rageman002
New Member
Hi! I'm trying to add pits to an existing track, and I'm getting the error "CANNOT HAVE 0 CARS IN RACE.INI". Somewhere along the conversions, I'm messing something up and I can't figure it out.
I tried searching for a solution, but I'm really really new at the whole 3d software, and I think I'm making a silly mistake somewhere. I tried straight up converting a track to .fbx, and then back to .kn5, without changing anything, and it STILL doesn't work, even if I don't actually modify anything.
Here are the exact steps I'm doing:
1. I copy the existing track.kn5 to a working folder
2. Convert the track.kn5 file to a FBX file using "kn5conv.exe".
3. Convert the track.fbx file to a FBX 2012 binary file using Autodesk's FBX Converter.
4. Load the track in blender, everything appears properly, I can see the pit boxes and the starting grids
so far everything seems to work
5. I don't change anything, but immediately export to track.fbx
6. Load the track.fbx in Assetto Corsa SDK, I can still see the pit boxes and start grids, named AC_PIT_0 and AC_START_0, all the way to 29.
7. Export to track.kn5
8. Load into a practice session, "CANNOT HAVE 0 CARS IN RACE.INI".
I did try to change the ui.json to have 20 pits and it still gives me the same error. I also tried to rename the ai folder to ai.old, still the same issue. There is no models.ini file.
The track works fine before I try to convert it, somewhere along the line I'm messing something up that breaks the track, any help would be appreciated.
I tried searching for a solution, but I'm really really new at the whole 3d software, and I think I'm making a silly mistake somewhere. I tried straight up converting a track to .fbx, and then back to .kn5, without changing anything, and it STILL doesn't work, even if I don't actually modify anything.
Here are the exact steps I'm doing:
1. I copy the existing track.kn5 to a working folder
2. Convert the track.kn5 file to a FBX file using "kn5conv.exe".
3. Convert the track.fbx file to a FBX 2012 binary file using Autodesk's FBX Converter.
4. Load the track in blender, everything appears properly, I can see the pit boxes and the starting grids
so far everything seems to work
5. I don't change anything, but immediately export to track.fbx
6. Load the track.fbx in Assetto Corsa SDK, I can still see the pit boxes and start grids, named AC_PIT_0 and AC_START_0, all the way to 29.
7. Export to track.kn5
8. Load into a practice session, "CANNOT HAVE 0 CARS IN RACE.INI".
I did try to change the ui.json to have 20 pits and it still gives me the same error. I also tried to rename the ai folder to ai.old, still the same issue. There is no models.ini file.
The track works fine before I try to convert it, somewhere along the line I'm messing something up that breaks the track, any help would be appreciated.