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TUTORIAL Build your FIRST track - BASIC GUIDE

Kibbutz

Member
I need some help please! I've started looking out for optimization and performance, and I'm experimenting with texture baking in 3ds Max. So far everything works and I succesfully created my baked texture, I do an extra unwrap UV to be sure, export and test it in ks editor. The uv map is totally messed up. Ok so I get back to Max, check the uv map, all is well, change map channel, export and nothing changed, still same result. I check the file in 3dsimed and it's got the same messed up map as kseditor. If I change the UV map in Max I can see the actual edits in ks editor, problem is not in Max, it keeps the correct map no matter if I box or sphere or plane the UV. Have you got any idea what I could be doing wrong? I'm searching the web but I can't find similar problems yet.
 

Kibbutz

Member
I change map channel when unwrapping UVs, going always to channel 2, and when exporting the fbx that will become the only channel wich AC will read from. I've been doing this for months and I never had this problem, but I've never used baked texture too. I think it has something to do with the render to texture settings, I'll start from scratch and see if I can point out my mistake.
 

Kibbutz

Member


these are my settings, I thought about the wrong channel but if I select 1 then only the big board texture gets taken into consideration and it bake only that one everywhere.
 

Johnr777

Moderator
Ok, looking at your settings, you are not actually baking AO...

You have to choose an Ambient Occlusion element/renderer, see my settings:

shot44.jpg
 

Kibbutz

Member
ok, I did that now and I get this error. Some materials are taken into consideration and some are not. They're all standard only diffuse materials, should they be something else?
Edit: forgot, I'm selecting channel 2 cause my map is stored in that channel, I'll move everything back to 1 if that could be causing issue but since I'm still a step before the ksEditor I'll wait to do that till I find a working method.
 

ACDT

New Member
hi all i made a spireal ramp n my cars just go strate throw it could anyone explain i used blender to edit the size then 3d sim to import now i just go throw it :( no solid is the only thing but idk ,,, anyone
 

pyge

New Member
I used the blender particle system to add some trees to my track (800 trees, one material). I'm getting graphical artifacts in sdk and in game and some trees are missing? Is this a gpu issue or sdk issue? I have not had any issues in any other games with this gtx970.

I remember reading somewhere on this board that some updated unofficial sdk exists but I can't find the posts anymore. All in all I have 410k tris including the non visible road mesh at this point.

The artifacts are essentially just really long polygons going across the track from tree to tree. If I open the fbx in blender it opens fine with no issues. In sdk and in game I get artifacts.

edit: I think I figured it out. It seems the kstree shader or kstree_group can't handle non-uniform meshes. I had made y trees but they were not symmetrical. It seems after I fixed that and made them symmetrical the problem went away. I think.
 
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luchian

Administrator
Staff member
Not sure that is the cause, maybe others can confirm.

However, to avoid a useless post :nerd:, one version of the modded KS Editor is there. I don't know if there are other/newer versions.
 

plaidspacesuit

New Member
First of all, I am new to Blender so my problem is likely an easy fix.

I have been following along with the YouTube tutorial and I can't get any textures in. The plane stays black, yet I can click on the center for the road and it will have the correct material (same for the grass on the edges).

Hoping someone can identify my issue here.

15JUL18_BlenderCapture_AssettoTrackTutorial.JPG
 

pyge

New Member
Try materials mode instead of textures mode? Select normals are pointing upwards. You also have uvmap?
 
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pyge

New Member
Are you using nodes? Mayeb try switching to cycles instead of internal blender render.

If you want you could upload the blend and people could take a look. You don't even need to upload the full track. Just one strip of faces going across the track would be enough.

What tutorial are using?
 

plaidspacesuit

New Member
Are you using nodes? Mayeb try switching to cycles instead of internal blender render.

If you want you could upload the blend and people could take a look. You don't even need to upload the full track. Just one strip of faces going across the track would be enough.

What tutorial are using?
This is the tutorial I am using

Download the .blend here

As I am still new to Blender, I find myself trying to do exactly as the tutorial states. I'll use some nodes and update.

UPDATE:

Switching to cycles and using nodes allowed me to laydown my textures!
Capture.JPG



 
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pyge

New Member
I've never actually used the blender renderer so I'm not really familiar with it. Your normals are pointing downwards though. Select all and press w, flip normals. As for the images for your materials in textures: remove them and then add them back. At least for me they don't load (I think you did not pack them into the blend). Your textures load purple which is a sign that they don't load correctly but I don't know enough about the internal rendered to fix that. After that go to material settings and there under shading set emit to 1.0 (was 0). I switched the images with green and dark color

Attached is a fixed blend where the materials work in materials view.

Oh you were faster than me :D. Should have refreshed before uploading.

I don't think you need the uvmap node in your node setup unless you have multiple and you want to use a specific one
 

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plaidspacesuit

New Member
The emit was my issue all along! Thank you so much for looking into this.

Now I need to figure out why the textures have a strong blue tint in KsEditor. o_O
 
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