Featured TUTORIAL Your FIRST car in Assetto Corsa - Basic Guide

Discussion in 'Car Models | Physics' started by luchian, Aug 22, 2017.

  1. lockheed

    lockheed New Member

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    That's just what happens:(, any suggestions?
     
  2. garyjpaterson

    garyjpaterson Member

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    Easiest is if you're using Content Manager - simply go to the content tab, select your car, and choose 'replace sound' and choose any car you wish.

    If you don't have Content Manager you will have to do it manually. For that you will want to open your SFX folder for your car, change the name of your XYZ.bank file to whatever you want it to be (i think it has to match the folder name), then open the GUIDs.txt and replace whatever car you based it on (Formula K probably) with what you just you just named your bank file. Something like Notepad++ is best for this, you can replace every thing at once.
     
  3. lockheed

    lockheed New Member

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    I'm not using Content Manager, I already changed the *.bank file name using the same name of the car folder (in this case "test_model.bank").
    Where can I find the GUIDs.txt file? I can simply use Notepadd++

    Thanks for support;)
     
  4. garyjpaterson

    garyjpaterson Member

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    \steamapps\common\assettocorsa\content\sfx\GUIDs.txt

    That should be it, though I don't beleive it has the formula_K sfx in it. In that case just copy the bank file from whatever car you want, rename it, then replace that car in the GUIDs with what you just renamed it.
     
  5. lockheed

    lockheed New Member

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    Everything done, but nothing changed.
    At this point I have a question: does the car of the tutorial really work in-game?
    I'll try it myself.
     
    Last edited: Jan 2, 2018
  6. lockheed

    lockheed New Member

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    The acm_tutorial_basic car works in-game but not in the showroom, I tried to change only the *.kn5 files with mine, (I also modified the *.ini files), but that doesn't work.
     
  7. luchian

    luchian Administrator Staff Member

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    The sample car is not made for showroom (..considering how ugly it is :D). Showroom requires additional dummies, and the purpose of the tutorial was to make the simplest car possible :). So, it's made to load in-game and be able to drive it.
     
  8. lockheed

    lockheed New Member

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    Ok I understand, so I think that the problem should be my 3D model...:banghead:
     
  9. luchian

    luchian Administrator Staff Member

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    Make an archive of your entire folder, I'll have a look (most probably tomorrow) ;)
     
  10. AccAkut

    AccAkut Active Member

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    there isn't too much you actually can do wrong on the model. If its got all the needed Nulls/Empties, and if every mesh object has a corresponding material asigned to it (can be the same for everything), and if it loaded into the KSEditor and exported from there into kn5 format, it should be fine.

    Upload the whole folder and tag me, I'll have a look.

    I also still got this in my dropbox, all the empties needed for the car to load ingame
    https://www.dropbox.com/s/n21z31fccebcjul/Basic empties.blend?dl=0
     
  11. lockheed

    lockheed New Member

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    This is the entire project @AccAkut @luchian .

    As I said before I can see the model in the KSEditor and it is exported normally.

    I had to remove the .bank file obviously.

    Thank you for the support.
     

    Attached Files:

  12. AccAkut

    AccAkut Active Member

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    3.jpg

    looking in the proview_nodes.ini (which the game or editor creates automatically), it appears like most of the needed empties are missing, all that's noted in there is this:
    Code:
    [NODES]
    WHEEL_LR=0
    ____WHEEL_LR=0
    WHEEL_RR=0
    ____WHEEL_RR=0
    WHEEL_RF=0
    ____WHEEL_RF=0
    WHEEL_LF=0
    ____WHEEL_LF=0
    BODY=0
    
    take the file I uploaded up there and copy everything into your car's file, it should load then

    edit:

    just saw the fbx file, well yeah, all of these empties are missing, and those you have are done wrong
    4.jpg

    page 13 of the AC_Pipeline_PUB_Rev2.0.pdf, to be found under SteamApps\common\assettocorsa\sdk\dev\car_pipeline_2.0rev explains what you need
     
    Last edited: Jan 2, 2018
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  13. lockheed

    lockheed New Member

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    But what... my program didn't show me that horrible floating wheelso_O
    Do you mean the "basic empties.blend" file in your dropbox?
     
  14. AccAkut

    AccAkut Active Member

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  15. lockheed

    lockheed New Member

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    I'm using 3DS MAX, I'm sure I created all the needed dummies/empties, infact I checked in the model of the guide, where am I wrong? I want to understand the problem so later I can make my original project (with the 3D model i wanted to use at first).

    As you can see in the screenshot, it doesn't show me that problem.
     

    Attached Files:

  16. AccAkut

    AccAkut Active Member

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  17. lockheed

    lockheed New Member

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    I tried with your file but nothing changed. However the guide uses only the "WHEEL_XX" dummies/empties so I created only them before.
    Thanks for your time @AccAkut
     
  18. luchian

    luchian Administrator Staff Member

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    it's suppose to be like that. The 1st step in the tutorial is to address the simplest car possible.
    And with those dummies only, the car works in-game. But one need to adapt the ini files also (small modifications, explained in the guide). If one'd just copy the formula_k data folder, of course it would not work.
     
  19. lockheed

    lockheed New Member

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    Yes, I know and I modified all the files as in the guide, the file "proview_nodes.ini" was exactly the same as the one of the car in the guide, but obviously mine has the names I put in my model.

    I'll do everything again from the beginning tomorrow.
     
  20. luchian

    luchian Administrator Staff Member

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    There must be an error somewhere, because as you can see, sample works, yours doesn't :D.
    Yes, sometimes starting fresh is a better idea.
     
    lockheed likes this.
: tutorial, car mod
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