Featured TUTORIAL Build your FIRST track - BASIC GUIDE

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

  1. LilSKi

    LilSKi Well-Known Member

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    Walls cannot be a flat two sided object. A box is OK when there is some distance between each opposite facing side. But when the opposite sides are together they become sticky. The proper way to make walls is to have a low poly, invisible, single sided, or box wall that is the actual wall. And what you see is simply visual and not physical.

    [​IMG]
     
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  2. luchian

    luchian Administrator Staff Member

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    A simple plane acting as a wall can also become sticky when you hit it from the opposite side to where normals are pointing.

    ..sent from my phone.
     
  3. William Riker

    William Riker New Member

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    Thanks, actually that is the case i'm having trouble with, can a wall plane work both ways?
     
  4. LilSKi

    LilSKi Well-Known Member

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    Only if there is separation between the faces. The car cannot hit the reverse side of a vertex normal or it will stick.
     
  5. Pixelchaser

    Pixelchaser Well-Known Member

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    question?, what about containing everything in side a wall object. for example. we drive inside a collision box area or defined corridor so to speak.
     
  6. LilSKi

    LilSKi Well-Known Member

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    As long as you never can hit the backside of a normal you can technically do whatever you want. But you may be wasting PHY calculations having a collision box over you. Usually just a very tall wall to keep you in play is all you need.
     
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  7. kntkatt

    kntkatt New Member

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    hi fellas , im trying to vreate a basic track to teach myself how to do it.I have my basic track working in game & can drive around it.what i am struggling with is the timing does anybody have a link to a guide on creating the timing points in 3dsmax ?

    many thanks
     
  8. luchian

    luchian Administrator Staff Member

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    They can be anything. A box for example. What's important it's their naming.
    Just create them, position where you wish them to be, and name them. It will work.
     
  9. kntkatt

    kntkatt New Member

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    ive tried that still doesnt seem to work , ive made dummy boxes & named them accordingly do they have to be joined together somehow ?
     
  10. LilSKi

    LilSKi Well-Known Member

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    The line goes across the X axis of the object. Both objects should be oriented the same with say Z up, Y forward, and X across.
     
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  11. kntkatt

    kntkatt New Member

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    sorry for being a total idiot but what do you use to draw the line ?
     
  12. LilSKi

    LilSKi Well-Known Member

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    You don't draw any line. Just the X axis makes an imaginary line.
     
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  13. kntkatt

    kntkatt New Member

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    many thanks the problem was i had a few textures not asigned in ks editor . Ive decided to convert a track from rfactor2 (just for learning purposes ) , when i import the track into kseditor it looks very over exposed , looks fine in 3dsmax any ideas ?
     
  14. LilSKi

    LilSKi Well-Known Member

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    3dsimed screws up the ambient and diffuse settings on everything. Set ambient and diffuse to .3 and 0 for specular as a starting point.
     
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  15. kntkatt

    kntkatt New Member

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    many thanks lilski took a while to do it but did the trick , on another note the white lines at the side of the track dont have a very big draw distance is there a way around it ?
     
  16. luchian

    luchian Administrator Staff Member

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    You would need to separate them, or create a new a mesh that comes on top only for the lines. This would increase the draw distance.
     
  17. William Riker

    William Riker New Member

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    Hi!, question about shadows, i'm currently working on bushes, and i have some issues.
    First, how do i get rid of the squared shadow? and how can i solve the problem of the self castered shadow from behind?
    I could notice in Kunos tracks that bushes have all their normals pointing up, so i did that also.

    Any tips?? thanks!

    [​IMG]
     
  18. LilSKi

    LilSKi Well-Known Member

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    You need to use the kstree shader to stop self casting shadows. As far as the square it is the ksalpharef setting that adjusts this.
     
  19. William Riker

    William Riker New Member

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    Got it, thanks!!
     
  20. Pixelchaser

    Pixelchaser Well-Known Member

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    so..... do we know what BOH means in the editor yet.

    my theory is blur over horizon ?
     
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