Exactly. Instead of working the texture to fit the model, you sculpt the model to fit the texture, and the mapping is done automatically. Any tool is there to make it possible to do things without having to code in binary. What counts is the result you can achieve. And once you've got started with something, the more motivation you have to carry on with it and improve. That will eventually involve learning something more complex
so even kunos use rtb to make their latest track. \o/ had a good look and theres even some tell tale errors that can only be with rtb,
Ah ok so a Scottish theme. I only mention because dry stone walls are fairly unique to Pennines type areas really, or hilly ones. I'm not sure on the extract distributions but it's amazing how in some areas there are none, and other places there are lots. Usually I guess main roads don't, but old narrower roads do? Probably makes sense to what I remember. Hedge textures will be useful. Brambley Hawthorny mountain ashy straggly stuff, in amongst the usual stuff stuff. I'm excited to see where things go with this track, lots of potential!
over here now with it. http://assettocorsamods.net/threads...ish-royal-ish-road-drive.879/page-6#post-4064
For texturing XPack objects, what flavour of dds is recommended? I'm using dxt5, but I have no idea if there's any effect in the game itself. Is mipmapping recomme ded? Should I use the same settings for the normal map as well? Thanks!
dds files are all about compression. at varying levels. the higher the dxt number, the better the interpolation of colour when being compressed, and interpolation of alpha channels. dxt 1 for use without alpha channel. dxt1 alpha. no point in using. dxt3 alpha channels with transparency associated in the file. dxt5 for full alpha channel detail. less compression. when would you use these. dxt1 for no alpha. dxt3 for when alpha is present but not presenting high detail alpha. and dxt 5 for the full McCoy, (i.e a road surface) dxt5 for the best. http://www.fsdeveloper.com/wiki/index.php?title=DXT_compression_explained mip mapping. I believe Assetto uses 4 mip maps when you don't set them yourself. the AC engine will generate mipmaps for everything itself !!! but it will also take longer for the track to load whilst the engine does this. applying 4 should be enough to your mip maps.
How does the mipping in AC work then? Does the track editor check DDS for mips at export and generate them where required? I just use the PS tools and make mips that way. Mips really have to be done quite specifically depending on the type of map. Ie, alpha for transparrency and the gamma used, or gamma for diffuse colours, from height maps (ideally, or from lower res rendered geometry (baked)) or explicit low res images for normals. Normals specifically are biased, and just rescaling them results in not as nice results as properly generated mips (from height maps or geometry re-baked at lower res per mip).
Editor doesn't check for mips. If there are no mips they are created when loading the track. Therefor if you don't include mips in the the textures load times go through the roof.
Ah ok that makes sense. Given all the textures will be loaded then the mip check at load is probably quick... but to construct them if missing is slow haha! Dave
How can I change the elevation after I have created the project from google maps data ? Or how can I make a track smoother (get ride of some bumps) I have seen a tutorial, but it's old, theUI has changed, and it seems I have less options now with the latest version. BTW, amazing tool RTB, well worth the 55€ !!!! Edit: Also, when I ride the track in Assetto, it shows me a "Forbiden direction" sign in the center of the screen. Any hint on what I made wrong ?
Check that you have positioned the AC_TIME_0_L and AC_TIME_0_R correctly. If L is not on the left side of the track when seen from the driver's seat and R on the right then you can have this issue.
Thanks Can I see the name of the objects from RTB ? I remember seeing them in KsEditor, but not in RTB.
you cant see the name of the objects in RTB. and once you have done all the height stuff you want. you turn the height capture off in the top bar settings. which then reveals the terrain edit tools along the top.
How didn't I found it ??? Worked perfect, thanks Another question, Can I split a track i created on 2, so I edit its profile separatedly ? Is there any Goal Arc in the XPacks ?
Can we define penalty zones with RTB ? If a put obstacles to avoid the IA taking shortcuts, they abandon the race xD
My first question ... First a statement. My experience years ago building tracks for GPL was that once a basic track was laid, test it in-game for smoothness, camber, etc., before putting time in objects (i.e. curbs). Is this true for RTB and AC? Also, I think I need a track ball, I'm wearing my wheel out
depends, but generally yes, track is the important part. but with RTB actually the scenery comes first really. thing is, when you want to really perform in RTB all that algorithmic stuff gets turned off and I often start on a flat area, Especially if I'm joining tracks into other tracks to make roundabouts and real roads etc.