilian, I have difficulty with the tutorials presented.
 

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Johnr777

Moderator
Hello Gleidson, welcome!

Im Brazilian as well, so a few words in portuguese...

Primeiro, a pista e' obviamente uma conversao ilegal da codemasters, o pessoal aqui nao costuma ajudar quando se trata desse tipo de trabalho.

Sendo para uso proprio, vou te ajudar. Para diminuir a agressao do AI nessas curvas com paredes, etc, voce pode usar o arquivo AI_hints.ini na sua pista e adicionar a linha:

[DANGER_0]
START=x.xxx
END=x.xxx
LEFT=x.x

Troca o "x" pelo lugar dar curva... O AI toma mais cuidade quando chegar naquela curva.

Good luck and stay away from the these conversions!
 

zorro-rojo

New Member
Hello everyone !! thank for making this guide! without it it would have been impossible to make my first drift track!! thank you very much!! :)

20180622044700_1.jpg


but I have a little problem with the AI line to place replay cameras. When I try select a stretch of the line clicking on it on the track can not select nothing. but when I click on a tree the point of the AI line closest to the tree is selected :banghead:. it's a very strange I do not know what I'm doing wrong. Does anyone know what is going on? :confused:
 
How do I get multiple kn5's to work I've seen Kunos and other modders split it into multiple kn5's.

I've exported a physical, the main and the trees all as seperate fbxs and imported them separately in ks editor and they all line up fine.

Then I exported them out and named them phys, trees, parc etc but when I load my track only the main is there with no trees or physical.

I'm guessing you have to do something in the files to get it to work I'll have to try again later.
 

Johnr777

Moderator
The editor will only export the first model imported, it will ignore the others. It will also only save the persistence file of the first model imported.

So import/export each fbx individually.

To have the game load them, make sure the new kn5 files are listed in the models.ini , look at a Kunos track for examples.
 

luchian

Administrator
Staff member
The editor will only export the first model imported, it will ignore the others. It will also only save the persistence file of the first model imported.
Cheers John, did not know either :D.
 
The editor will only export the first model imported, it will ignore the others. It will also only save the persistence file of the first model imported.

So import/export each fbx individually.

To have the game load them, make sure the new kn5 files are listed in the models.ini , look at a Kunos track for examples.
Sorted thanks a ton :), now I know where i went wrong
 

zorro-rojo

New Member
please I still need help :( someone knows why I can only select the AI line when I click on the trees?
short video showing the problem.
 

luchian

Administrator
Staff member
It's a known problem (of the Editor), and the only workaround I am aware is HERE. Maybe in the meantime, experienced users like @LilSKi came up with better solutions ? (idk). At least now you have "something". Good luck :)
 
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Fat-Alfie

New Member
All I do to fix the problem is to open my .kn5 in 3dsimed and export as trackname-temp.fbx. When you import this new .fbx in to ksEditor you are able to click on the AI spline correctly.

I assume there is some kind of axis issue when exporting from 3ds max or blender that 3dsimed doesn't have.
 
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