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TUTORIAL Build your FIRST track - BASIC GUIDE

Galaxy

New Member
I have problem on editing track (Have permission). Everything is good except materials. After I edited track on 3ds max then open it on kseditor materials are good but when I launch it on game they are all gone as it suppost to be. Sorry if I repeat this problem because didn't find it anywhere.
2.png 1.png
P.S. Before editing track was okay.
 

Johnr777

Moderator
Check the material shader settings in kseditor... looks like they are too high...

Ambient and specular should be in the 0.2 to 0.4 range
 

pyge

New Member
For some reason I have had lots of issues with trees. Now my issue is that I get this big black triangle at the bottom of the trees. I have made all my models and textures from scratch but I don't really know what is going on here. Here is a screenshot and a blend file is attached that shows two different ways I have tried to make the trees. I'm sure it is something super simple...
https://i.imgur.com/IcsQXJ9.png

The trees are Y-trees. I am using the kstree_group system and that works fine. I have the kstree shader on them and my tree textures come from one bigger atlased texture that has more than one tree.

Just to add little bit more information. The way I'm trying to make the trees: I make couple of different trees and put them into a group. These trees are named as "KSTREE_GROUP_trees10_tree1" and "KSTREE_GROUP_trees12_tree4" and so forth. (In sdk these show up correctly in their own sdk groups under blocktransform.) Then I use the particle system to spread them around. I convert the particle trees into objects from the modifier tab and then select the particle trees and press U and choose Object&Data. I have the kstree shader on them.
 

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Galaxy

New Member
Still have problem and not only with track view but also with skidmarks and etc.
2.png 1.png
I copy all materials from stock track which I didn't edit still same. Oh and I only edit road without adding anything.
 

pyge

New Member
Try 0.2 ambient, 0.2 diffuse and 0.02 kspecular.

Check the color of the alphas of your zmoes.dds. If it is white then it could also cause the whiteness.

For your skidmarks I think you are supposed to turn on alphablending. Change eOpaque to alphablend for your skidmarks.
 

pyge

New Member
Does anyone have any tips and tricks they'd want to share for blender how to make road bumps visually easier to see on the model? I've been trying to mess with different matcaps and turning on vertex and face normals but at most I can barely find the bumps on the road. There are couple of big bumps on my track and I could not even find them on my mesh unless I knew exactly where to look.

I've been thinking about baking the normal map from the physical road mesh to and then use that as a texture but every time I change the mesh I'd need to rebake it and save it. Not very fast.
 

luchian

Administrator
Staff member
Matcap was my only solution also. Something more clever would be very useful. Not from me though..
 

pyge

New Member
Maybe I should see if there are better mod matcaps. Or try to see if I can make my own.

e: making my own matcaps is not a solution as the matcap shading is changed base don the camera view. What I'd need is a static material and matcap can't do that. Probably need to make some kind of material using nodes to get the look I need.
 
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pyge

New Member
I just can't get the bumps to show up well enough so that I could get any kind of sense of how big they are.

Made this quickly:
https://i.imgur.com/faahHWl.png
It only works in material mode but the weakness is it just colors anything based on difference to world x-y plane flat normal. So it colors hills to white and not just bumps. I'd probably need to write a script so I could take some kind of average over multiple vertices around a vert and then compare them two and use it to highlight bumps. But I can't write python and this is way too complex starter project so I'll just need make couple of different color ramps and switch between those for different parts of the track I think.

e: I can probably use vertex groups or weight paints so I don't need to manually switch between different color ramps
 
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Kibbutz

Member
Hi guys, got a question for you after a while.
I'm doing AO maps on my buildings, and I got my wonderful white scale texture with all the shadows I need. How do I go to use the AO for assetto? Should I bake a diffuse coloured map too and overlap it to the AO in some way (PS or gimp), or I'm going off track? I can't find any hint to this
 

Kibbutz

Member
you're a lifesaver john thank you.
what texture size do you usually pick for a baked building? I will do the first trials and errors with 2048 then lower it until I'm satisfied, it's only for information as you don't get this kind of info in the net.
 

Johnr777

Moderator
A good track building practice is to create a 4096x4096 material (or higher) and try to have a lot of building textures in it.
 

MTHS

New Member
Can I build some collidable or movable objects which have weight? It means that when the vehicle hit it, vehicle will reduce a few speed and the objects will go away?
 

luchian

Administrator
Staff member
Yes. Just define a new surface in the surfaces.ini and play with parameters. I would say to copy the SAND parameters and start from there.

- on Tapatalk
 
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