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QUESTION Custom collider.kn5 not working

Tervos

New Member
Hiya! I'm new to modding, and I'm trying to rework a mod car for private use. I've got a bit of a problem with its collider, indeed it's way too big; https://i.imgur.com/QtcOGpg.png

I then made a rough estimate of what I wanted, using Blender; https://i.imgur.com/8DLFd3Y.png

When importing the collider .fbx to the SDK, I get this error even though I applied the object transformation to scale, location, and rotation in Blender; https://i.imgur.com/M3iz5eI.png

When using the output .kn5 file as collider, this is what it happens in game; https://i.imgur.com/URkGyMX.png - The car does not collide with anything, except for the wheels when touching the track.. And strangely enough, there's this thing hanging just beneath it; https://i.imgur.com/w4skbyB.png

Note that when exporting the collider as .kn5, the collider model's material is set to GL, and it is exported as "Car", not "Car (No textures)".

What am I missing? Blender export settings; https://i.imgur.com/DihfVZZ.png

Thanks in advance.
 

Tervos

New Member
Try with these settings (notice the FBX All)
View attachment 3252
Thank you for your reply, I was able to import the .fbx and save it as .kn5! But unfortunately the scale is way off, and the collider ended up being very, very small, even though it was on scale with the car model in Blender; https://i.imgur.com/cksGemf.png
https://i.imgur.com/G2M0xv0.png

Do you have an idea of what I could do?

EDIT: I tried fiddling around with the official AE86's collider. Here's what happens;

.kn5 -> ASCII .fbx -> binary .fbx -> Blender -> without modifying the collider model, export to .fbx with your settings -> root node scale error when importing into SDK, no matter wether or not scaling has been applied in Blender (https://i.imgur.com/ccZAOEv.png)

OR

.kn5 -> ASCII .fbx -> binary .fbx -> no error when importing into SDK
 
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