EKO Sim-Racing
Well-Known Member
Patriots' Park continued with a few of the auxiliary buildings:
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The way I would do it:No idea how to do such a thing (yet)
Very good idea !The way I would do it:
Make a half sphere for the round section, and a rectangle for the antenna part, shape it a bit to match.
Make a front view render of the high poly object, on a solid background. use that as the texture for all sides.
Add alpha channel, done![]()
That's pretty much what I was going to say!That's done in kseditor itself. You change the mesh settings of any meshes you want to change, where LOD IN and LOD OUT are the distances in metres.
E.g. you could set the meshes relating to the high poly object to LOD IN = 0 and LOD OUT = 200. Then you could set the low poly meshes to LOD IN = 199 and LOD OUT = 2500. Those are examples only and you'll have to tweak them to look right on your track.
You may have noticed in the example there's a 1m overlap between the meshes. I've found that if you set them to be the same number there's sometimes an obvious disappearance and reappearance. There may be a better way of doing it that I'm not aware of.
Also if you have several submeshes in your objects, it might be easier to use the batch setting replace tab in kseditor to set the objects' individual meshes all at once.
I'm still very new to this so if someone wants to suggest a better way of doing it, feel free.![]()
Yup:you have a system folder in "...steamapps\common\assettocorsa\apps\python" ?
and in "Documents\Assetto Corsa\cfg\gameplay.ini" there should be this:
[PYTHON]
ENABLE_PYTHON=1
What CM version are you using? Mine doesn’t have such an interface (see my post at 6.59PM today)and here?
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