Featured TUTORIAL Build your FIRST track - BASIC GUIDE

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

  1. Portland12345

    Portland12345 Member

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    don't worry that thing will never see light of day. :lol:

    its already deleted.

    next step is slowly learning proper techniques and tips in this forum.


    I am gonna start small, try and replicate autocross track from real life first.
     
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  2. luchian

    luchian Administrator Staff Member

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    One of the best posts on the forums ! Cheers mate !
     
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  3. Portland12345

    Portland12345 Member

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    I have some more questions now that I am ready to create something that is worthy to drive on.

    If I am to build this old airport runway (there is on left side road course that will be built later on)

    Would I separate the sections into pieces for texturing uvw unwrap?

    I read the thread here and I understand that there should be physical mesh with really high detail vertices (in kseditor render to be set false)

    With actual texture road low poly being on top of physical mesh.


    I am just wondering how would I tackle texturing this 2 KM long runway.

    Thanks.

    [​IMG]
     
  4. Pixelchaser

    Pixelchaser Well-Known Member

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    so what you want is a non repeated texture. if so then you would arrange your mesh and section it having decided your scale for texture etc. I would suggest here a 1 by 4 scale. that's 1024 wide and 4096 long. if your width is say 10 metres then your section would be 40 metres long. this is how I would do it. then id have multiple sections along it the same size, each with a different texture
     
  5. Portland12345

    Portland12345 Member

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    Yep, that's what I want to avoid repeated textures.

    Thanks for help.

    Track width is 65 meters.

    Also track runway has many sections.

    I used SAS planet for high quality photos and dimensions.

    The red line is track straight width 16 meters.

    There is barrier between green lines and red course line... (two green lines are drag strip quarter mile don't have plans to build that)


    Black bottom is karting track.

    Blue line is pits.

    I know this track really well in real life so know exactly where every single bump/crack in surface is.

    [​IMG]
     
  6. Pixelchaser

    Pixelchaser Well-Known Member

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  7. Portland12345

    Portland12345 Member

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    Okay

    will look into it.

    thanks.


    BTW why couldn't I select elements of the mesh and use material ID in 3ds max instead of sectioning mesh?
     
  8. Pixelchaser

    Pixelchaser Well-Known Member

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    yeah, anyway that works. I`d use 2 atlas textures for the 8 sections you would require. over the 2 km. 4 sections in each.
     
  9. c3z

    c3z New Member

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    Hey all. So I've been at it all day and can't figure this out for the life of me :mad:

    So I tried to add pitboxes to existing custom tracks like Akagi Mountainpass. When I load my track in AC, I spawn at 0,0,0 coordinates. This goes on forever, i fall, respawn, fall, respawn, etc..

    So to rule out problems on my end I didnt add anything to the track, I just imported, exported, and saved as kn5. I get the same problem no matter what.

    I convert kn5 to fbx using 3dsimed, open fbx in 3dsmax, DONT ADD OR CHANGE ANYTHING (Since the original kn5 works before I convert anything), export fbx, open in kseditor, save kn5.

    thinking 3dsimed was my problem, I found a kn5conv on the net, used that to get the fbx file, then repeated same steps... imported in 3dsmax, didnt add anything just exported fbx, opened fbx in kseditor, saved kn5.

    Everything loads, but car spaws at 0,0,0 instead of AC_PIT_0

    I'm stumpt.

    I saw someone else had the problem and it said something about setting origin, but I'm not sure how to do that in 3dsmax exactly, nor which object i need to set origin to.
     
  10. luchian

    luchian Administrator Staff Member

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    Hi, welcome to the forums :).

    Every spawn point needs to have it's own origin. Probably what 3dsimed does (I don't use it, so this is just a guess) is resetting all origins to 0,0,0. Since I use Blender, I am not exactly sure for 3ds max, but probably XForm should help solve your problem. It has been discussed here, even if it was about UV mapping.

    LE: and here

    A lot of guessing above :D, but hopefully will get you in the right direction. Good luck.

    PS: since it's about existing content, please pay attention to the permission/credits part. Afaik, adding custom pits is not illegal per se, but at least give credits where credit is due.
     
  11. Pixelchaser

    Pixelchaser Well-Known Member

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    heres your pivot or origin tab and how to use it for a "ONLY" the spawn points. and start/finish gates. in the picture if set the 90 degrees on the absolute world coordinates, this might be wrong I realise. maybe its the other axis tune box. offset world.
    max help.jpg
     
    Last edited: Feb 23, 2017
  12. c3z

    c3z New Member

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    Do i still need to do this even if i select Y-Up on export fbx?

    Also, i realized my AC_ objects like AC_PIT were children of the FBX model, i unlinked and now i spawn at the pit lane. HOWEVER, my car is in the air and does flips / rolls.

    I tried to set pit anywhere from 0 to 2 meters off ground (0m, 0.1m, 0.2m, 0.3m.. 2.0m) and it still just stays in the air on spawn.
     
  13. Pixelchaser

    Pixelchaser Well-Known Member

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    yes. you need to do this. Y up on these items only. if this doesn't work. then its a surfaces issue.

    1ROAD_00 should be your road object title. and *_01,*_ 02,*_ 03 *_04 etc etc
     
  14. c3z

    c3z New Member

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    My roads are 1ROAD00 - 1ROAD28

    I dont fall through road, I spawn at pit, in air, spinning, hit road, wheels break, respawn. And this goes on perpetually.
     
  15. Portland12345

    Portland12345 Member

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    That is strange.

    In 3ds max all I do is create

    DUMMY object call it AC_PIT_0, AC_PIT_1 etc

    Place the dummy 1-2 meters above track pits.

    With dummy selected right click on rotation button.

    for X axis enter 90 degrees. leave Y and Z alone.

    Done.

    Car loads up normal in game.
     
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  16. Pixelchaser

    Pixelchaser Well-Known Member

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    exactly how I do it & i also use dummy objects.
     
  17. Pixelchaser

    Pixelchaser Well-Known Member

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    this is wrong. you have lost a necessary underscore. 1ROAD_00
    not 1ROAD00. the surfaces .ini file has no intelligence. and the engine has none either. "ROAD" is classed as a surface, when it gets mixed with anything else. the system treats it like a new word. the underscore is our necessary separator.
    .
    .
    .

    the de ja vu on offer is incredible :) :lol:
     
  18. LilSKi

    LilSKi Well-Known Member

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    01ROAD is fine. You don't need any underscore. 22ROAD.TEST123 would work fine. Doesn't matter what follows the key which is ROAD.
     
  19. Pixelchaser

    Pixelchaser Well-Known Member

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    its honestly never worked for me without segregating that title. and dude here other day with same issue added a underscore and then it worked ( that was the de ja vu comment ) anyway its bizzare. hopefully we can get an update to what makes it work.
     
  20. LilSKi

    LilSKi Well-Known Member

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    Well neither of my three tracks have any underscore for any of my surfaces and also I don't believe any kunos tracks have it that way so I dunno why you would need it.
     
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