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Track illumination

John Harding

Active Member
Happy to help but I think you need to give us more detail on your KsEditor settings and the texture ambient and diffuse values. The illumination tab in KsEditor will just give you an impression of how your track looks in different conditions I believe, it won't change anything itself.
 

damo

New Member
i started messing about with the values and realised its making it better so ill go fine tune them now to my liking ...thanks for the help ..i guess i just needed to know what to look for ..
 

damo

New Member
i have one more question is it possible to set objects solid and not drive througable and set alphas in kseditor
 

fughettaboutit

aka leBluem
use Shader "ksPerPixelAT"
set blendmode to "alphatest" (dont set obj to transparent)

-or-
use Shader "ksPerPixelAlpha"
set blendmode to "alphatest" (dont set obj to transparent)
set "alpha" to 0 (default)


Rename the object in Blender/3dSMax to somethin with a number in front:
1ROAD_1a

When using WALL in the objects name, then it will also be physical active and "collideable"
 

Gunnar333

Well-Known Member
Please have a look at how it’s done in a proper modeled track like the ones from Kunos.
Walls should be separately modeled simple objects like extruded splines that you hide with render=false.
If an object is too complex you’ll get into trouble with cars stuck into the wall, etc…
 
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