Featured TUTORIAL Build your FIRST track - BASIC GUIDE

Discussion in 'Tracks' started by luchian, Jun 14, 2014.

  1. luchian

    luchian Administrator Staff Member

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    Looks like some UV mapping problem(s). Check you objects/meshes mapping.
     
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  2. MisterWink

    MisterWink Member

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    i dont found UV mapping . . i dont know wat is this ,,, on my other map no problem load out the map with the spawn pit -.-
     
  3. luchian

    luchian Administrator Staff Member

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    If you delete this AC_PIT_o, export is working ok ?
    If yes, try to copy one AC_ object that already exists and just rename it to AC_PIT_0, or whatever you need.
     
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  4. MisterWink

    MisterWink Member

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    when I map out the so invite yes .... just as soon as I give the cube a name comes this error message, I simply renamed an object in AC_PIT_0, dan is the error when I get out without loading called change goes it ... have blender already reinstalled. the error happened only recently. . . ... . I have no idea what that is. . .

    thx for u help :)
     
  5. luchian

    luchian Administrator Staff Member

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    Just to make sure:
    You do know that IF you have more than one AC_PIT object, you have to name them AC_PIT_0, AC_PIT_1, AC_PIT_2, and so on.. right ?
     
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  6. MisterWink

    MisterWink Member

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    yes yes bro ..... but for moment i will try the track in assetto to see is good to drive .i need only 1 pit to spawn right ? or more pits ?. on my other map i have made 1 Ac pit ...and is ok to loard in game :)

    i haaate this problem . i cant work on my race track Aaahhh :D .................. thx for ur time :)
     
  7. MisterWink

    MisterWink Member

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    2014-08-20_00001.jpg 2014-08-20_00002.jpg 2014-08-20_00003.jpg 2014-08-20_00004.jpg hey and hello i am back with good neews :D ^^
    i have the Fbx import to 3D max ^^ and have made pit with ac-pit-0 export to blender ....ERROR .....
    i think SHITT :D ......
    than i give the name 1ROAD Ac pit in 3d max . and export the track ...and he work :D ....... but one problem i have :D see pls on the pic with the PIT BOY :D hehe ^^

    and the other pics ar from the 23kilometer map a littel Drift park inside the map ^^
    thanks to you :D
    Greetz marcus
     
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  8. luchian

    luchian Administrator Staff Member

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    Most probably, a problem with axis orientation for the spawn object. See Troubleshooting, in post#2.
     
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  9. MisterWink

    MisterWink Member

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    Hello :) .-.-.---
    i have a problem . . . .
    have made the ac_start_0 and 1 .... and hotlap .
    but all cars have no wheels .... wenn i spawn in pit all have wheels
    have take the pit and renamed in start . . .
    ? or must i made ever a new pit ?
     
  10. luchian

    luchian Administrator Staff Member

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    I haven't tested all the possible combinations to see what is minimum in each game mode; I usually make all necessary spwan points (PIT, START, HOTLAP, ...) and make sure the rotation and scale are correct (see Troubleshooting tip #1 and #2) ;)

    If it still doesn't work, post a screenshot like the one I've posted (showing the axis of your objects).
     
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  11. MisterWink

    MisterWink Member

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    Hello and good morning :)

    see this pic - - - have all pits 90 rotatet .
    [​IMG]
     
  12. assettocorsamods

    assettocorsamods Administrator Staff Member

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    Rotation seems ok.
    What about distance from ground ?
    You could also try and set the scale to 1 (don't know IF it has any influence..)
    -select object
    -CTRL+A > Scale
     
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  13. MisterWink

    MisterWink Member

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    think the distance is ok ..i dont know realy :D
    at this point it goes slightly uphill. this is very bad?
    all pits spawn corect . . . . thxx
     
  14. assettocorsamods

    assettocorsamods Administrator Staff Member

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    It's distance of the spawn point from ground. It needs to be 1-2 m at least.
     
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  15. MisterWink

    MisterWink Member

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    i dont know . i have rotate the qube x = 90° and z = 73° and y = 0° . . .
    i think this is ok . the 73° is for made the car strait to the road but the cars all spawn to right side -.-

    is better i send u the Blend file :D .........
     
  16. luchian

    luchian Administrator Staff Member

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    :) You can send it, I'll try and have a look one of these evenings.
     
  17. MisterWink

    MisterWink Member

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    Hello ... i have a problem with 3Dmax ........... if I rotate the cube to the right, the car tires have no more .only at 90 ° rotation is everything okay ... wat i must to do , thats my car corect stay strait of the street . thank you ....
     
  18. luchian

    luchian Administrator Staff Member

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    Hmm, would be easier to see your file, or at least a screenshot (<== this you should do everytime you have a problem :) ). I am using Blender myself, and I can rotate the spawn points any way I need to, no problem. One note though (again for Blender but hopefully you can "translate" it to 3dsmax): you must only affect pivot rotation but NOT apply it. Notice the angle values and the axis orientations compared to world compass.

    case1.jpg
    case2.jpg
     
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  19. MisterWink

    MisterWink Member

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    yes ok i will do this. next time with pic ^^
    i have one question
    how you did the dirt road, with which command in 3D programm ?
    i know only 1ROAD 1GRASS 1SAND 1KERB ......
    but i need a dirt road like a PineHillRace

    thank you for help :)
     
  20. luchian

    luchian Administrator Staff Member

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    You need to define a file named "surfaces.ini" inside your '\yourtrack\data' folder (look for existing examples in other tracks you have). Define a new surface by any name you want, define its parameters (play with friction, sin_height, sin_length, etc..) and then use that exact name when you name your road mesh in 3d software.
    Example:
    - say your current track has the road mesh named 1ROAD.
    - define new surface type inside surfaces.ini - say DIRTROAD, with custom parameters
    - name your road mesh as 1DIRTROAD
    Done.

    PS: Dirt track is not my work, but Bobskype's : ).
     
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