Never touched it. Not sure I have ever noticed it change anything when I put numbers in there. So I guess that means I have touched it
im also working with tree's , if you go 1 side of the tree it looks fine but go the other & it totally dissapears any ideas ?
If using 3ds max look for an option called "ignore backface" and check it. In blender it is called "backface culling". With them on you will see the same in in the 3d program as you see in the editor. You need to duplicate the faces and flip them to make a double sided object. Here is also some more info on tree naming and how to setup the objects. I suggest you read through all the main posts in that thread. http://www.racedepartment.com/threa...n-track-making-plus-tips.122794/#post-2397224
this is where using long textures is handy, especially for the blurring problem. its a mip map issue I believe and making things longer or stretching them stops the far mips being loaded too soon. I might be wrong but I cant quite remember. for roads I'm using 1 x 4 geometry (diffuse only)textures. so if its 10 metres wide it covers 40 metres long etc etc.
Hello I decided to learn about modding AC. I have some background with blender and map-making for csgo, but not much else. Just after starting my work with first, very simple track I have encountered a problem. I have created a simple road in Blender, however in AC editor it looks like blank white space with black circle underneath the camera. I bet the solution is simple and the problem is apparent beacuse of my lack of knowledge about track-making.
hello. your invisible track means ... well it could be a lot of things wrong. id start with centering the objects origin, and then centre the object in the workspace. then when in the editor hold control and use the arrow keys to find it. move camera up and down etc. hint, make a big patch of grass !
Hey, I'm holding ctrl when moving the camera around (with one of the objects selected from the list), but still nothing seems to show up. And how should I add grass underneath? Shall I do it in blender and import? Or is there a way of adding objects and textures in AC editor?
no, the Ac editor just sets everything up for the game. all must be done in blender. https://www.youtube.com/results?search_query=blender+to+assetto+corsa
Yeah, Ive seen some of these videos already. When they export from blender and open kseditor the track is already there (egsampe here: ). But when I open the editor displays nothing in viewport. I have no idea what I might have done wrong while creating materials in blender.
In the video I attached here the guy Is doing something with textures and UVs about 4:20 mark. I wasnt able to do the same thing beacuse I the video is 3 yrs old and blender menu have changed since then. But I don't know If this is the cause of the problem.
this could be the problem. if an object has no UV mapping, then it doesn't know what to do with the material. so that could indeed make it invisible. I suggest finding another blender uv mapping video, and simply just get anything on there to test, then you can learn uv mapping. none of this is easy. takes a heck of a lot of understanding. which can only be gained through trial and error and watching lots of videos. years to learn.
Don't be so harsh Ali . For the very first track, it should take less than this On-topic: maybe it is a scaling issue ? (too big or too small). Can you post a screenshot of your export dialog box from Blender ? Also, when you can't find objects, you can double-click (LMB or RMB, can't remember now ) one from the tree in the left side of AC Editor and it should "zoom" in on it.
Ok, so I'll post dialog box (do you mean the settings of export like axis direction and scale?) in a sec and check out UV mapping on YT.
I believe the shapes were correctly unwrapped and textures in blender, but I'm not sure about one thing. By exporting fbx do I tell KSeditor both what's the texture file and how is it wrapped around the face? Should I do something else to add this information to the file? And another thing: Does it break the exported fbx if some materials in blender have textures, and some of them are simle diffuse colors? Even If it does, shouldn's it only break the ones with plane RGB blender color instead of texture picture? If it still refuses to work I can post my blend file here.
My mistake may be very basic, but I think the best way to solve the problem is to share the blend file so anybody willing to take a look at it can do so. Here's google drive link: https://drive.google.com/drive/folders/0B7uzp6zkN118TUlfWC1XYjBQMHM?usp=sharing
Also, look up. My track is above the initial camera position. When viewed from below it is invisible. I have to move 'up' to be able to view it. Objects are viewable in the editor without UV mapping. I have several objects with only a placeholder material. Not sure if they will show up if no material is set though.
I can select the objects, they are becoming darker and dissapear after a second, so i think lack of materials assinged is the cause (mean the materials were added in blender, but it seems like they are not present in KSeditor) After clicking the "material" tab, having one of the objects selected, i see "NULL" written all over the place. Does it mean adding new materials to particular objects in editor should fix the thing? If yes, how do I do so?