Massimo
Member
Hi Friends,
today I first tried using Blender 2.9 for my mod tracks (I used RTB before), but I quickly ran into problems. I did a test by preparing a basic track consisting of a landscape, a piece of straight road, the AC_PIT_0 to spawn the car and the AC_AB_START / FINISH_L / R, just to check that everything was ok. Well, it wasn't. Once the track is loaded the car doesn't spawn properly, it starts spinning around, falling into the void and stuff like that. Another strange thing I noticed is that the pit man next to the car is outrageously big (really huge), as is the red pit box around the car.
The procedure I used to create the Track is this:
In Blender 2.9 I imported the terrain using the OSM addon. I scaled the mesh of the necessary (OSM I think import the terrain with real scale, I reduced the dimensions using a scale factor of 0.1, and an AC car model as reference), added the road and the empties, applied the scale to all objects, spinned the spawn empty with the local Y axis up and Z forward, and exported to FBX with the settings indicated in this forum in the relevant discussion (I am attaching a screenshot anyway).
What am I doing wrong?
If someone want to check the .blend file, is attached
->https://drive.google.com/file/d/1_37kBboEwV7TAxwYqOhjF99o34UBemes/view?usp=sharing
P.S. There is no AC_START_0 empty in the file, so if you want to test it in game, you have to choose "start from pits" in Content Manager before start the PRACTICE session.
Thanks to all in advance guys.
Massimo
today I first tried using Blender 2.9 for my mod tracks (I used RTB before), but I quickly ran into problems. I did a test by preparing a basic track consisting of a landscape, a piece of straight road, the AC_PIT_0 to spawn the car and the AC_AB_START / FINISH_L / R, just to check that everything was ok. Well, it wasn't. Once the track is loaded the car doesn't spawn properly, it starts spinning around, falling into the void and stuff like that. Another strange thing I noticed is that the pit man next to the car is outrageously big (really huge), as is the red pit box around the car.
The procedure I used to create the Track is this:
In Blender 2.9 I imported the terrain using the OSM addon. I scaled the mesh of the necessary (OSM I think import the terrain with real scale, I reduced the dimensions using a scale factor of 0.1, and an AC car model as reference), added the road and the empties, applied the scale to all objects, spinned the spawn empty with the local Y axis up and Z forward, and exported to FBX with the settings indicated in this forum in the relevant discussion (I am attaching a screenshot anyway).
What am I doing wrong?
If someone want to check the .blend file, is attached
->https://drive.google.com/file/d/1_37kBboEwV7TAxwYqOhjF99o34UBemes/view?usp=sharing
P.S. There is no AC_START_0 empty in the file, so if you want to test it in game, you have to choose "start from pits" in Content Manager before start the PRACTICE session.
Thanks to all in advance guys.
Massimo
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