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QUESTION ksEditor shuts down while importing fbx

Eidolon

New Member
Hi all, I am a complete novice using the Race Track Builder and ksEditor, and I am having an issue. I created a track in Race Track Builder and exported it. Using ksEditor to open the fbx, ksEditor starts the import progress, then after about 20 seconds ks editor just shouts down with no errors (except for one time). I look in the logs folder for the editor and there is nothing in there. How do I find the logs or get them to save? I did, however, manage to copy the one error I did get. Any help would be appreciated.

Note: while creating the track, following a tutorial, I used ksEditor to import an early test version of the track without issue.

Error Message:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
at Model.load(Model* , basic_string<wchar_t\,std::char_traits<wchar_t>\,std::allocator<wchar_t> >* , GraphicsManager* , IModelImporter* )
at ksNet.ksGraphics.loadFBX(String filename, UInt32& key) in i:\manu\documents\ac-source-pc\ksnet\ksnet.cpp:line 743
at ksEditor.Form1.loadFBXFile(String file, Boolean saveRecent) in i:\Manu\Documents\ac-source-pc\ksEditor\Form1.cs:line 840
at ksEditor.Form1.openFBXToolStripMenuItem_Click(Object sender, EventArgs e) in i:\Manu\Documents\ac-source-pc\ksEditor\Form1.cs:line 826
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
ksEditor
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///H:/Steam/steamapps/common/Assetto%20Corsa%20Editor/ksEditor.exe
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
ksNet
Assembly Version: 1.0.5884.33843
Win32 Version:
CodeBase: file:///H:/Steam/steamapps/common/Assetto%20Corsa%20Editor/ksNet.DLL
----------------------------------------
Microsoft.GeneratedCode
Assembly Version: 1.0.0.0
Win32 Version: 4.6.1586.0 built by: NETFXREL2
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
ksMathCore
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///H:/Steam/steamapps/common/Assetto%20Corsa%20Editor/ksMathCore.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
 

Les Neilson

Active Member
How big is the fbx file? I've had problems importing large tracks, but I fixed that by patching ksEditor to make more memory available
 

luchian

Administrator
Staff member
How big is your track ?

Also note that a single mesh cannot have more than 65k verts. So for example, if you made a 20 km long road, in one single piece, it will probably have more than 65k and you will need to split it into smaller chunks.
 

Eidolon

New Member
How big is the fbx file? I've had problems importing large tracks, but I fixed that by patching ksEditor to make more memory available
The file is 113 Megabytes. I loaded the patch, and now it's plugging away without shutting down. Thanks. How long can it take to complete compiling? It's been about 40 minutes now.

Update: it finished after about 45 minutes. :D
 
Last edited:

Eidolon

New Member
How big is your track ?

Also note that a single mesh cannot have more than 65k verts. So for example, if you made a 20 km long road, in one single piece, it will probably have more than 65k and you will need to split it into smaller chunks.
My track is only about 5 kilometers long, and I made each section of track less than 1,000 meters.

I would like to know how to un-dissect areas that don't need so much detail. I was playing around with the dissect function and inadvertently dissected areas that don't require detail. Also, the entire map area doesn't need to be so big and I'm wondering how to remove some of the large "triangles" (they need to be put back to their original size, or un-dissected).
 

Eidolon

New Member
How big is your track ?

Also note that a single mesh cannot have more than 65k verts. So for example, if you made a 20 km long road, in one single piece, it will probably have more than 65k and you will need to split it into smaller chunks.
Ok, so I managed to get the track into AC and it is driveable at least. :) Thanks for your replies and help!

The issue I have now is that the track seems very narrow, even though it is sized according to google map roads (a two lane road feels like a single lane). I realize that I can make the track wider, but it won't match the map. Is there a way to scale the map, or cars/objects to fit better. There just doesn't seem like there will be enough room to pass.

Also, I can drive right through all the Wall-concrete and GuardRail I placed around the track.

I guess I'm going to need to watch more tutorials... :confused:
 

Les Neilson

Active Member
My track is only about 5 kilometers long, and I made each section of track less than 1,000 meters.

I would like to know how to un-dissect areas that don't need so much detail. I was playing around with the dissect function and inadvertently dissected areas that don't require detail. Also, the entire map area doesn't need to be so big and I'm wondering how to remove some of the large "triangles" (they need to be put back to their original size, or un-dissected).
As far as I know, once you have subdivided a triangle, there's no way to undo it or delete it, sorry.
 

Les Neilson

Active Member
Ok, so I managed to get the track into AC and it is driveable at least. :) Thanks for your replies and help!

The issue I have now is that the track seems very narrow, even though it is sized according to google map roads (a two lane road feels like a single lane). I realize that I can make the track wider, but it won't match the map. Is there a way to scale the map, or cars/objects to fit better. There just doesn't seem like there will be enough room to pass.

Also, I can drive right through all the Wall-concrete and GuardRail I placed around the track.

I guess I'm going to need to watch more tutorials... :confused:
I find that the driving view makes a track seem much narrower than it really is. Does it look narrow from the external view as well?

For now the string objects can't be made collidable the way single objects can. The only thing you can do is make them 'driveable' in the properties tab. Unfortunately this doesn't always have a realistic effect (the car will basically jump over the object rather than collide with it) But I'm pretty sure Brendon has talked about modifying the string objects to improve this aspect in a future release
 

Eidolon

New Member
I find that the driving view makes a track seem much narrower than it really is. Does it look narrow from the external view as well?

For now the string objects can't be made collidable the way single objects can. The only thing you can do is make them 'driveable' in the properties tab. Unfortunately this doesn't always have a realistic effect (the car will basically jump over the object rather than collide with it) But I'm pretty sure Brendon has talked about modifying the string objects to improve this aspect in a future release
Thanks for the replies.

So what you're saying is, the only way right now to make track boundaries is to insert single objects all the way around the track? Arrrrgh... :banghead: So, what about rumble strips? I noticed that I can't feel them when I drive over them. Does the same thing apply here, adding individual objects or is this something completely different?
 

Les Neilson

Active Member
Thanks for the replies.

So what you're saying is, the only way right now to make track boundaries is to insert single objects all the way around the track? Arrrrgh... :banghead: So, what about rumble strips? I noticed that I can't feel them when I drive over them. Does the same thing apply here, adding individual objects or is this something completely different?
One way is to use the track profile and make a sort of wall, which can be partially hidden by the string object. In a track I've made I use the track edge to make a sort of hedge.

For the rumble strips, set the properties to driveable and you should notice the effect when you drive over them
 

Eidolon

New Member
One way is to use the track profile and make a sort of wall, which can be partially hidden by the string object. In a track I've made I use the track edge to make a sort of hedge.

For the rumble strips, set the properties to driveable and you should notice the effect when you drive over them
Ok, not a bad idea with the track edge, thanks. Can you make the edge invisible? If so, do I do that in ksEditor or Race Track Builder?

Where do I set the properties of the rumble strips, in ksEditor?
 

Les Neilson

Active Member
Ok, not a b'th the track edge, thanks. Can you make the edge invisible? If so, do I do that in ksEditor or Race Track Builder?

Where do I set the properties of the rumble strips, in ksEditor?
I'm not sure you can make the edge invisible. In theory you could apply a transparent texture...

The rumble strip properties are set in RTB. Select the string object, then open the properties at the top right of the screen. There you can set 'cast shadow' as well as 'driveable'. For single objects you can enable collision detection
 

luchian

Administrator
Staff member
Can you make the edge invisible?
Whatever object is named 1WALL_something, will automatically be made invisible by the ksEditor.

If you wish to make other type of object invisible, you can always set it to not renderable in the editor.
 

JustiNator

New Member
i have the same problem, i also get that Error that you posted, its the first time it happens to me, my File is 79MB, and the longest amount of road (at one piece-) is max 400 Meters, so not that long... im Really out of ideas :(
 

Les Neilson

Active Member
Put it in the kseditor directory. Back up the original exe file, then run the patch. Then run kseditor in the normal way and try importing the fbx again
 

JustiNator

New Member
Oh man, now i have another problem, this time im just falling through the track, left side is okay, but the right side ``is not there``... No idea why this keeps on happening D:
 
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