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QUESTION Track from OSM: what to do next?

wullxz

New Member
I started learning about building tracks with blender and OpenStreetMaps and already got a map that can be loaded by Assetto Corsa (*yay*).

So far, I've already solved a couple of problems with several tutorials and threads from this forum (thanks!).

So, now I got this map of my neighborhood and created a small script that just generalizes roads, buildings (=> walls), footpaths (=> "CONCRETE", added that to surfaces.ini) and everything else (=> grass) and applies a material.

When I start the map I'm presented with a very ugly scribble of my neighborhood that I at least, as a local, can sometimes recognize ^^
The roads are very bumpy and, although looking mostly fine in blender, clip the terrain and crossing footpaths a lot.

I'm looking for Ideas on how to proceed to make this driveable. I don't care (yet) for proper textures for the buildings. The brick wall texture is enough for now (if it would at least show up).

The track can be downloaded here with blender, fbx, textures and kn5 files including the python script I mentioned earlier: https://drive.google.com/file/d/199VA3aauK_KuQEuRwJaK7isgulUNiu9b/view?usp=sharing

Please let me know what I can do to improve the quality of the roads.

If you have any thoughts on how the improvements could be automated via python script or with other addons, I'd be happy to hear them :)


PS: the city I'm trying to recreate here is "Bingen" in Germany:
https://www.google.com/maps/@49.9620515,7.9109806,14z
 

fughettaboutit

aka leBluem
Its not as simple as using what is there, you maybe have to make the road manually, or just cut it out from the underground, so they dont overlap, you cant just place some road mesh above the ground and hope it works.

For the automation part: you are on your own, most people do it manually.

'ne Strecke zu bauen is' wirklich nich so einfach ;)

upload_2020-4-5_2-59-41.png
 

fughettaboutit

aka leBluem
All the content of your blender file should be scaled down by 0.01, so you can see anything, and also you dont have to scale it down on export.
 

wullxz

New Member
Oh, ok. So I select everything and scale it down to 0.01?
I did it during export and it got better a bit.

Also, I know that not everything can be automated and yes, I know it's quite complicated.
I'm just lazy af and tend to automate things where I can find a way. That's why I was asking for ideas if you have any. If you don't have any, maybe I will come up with something to make the conversion to a driveable and enjoyable map easier :)

So, apart from the scaling, what would I do next manually?
The Video you showed me is a bit different than what I have:
For now I didn't import the OSM Photo Layer because I don't care about that.
And the blender-osm Plugin already created Objects for buildings and streets.

Looking at my streets, I think they're not really detailed and therefore very 'edgy'.
I think they're some kind of curve? (I'm still getting familiar with all the object types)
So, do I convert them to something to make the surface of the road smoother?
I tried editing parts of the roads but it seems like I'm not able to select points and vertices. Any Idea why?

I also read somewhere that you usually create a visual mesh with less details and a physical without texture (or visibility) with more vertices so the physics engine works better. I'd like to do that but don't know how and I have the feeling that I should know how to fix the road surface first before working on two represenations of the same object ^^
 

wullxz

New Member
Ah, and there's another thing that I don't understand:
I thought I'd take a look at the Modeling and Sculpting views and see if I can fix the roads there and add more detail. But for some reason those views look very disturbing. There is basically a star of lines originating in one point going outwards. What's that?

(See here: http://prntscr.com/rthhqa)
 

fughettaboutit

aka leBluem
first to the last question: with apply all transformations (ctrl+a -> All Transf.) all those lines should disappear, they just show not applied translations.
 

fughettaboutit

aka leBluem
Right all your objects in the blender files are curves atm, most work i do is with meshes, so cant help with that, idk how ksEditor handles those, i am surprised, it got exported as kn5. there ends my knowledge. The fbx has meshes, they can be edited in place, but those curves from blender are in a different place when editing.

idk what to do next, maybe shrinkwrap roads to the ground, after that use modifier "Boolean" with difference btw road and ground, so you get clean edges. ye, i guess that could work.
 

fughettaboutit

aka leBluem
But shrinkwrap to ground maybe is not a good idea, as its the underground that's so uneven and rough.

And also yes to roadmesh should be more detailed. You already seemed to read roadmesh tutorial, so thats that. https://assettocorsamods.net/threads/road-how-to-physical-and-visual-layer.996/

Maybe also get to know blender even more first.

And maybe separate the houses into another file for the start, so you can work faster.

Later join houses together into one object around some distance (not all of them into one), object count is a big performance hog.
 
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