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SOLVED Issue with my first track

Valentin

New Member
Hello! This is my first thread here. I'm having problems with my first track. I'm trying to convert Buenos Aires N°6 from RF1.

So I did this:
  1. Import a track from RF1 into 3DSimED3
  2. Add PIT, START, TIME and HOTLAP objects
  3. Export textures to "texture" folder
  4. Savedtrack as FBX
  5. Open FBX in ACEDITOR
  6. Export track as KN5
  7. Install track
  8. Open AC > Select track > push start
Result: Game crashes

Logs: Attached

KN5 link: https://drive.google.com/open?id=0B4tB0eoRU-38blhMeEVQVjhFbnM

It may be something about a position (see log), but i dont have any idea how to even try to solve it.

Thanks in advance.
 

Attachments

luchian

Administrator
Staff member
Had a look at the log. It's not really clear what causes this. It seems to behave as if a valid spawn point does not exist. Where/how did you create PIT, START, etc ? In 3DsimED ? (I do not use it so don't know if it does a good job or if it's even possible).

Why not opening the FBX in Blender (free software) and create the needed objects there ?

Also,
chock material properties in SDK, make sure there is nothing fancy. Textures should be dds or in the worst case png.
 

Valentin

New Member
Had a look at the log. It's not really clear what causes this. It seems to behave as if a valid spawn point does not exist. Where/how did you create PIT, START, etc ? In 3DsimED ? (I do not use it so don't know if it does a good job or if it's even possible).

Why not opening the FBX in Blender (free software) and create the needed objects there ?

Also,
chock material properties in SDK, make sure there is nothing fancy. Textures should be dds or in the worst case png.
Thanks for the reply. I'll try again using blender this time and post the results here.
 

Valentin

New Member
Hi it is very easy to do with 3dsimed the ks editor is not even needed most times .looks like spawn error for you . one other thing to check when doing conversion is make sure all textures are .dds format and theres no .tga files etc... heres a conversion package with some basic instructions for you.maybe it helps =)
http://www.mediafire.com/file/cycjqvz9ci5jeey/Conversion_package_for_rF_to_AC_projects.rar
Thanks for the tip and the package. I'm following the tutorial right now.
 

Valentin

New Member
It worked perfectly. Thanks for the guide Terra21. Soon i'll be uploading a WIP of Buenos Aires N°6

It looks a bit bright although. What could it be?

 

Terra21

New Member
If you track is looking too bright.adjust the shaders,the ambient,diffuse, specular can be turned down. eg lower is darker
Ambient 0.3
Diffuse 0.4

Play with these till you get your desired setting
 

Valentin

New Member
If you track is looking too bright.adjust the shaders,the ambient,diffuse, specular can be turned down. eg lower is darker
Ambient 0.3
Diffuse 0.4

Play with these till you get your desired setting
How could i apply this settings to multiple materials at the same time?

What about collisions with objects such as building, static vehicles, trees, etc... Should I apply a "WALL" type collision?

Thanks!
 

Terra21

New Member
How could i apply this settings to multiple materials at the same time?

What about collisions with objects such as building, static vehicles, trees, etc... Should I apply a "WALL" type collision?

Thanks!
batch edit function in 3dsimedfor multiple edits at once. as for walls if you set 1wall it will work but it makes wall physical which will reduce frames alot.best to make a seperate kn5 for all 1wall_ collision objects and make them invisible/not render and keep vis wall not phyical this will still make walls work and keep good frame rates.you also need to make a models .ini for the extra kn5 to work ingame
 
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