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W.I.P. Question about first track

origalde

Member
1- The vertices error could actually mean anything above the 65k limit. Triangles, vertices, uvws, etc. The FBX format is usually finicky... even with 3ds max. Just try splitting the mesh until you get a number that works.

2- It can actually take sometimes 4-5 maps to achieve a good look for road materials. This is and excellent write-up on setting up road shaders: https://assettocorsamods.net/threads/photo-quality-road-surface.834/
1 - Yeah, I'm gonna break the track down into more digestible pieces.
2 - Thanks for the link. I'll check it out.

Hi! in despite you will take some days for this, you should read aaaaalll the threads about track modding in this website and at official assetto website. You will see that KSeditor add some info for each vertice, so the final number will get bigger. Try to split it in more brunches ( is good that word?).

For multilayer shaders.... the same, read a lot, and take a look at people examples. Also, extract some kunos tracks to understand well how they are done/configured, not only for asphalt, but the grass too.
1 - Yes indeed I haven't been often on the official website, I hope to find detailed information, I really need it.
2 - Effectively analysing in retroengineering the tracks of the game remains a sure value.

Anyway today I'm still not clever enough to make a track alone and without occasional help, thank you for your attention it's very useful.

I'm continuing my investigations and hope to be able to show you something presentable soon.

One last thing, the latest Blender to Assetto Corsa Tutorial video is from 2014.


I'm preparing an updated reboot for Blender 2.8 in the same spirit, can I share it here, and therefore on youtube, when it's done?

 
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origalde

Member
as promised the video Blender 2.8 to Assetto Corsa Tutorial
if there is a problem or an issue with the video or its content please comment
 
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origalde

Member
Hey, Koke.
I've taken Theodore's description (for mention of the author) in description of my video.
with the link to his original post.
Of course, I'm willing to mention Luchian.
Do I have to do it in description,
where
how
?
@luchian
 
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luchian

Administrator
Staff member
No problem, share what you will, as long it is useful for the community. That is the only goal of this site.

Matter of fact, the first video, which is in the opening post of my guide, does not belong to me or ACM. I don't even know the guy that did it. It was useful, therefore, I did not mind to post it.

Good luck, have fun, take breaks :D
 

origalde

Member
Hi,
update with 2x speed and another thumbnail, the first one was deleted
i added a link to Assetto Corsa Mods web site
if this is a problem please tell me.
cheers

 
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origalde

Member
good news, the research is slowly yielding good results. i'm now having fun with the ksMultilayer_fresnel-nm.
so huge:cool:
all with gimp no worries and no bugs so far, am'i lucky ?!!! :lol:
I'm not getting into large-scale modeling yet.
I'm just testing and finding out without pressure.
kseditor is so awesome, thanks kunos developer :)
 

origalde

Member
Hello modder community.
Today I'm trying to understand how to align the layout map correctly.
The X and Z coordinates as you can see are at zero
In the yellow circle the map shows me in the position marked by the letter A when in reality I am in B.
I'm looking for info to correctly align the map in size and position with respect to the car's path
would you have a link that could help me please?
Cheers!


EDIT:
I found the information I was looking for here.
Thank you for taking the trouble to read me and have a nice day :)
tip n°1 > https://assettocorsamods.net/threads/track-map-help.823/
tip n°2 > https://assettocorsamods.net/threads/how-can-i-make-ai-path.234/



 
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origalde

Member
hello, today the continuation of the advanced shader.
I'm following in the footsteps of LilSki and it's not easy.
based on his information i tried to reproduce and understand the use of the ksMultilayer_fresnel_nm
only difference being the normal map with the same dimensions as the main track to match the road wears

what I don't understand is that the rendering is not as sharp and clean as at LilSky
maybe I should have a sharper road texture and a softer alpha?
I still don't understand all the subtleties of the
ksMultilayer_fresnel_nm but I still get a result... imperfect :confused:


all textures in dds, fbx, and kn5 file
https://drive.google.com/drive/folders/1LkYAWJH4ZkXXwhZg5ZMVR7R_qvJ4l7A-?usp=sharing

see instead


ashpalt-main


asphalt-main-mask



ashpalt-main-details


cracks


ashpalt-main-noise_NRM
 
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Johnr777

Moderator
Hello,
Always hoping to better understand the advanced shader I created a working base to understand the influence of the ksMultilayer_fresnel_nm node.

Linked a 7zip file with the useful files to reproduce the example. (dds-fbx-blend file)
https://drive.google.com/file/d/12lgekstLYnFgFwJOQTOGl9fwJgO248tW/view?usp=sharing



txDetailA is the alpha channel of the mask texture, so you technically get the option to use 4 detail maps (if the alpha is white). In your example, you are using the main diffuse in that slot. You shouldn’t, just load up another detail map, or use a small NULL texture.
 

origalde

Member
hello,

Today I do not understand why the car appears with damage.
I tried several things to find the origin of the problem such as changing the geometric origin of the road so that it is at the center of the world or even of the mesh but none of them gave results.
I'm at a dead end.
Do you have an idea?


Have a nice day!
 

origalde

Member
the empties are approximately 1 meter from the ground.
the road is not perpendicular, because of the shrinkwarp it slopes slightly down the valley.
when the auto spawn it seems that it suffers instant damage as if it was falling from above.
I tried to place the start at different heights but the problem persists.
this is very strange...

 
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JrC

Active Member
Few things.

From what I understand

- No Y rotation on your spawn objects. They should spawn ok even on angled ground (?) but any Y rotation destroys the car

- I dont think timing objects have to be placed on the ground like that. They can float in the air. Might save a bit of time

-Your pit object (spawn object) has the wrong scale and thats why the pit box is too big... I speak from experience on that one.
 
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origalde

Member
Hello to all

Looking for a deeper understanding of ksmultilayer_fresnel_nm
I am looking for documentation on the use of the txDetailA channel [6].
I have a basic understanding of points 1 to 7 except 6
Would you have a link to help me understand this element better, when and how to use it?
Thanks for the help

 

Johnr777

Moderator
Hello to all

Looking for a deeper understanding of ksmultilayer_fresnel_nm
I am looking for documentation on the use of the txDetailA channel [6].
I have a basic understanding of points 1 to 7 except 6
Would you have a link to help me understand this element better, when and how to use it?
Thanks for the help

Its the alpha channel from your mask texture (Red - Green - Blue - Alpha)

Works just like the other 3 channels, so you can have a 4th detail map if needed

 

origalde

Member
Wow easier than I thought
Thanks for the quick answer Johnr777

With this information I understand that to have a very detailed track 5 textures are enough and as many masks as needed for various declinations see infinite
knowing that for each added mask it will be necessary to count one more material in kseditor
is that right ?
 
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