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QUESTION Is there a guide to adding cones to a mod track?

jsarbour

New Member
Hullo, I'm new to this. Just got my first track working thanks to the resources I found here.

I'm looking to improve my tracks quite a bit from the rough spot they're in now. The first thing I'd really love some help with is adding cones to my tracks. I want to add a large number of cones, and hope there's an easy way to got about this.

Thanks!
 

luchian

Administrator
Staff member
No quick trick. You need to model the cone, and them multiply to the needs of your track.
 

EKO Sim-Racing

Well-Known Member
Let’s say it’s « easy » if you have 3dsmax or Blender experience. Like Luchian said, you need to model 1 cone (unless you want different modeled cones) then add textures/materials to it in your modeling program. Then you repeat the cone to your liking and then upload in kseditor....
 

EKO Sim-Racing

Well-Known Member
You must export your model from 3dsmax or Blender in an FBX format. Then after, you open Kseditor and import the fbx. Once that done, you save as a *.kn5 file and make sure the name is in your *track*.ini file.
You should read the thread Luchian did. It will help you greatly.
 

jsarbour

New Member
Thank you. I reviewed Luchian's guide and a few things have become more clear, but I am still confused.

After modelling a cone object in blender, to the right size and dimensions, with a texture applied, what do I do next?

Do I:

a) place them in my normal track model, with the name AC_POBJECT_n (n = 1, 2, 3, ...), or:
b) make another .fbx with only cones, and then import it as well into the SDK editor? Is there an easy method to space them from origin so they overlap with my track correctly?

Also, how does Layout.ini factor into this? Do I have to provide the co-ordinates of every single POBJECT I want in my track?

Thanks for all the help.
 

Johnr777

Moderator
You are over complicating things, option A is what you need to do, place them on your track model. Re-import the track fbx in the SDK editor, set the shader up for the cone, save persistence file, export kn5 again.
 

jsarbour

New Member
@Johnr777 thank you very much. Luchian's talk of layouts has gotten me all turned around (not to discount all of the helpful information they've provided). You've set me straight.

Is there any way to customize the physics behaviour of the POBJECTs? Or is it all similar and determined by Assetto Corsa?

(Other than placement of the origin to determine centre of gravity, I know that much (and not much else)).
 

fughettaboutit

aka leBluem
no, thats the culprit of ac_pobject's, no incfluence on behaviour, they all act like weigthing like 5KG

you may have to make a simpler (Blender, make copy of object, edit mode, Mesh->convex-hull) mesh from the cones and make it a parent of the more complex geometry, but oc dont forget to make it not renderable in ksEditor then
Clipboard011111.png


every edge slows physics down... i tried with 120 cones on a track and ac just went to slowmo mode
 

fughettaboutit

aka leBluem
small python blender snippet to rename all selected objects to "AC_POBJECTS_xxx" starting with 100:

import bpy
import bmesh
preFix = 'AC_POBJECT_'
i=100
for ob in bpy.context.selected_objects:
ob.name=preFix + str(i)
ob.data.name=ob.name
i=i+1
print(ob.name)

:lol: idk how to paste code, it must look like this, with spaces in the loop:

spaces.png



edit: :lol: actually you can use a lot more objects, a just tested with ~250 and it runs ;)
 
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GRLap

Member
I'm adding pobjects (cones) to my track. I use Blender. I am using blender "empties". A few questions:

1. Does the cone object need to be a child of the empty (parent)?
2. Are there any rules for the rotation of the empty? I.e. directions in which x, y, z must point?
3. Should any rotation of the empty be "applied" to 0.0 or left as-is?
4. I added empties and scaled them 0.01. Do I "apply" that scale (i.e. make it 1.0) or do I leave it at 0.01?
5. Any other tips for this?
 

fughettaboutit

aka leBluem
No need for empties, they dont have geometry.

Make a parent mesh with as few parts as possible and make that RENDERABLE=0 in ksEditor

Make the visible cone a child of the (hold shift while draging)
upload_2022-3-3_17-40-52.png
 

GRLap

Member
As of now i'm still using an empty, plus a visible cone. The visible cones are children of the empties. the empties are named AC_POBJECT_001, AC_POBJECT_002, etc. The children are named AC_POBJECT_001.001, AC_POBJECT_002.001, etc.
The cones appear in the simulation; yay!
The problem is that they don't scatter when I hit them with a car. they don't want to move; I can drive through them. However, there does appear to be some visible resistance when I hit the cones, i.e. more than a typical objects that is not part of the game physics.
Any thoughts on what the issue is?
 

GRLap

Member
the empties' origins were already in the center of the empties' axes. the visible cone origins are at 0,0,0. So, that's not the solution, unfortunately.
The car just rolls right over the cones and they don't move :(
 
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GRLap

Member
No need for empties, they dont have geometry.

Make a parent mesh with as few parts as possible and make that RENDERABLE=0 in ksEditor

Make the visible cone a child of the (hold shift while draging)
View attachment 7426
I did what you suggested; made a mesh (instead of an empty) as the parent AC_POBJECT_01, etc., and set the parent mesh renderable = FALSE.
So, of course, what happens now is that the child cone is no longer being rendered in the game. It seems that when you set a parent as not-rendered then the children are not rendered either.
 
Last edited:
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