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SOLVED CONVERT TRACK TO ASSETTO CORSA

luchian

Administrator
Staff member
And if export to kn5, then use the import plugin back to 3dsimed, and then export again as fbx ? :)
I didn't play with rF2, maybe they have some specific parameters which are not yet fully handled..

Sent from my GT-I9100 using Tapatalk
 

Heluziwizz

New Member
Hello again! I solved my previous problem and now my problem is that when converting track from rFactor 2, the surface of track suffers. It becomes bumpy. Is there some way to keep the track smooth. Converting method I used is rFactor2 --> 3DSimed --> .fbx --> 3DS max -->.fbx --> ksEditor --> Assetto Corsa.
 

Pelukas

New Member
hello soy spanish.
no entiendo como exportar ui,ai,data,camaras ..etc creo que mi problema es es .
kseditor se ve el circuito despues de convertirlo ,no encuentra algunas texturas del los semaforos y tampoco estan en 3Dsimed. no se estoy un poco liado ,,, yo haber convertido de rf a rf2 ,pero no se por que no carga
para que usar 3dmax?? .dds ya estan en ese formato o por ke no con fhotosohp.
gracias espero que me entiendan.
 

Pixelchaser

Well-Known Member
hello. some assetts in rf/rf2 are in core.mas files. these are files lots of tracks and cars use so they in seperate place. problem is designer use them like that.

Hola. Algunos activos en rf / rf2 están en archivos core.mas. Estos son archivos de un montón de pistas y los coches utilizan para que en lugar separado. El problema es que el diseñador los use así.
 

Pixelchaser

Well-Known Member
Para que usan ,3Dmax?
Como crean las carpetas ,ui,ai,y data ?


Pelukas
no converting folders from RF to AC. files in folders not same. take existing folder of any track in AC and copy those folders......then from AI folder delete .ai files. and continue.

in the data folder there are camera files. these position and control the external cameras. you set these up in the ACEDITOR. look for ac cameras tutorial..


Sin convertir carpetas de RF a AC. Archivos en carpetas no iguales. Tomar la carpeta existente de cualquier pista en la CA y copiar esas carpetas ...... luego de la carpeta AI borrar archivos .ai. Y continuar. En la carpeta de datos hay archivos de cámara. Estas posiciones y control de las cámaras externas. Usted los fijó para arriba en el ACEDITOR. Buscar cámara de fotos tutorial ..

kunos use 3dsmax.
 

Pelukas

New Member
3dmax = equal to phothosop?
The circuit is seen in assetto content ,osea the circuit is fine but not load.
Fault knowing how to edit and manage Kseditor.
Some textures I find it difficult to fix them since they do not come out more than in small and if .dds but not, (example trucks, I will have edit them with 3dmax?, If already in .dds?
I hope to get to the end, thank you for your understanding.
---------------------------------
3dmax = igual a phothosop?
el circuito se ve en assetto content ,osea el circuito esta bien pero no carga .
culpa saber editar y manejar Kseditor.
algunas texturas me veo dificil arreglarlas ya que no me salen mas que en pequeño y si .dds pero no ,(ejemplo camiones ,tendre ke editarlas con 3dmax? ,si ya estan en .dds? .
espero llegar al fin ,gracias por vuestra compresnsion
 

Pixelchaser

Well-Known Member
hard to do, best method to split the object that is too high polygon. in 3ds max select object. and go into faces mode. select half of all the polygons you have and then on right panel (same as where faces mode is) you press detach, and it will make new object.

Difícil de hacer, el mejor método para dividir el objeto que es demasiado alto polígono. En el objeto de selección de 3ds max. Y entrar en el modo de las caras. Seleccione la mitad de todos los polígonos que tiene y, a continuación, en el panel derecho (lo mismo que donde está el modo de caras), presione separar, y se convertirá en nuevo objeto.
 

Johnr777

Moderator

fughettaboutit

aka leBluem
first thing: move fbx + fbx.ini + texture folder to another folder, AC reads all textures from this folder as "alternate skin"; tex-folder only belongs to the fbx, kn5 has them baked in
surfaces.ini: PIT not PITS ! as you called them
[SURFACE_2]
KEY=PIT
 

fughettaboutit

aka leBluem
all
AC_....... -objects
must be uppercase, and without leading 0, check continuous numbering too, from 0..26 it would be 27 pitboxes in "ui\ui_track.json", but AC_START_2 is missing

import bpy
import bmesh
if True:
for ob in bpy.context.selected_objects:
ob.name=ob.name.upper()
ob.data.name=ob.name


and all your
racesurface_track* meshes must have 1ROAD infront of it (at least the ones where the track is):

1ROAD_racesurface_track03_SUB1
....

---------------------------------------
remove objects from gtl/gtr2:

xfinish
xsector*
xpit*
 
Last edited:

fughettaboutit

aka leBluem
make objects with FENCE material double sided, else it will look strange

all your trees are double with two different materials

edit1: here you go
edit2: fixed AC_.... directions
edit3: renamed 1WALL... stuff
edit4: forgot somth
edit5: forgot kerbs, you may need to add it in surfaces.ini
 

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