LilSKi, The files were in the right structure, However, I was reading the fbx from the max export folder, not the AC folder where the textures and .ini file resides. If read from the right folder, it is fine. The cool thing is when I have a problem it is an opportunity to learn something new. I learned a lot from my mistake..... Cheers! ...and many thanks... P.S. I don't expect hand-holding. I want to learn on my own. If you or anyone feels that I am going down that path, be straight with me, I can handle it. Simply point me to where I need to be focusing. I worked with basic 3d modeling many years ago, GPL mainly, Delta Force games (never played), RF1 etc., and know a little. I am new to "modern" tools and modern games. Brand new to AC.
Something to pay attention to when doing this is do not use the default pp filter. Use the natural pp filter as it has a fixed exposure. The default filter will auto expose and make a super bright track look 'correct'. But load it up in natural and it will look like a nuclear bomb just went off. SO both in sim and in editor use natural filter so you can better compare to stock content. A good base for most shader setting is .3 on both diffuse and ambient. Coming out of 3dsimed it may be as high as .8 and that is just too much.
LilSKi: Happy to report that the person I am helping said the track was smooth and "perfect". However, he said that I had exported in cm instead of meters and had to scale the track 100 times. I need to look at that later because I am certain I followed luchian's instructions for export at the beginning of this post. Regardless...mission accomplished. Cheers!
I have more questions on track conversion. Should I or someone create a new Thread for this? (i.e. Track Conversion) EDIT: I think I found the answer in the setting-up-trees post in the discussion about about grass textures. Some of the conversion questions are covered in making new tracks section. So, sorry for missing these posts.
First, forgive me if I have missed the answer to my question somewhere... I want to learn Blender for the reasons you mentioned. When I did an export from 3DSIMED to fbx, Blender gave a message (version 6100 unsupported Must be 7100). Maybe I have used the wrong search parameters, on Google, here, and at The Pit's but I can't find an answer. Do I need the autodesk fbx converter?
You can use the fbx converter. Also when coming out of 3dsimed there is 4 options. You would need to choose the top option if I remember correctly. Also on import you will need to set the scale to 100. I personally like to go from fbx to OBJ as it brings the textures and materials into blender. The only downside is all objects origins go to 0,0,0 which really isn't that big of a deal. EDIT: When importing OBJ leave scale to 1.
@LilSKi, Your tutorials are very clear and understandable. I have been using them with great success. Thanks! However, some tracks will not convert from triangles to quads in max or blender. At least for me. I understand you probably need more information, but is it critical to get the track mesh polys to quad? In other words if I just add more triangle polys will that improve track surface? My guess is that they do need to be quads. EDIT: I re-read your tutorial and I guess triangles are ok? My other question is with max. I know you use blender. Maybe someone can answer. You mentioned above to scale to 100 in blender on import. I'm not clear in max if that option works the same. My options seem to be miles, meters, centimeters, etc., but I don't see a scale option? From 3DSIMED the default display in max when importing displays centimeters before importing??? That may, or may not be relevant on import before I edit the presets, but the person I am sending them to on export has to scale them by 100.
The subdivision/smooth seems to work best when it is in quads. In blender after you hit ALT-J while in edit mode (you have to be in edit mode and select all with A key) there becomes some options on the bottom left of the toolbar. You can adjust the max and min angles allowed to return to quads. I know all tracks are different and some are far worse than others. But if the original mesh is a clean triangulated mesh as shown in my examples then it should work. Some track however are a total disaster such as the Suzuka conversion that is out there. The way that track is there is no easy way to return to quads. As for the units 3DS works very differently than blender so I am not sure. I only know what works in blender.
Thanks! I'm going through this process of converting tracks for two reasons. 1. Even though they may be sub-par for AC in many cases, they are some I want to drive until they are scratch made for AC. 2. I'm learning a lot about making tracks for AC and the structure...... With the Build Your First Track tutorial here at ACM and your tutorials I have learned so much it's hard to say thanks enough. I have a long way to go, but a week ago I was in the dark and today the light is on and I can at least see the path.
Blender has a tool, under Modifier's called Remesh. It's supposed to be a way to quadify too. I don't know if this will do the trick because I am still learning my way around Blender and haven't figured it out yet. Do you think this is an viable solution?
I see no reason the first shot won't return to quads. The second shot looks like a side road so you don't care about that.
These are the exact steps you should follow. Select object, hit TAB to get into edit mode, press A to select all, hit ALT+J
Some tracks will convert with no problem, but for whatever reason 80% will not; whether in Blender or max. I probably don't know what I am talking about, but I think it has to do with "node welds". The nodes are not connected in some tracks in a uniform way, but are zig-zag??? or criss-cross if that makes sense. The ones that convert using TAB, A, ALT+J, seem to have a consistency about them. I even tried a script that was touted to be a cure-all for this and didn't work either. Their tris conversion youtube example had a uniformity with the triangles. I probably should just move on, but I have the curse of wanting to figure things out. I have spent all day on this, and some of yours. The first track Zandvoort came out really well and doesn't look bad in AC and is a really smooth track.
I figured out how to do this (trial and error and LilSki's help and motivation) in 3DS MAX. Under Modeling select vertex Use Select Object to lasso/capture the track section. (I haven't tried the entire track.) A menu will come up called vertices. Select weld (I also hit target, but don't think it's necessary) Under geometry select Quadrify Selecton In the subdivision menu select smooth 3 times. You will have a track surface like this: Instead of the one posted above. The Blender instructions are posted above by LilSKi I may have missed something because I need to sleep. If so, I will edit later. I don't know for sure, but I suspect that the game editors like gmotor and kunos editor , etc. compress the files somehow and get converted to triangles. When converting it back they are triangles. The kn5 files that I back converted were that way and I suppose this could be tested to be sure.
Just a side note: Zandvoort is already available from Kunos, in very good quality. Sent from my phone using Tapatalk