Hey If I want to create a simple, invisible box wall surrounding a more complex shape, what texture is the collision box supposed to have? Should I assign no material at all, find a fully transparent texture on the internet, or use a special shader for that purpose?
It will have to have a material, or it will give an error in SDK. Just chose any (simple) material from your scene and use that. You don't even need UV mapping since it will not be visible. Sent from my phone using Tapatalk
I have been using a basic PHY material for anything invisible that is physical. I then just assign the null.dds texture to it. Also all of my invisible objects go into the phy.kn5 so all I need to do is open the node editor and select all objects under the renderable row and set it to zero. That way you don have to edit them individually. Individual object setting Node grid
Hi everyone I have just started converting my first track (from rFactor 2), to Assetto Corsa. However I'm still very lost, and I don't know what to do. I can't load the track in AC. The screen goes black, and then back to the launcher, whenever I try to load the session (with original AC car, and no AI). The last part of the log, reads the following: -----------END RACE INI----------- [SESSION_0] TYPE: 1 [SESSION_0] DURATION_MINUTES: 0 Creating physics track: aa_test [] ADDED TRACK SKIN OVERRIDE: default LOADING MODEL content/tracks/aa_test/aa_test.kn5 VERSION=5 Loading 494 textures DEBUG TIMER: TrackAvatar::init3D():428.767279 LOOKING FOR: content/tracks/aa_test/ai/fast_lane.ai DEBUG TIMER: AISpline::calculateNormals:0.000255 LOOKING FOR: content/tracks/aa_test/ai/pit_lane.ai NO PIT LANE FOUND: content/tracks/aa_test/ai/pit_lane.ai Scanning 0 points SPLINE POINTS COUNT : 0 | PAYLOADS COUNT : 0 Hint file :content/tracks/aa_test/data/ai_hints.ini not available DEBUG TIMER: INIT TRACK SPLINES:0.146906 DEBUG TIMER: TrackAvatar::initPhysics():3.205363 IDEAL LINE FROM AI LINE Kunos Simulazioni: CRITICAL ERROR ERROR: Groove object: groove not found CRASH in: OS-Version: 6.2.9200 () 0x100-0x1 ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF4D093C58) 00007FFF4D093C58 (KERNELBASE): (filename not available): RaiseException d:\dev\dev_pc_master_race\acs\dynamictrackmanager.cpp (56): DynamicTrackManager:ynamicTrackManager d:\dev\dev_pc_master_race\acs\trackavatar.cpp (115): TrackAvatar::TrackAvatar d:\dev\dev_pc_master_race\acs\sim.cpp (1049): Sim::loadTrack d:\dev\dev_pc_master_race\acs\racemanager.cpp (351): RaceManager::initOffline d:\dev\dev_pc_master_race\acs\racemanager.cpp (174): RaceManager::loadSessions d:\dev\dev_pc_master_race\acs\sim.cpp (313): Sim::Sim d:\dev\dev_pc_master_race\acs\splashscreen.cpp (319): SplashScreen:ostRender d:\dev\dev_pc_master_race\ksgame\game.cpp (181): Game:nIdle d:\dev\dev_pc_master_race\ksgame\game.cpp (210): Game::run d:\dev\dev_pc_master_race\acs\acs.cpp (475): wWinMain f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF50588364) 00007FFF50588364 (KERNEL32): (filename not available): BaseThreadInitThunk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF506970D1) 00007FFF506970D1 (ntdll): (filename not available): RtlUserThreadStart I'm sure it's something very basic, but I know very little of the entire proccess right now. May I have some help from anyone, please? Thank you very much. Cheers
When copying the data folders from a KS track, you keep the groove.ini folder, and it's not finding the right one. Delete any of the .ini files except for surface.ini and try again
Thank you very much for your help. It worked, of course. Now, on to find out why I can't load a modded car with the track..
So I have two systems. One was not ok, the other one was. I don't know what was wrong. I just copied the track and car from the good system, to the bad system. Everything is sorted now.
I have an issue if anyone would know how to salve it. Take a look at this image: Its a grass with 2 objects of gravel on both sides (image does not show all only corners of them - objects are in white and go out of image too) - which are perfectly fine and blending ok. But what is the problem, that there is that blackness (black shadow) which blends too. It shouldn`t be there. There is no object there either. This image is from the game it self, in ksEditor nor in 3ds max there is nothing there (only in the game). Is that any kind of shadow? I have no clue really. And its strange, it does not appear beside all these grass//gravel textures
I had the same problem some time ago. I don't know how to explain it, but I had a face, that covers no area ( so not really existent) and that caused the shaddow. here is a picture to demonstrate the problem I had:
Hey I was just wondering If it is possible to change settings for multiple materials ot once. I have created same tree and fooliage assets, but changing particular material values for them individually in the editor is a nightmare.
You should be consolidating materials as much as possible. For example 4 tree textures should be on a single 2k texture not 4 individual textures/materials. Same goes with grass and bushes. And the answer is no. You can copy and past the base settings but the textures will always have to be filled in. I'll post this yet again... http://www.racedepartment.com/threads/proper-technique-in-track-making-plus-tips.122794/
Maybe one workaround (sort of) would be to edit the persistence file directly, if you know exactly what you aim for. Using something like Notepad++. Sent from my phone using Tapatalk
I get that textures need to be set manually. What I want to achieve is kind of material preset, with shaders and values already set, so the only thing I need to do Is choosing the texture.
copy & paste from the top tab called material tools. each material will need the material set though. and as suggested changing the ini file in a text file editor will allow you top copy paste to all materials to make them all the same but listed as separate entries of course (that's why lilski suggest to combine them, and that's for practical and performance purposes, and ease of access)
If you save persistence properly, and have a limited amount of materials like you are supposed to, then I don't really see the need to mass edit or preset shader values. You set them once and pretty much forget about it after that.
I've asked this question before, but I cannot remember where and my google-fu is poor: How do you save the weather settings in AC editor?