SOLVED [Blender] Completely new, some noob questions about Materials/Objects

Discussion in 'Tracks' started by hugop, Sep 13, 2017.

  1. hugop

    hugop New Member

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    I'm completely new to 3d modeling and track creation, i've read and watched some stuff already and created a road which is projected onto some imported terrain with blender.

    What i read:
    You need two meshes, one for visuals, one for collision. (One Mesh = One Object in Blender?)
    You need to name the meshes so AC know what kinda material they are.

    Questions:
    Do i have to create one object per AC material? - So different objects for curbs, road, gravel, grass etc.?
    -> Therefore i can't have the curbs and tarmac collision (edit: physical surface) in one object?
    -> How do i connect the different Objects?​
    Or just name the blender materials in the correct way?

    Thanks for your advice :)
     
    Last edited: Sep 16, 2017
  2. luchian

    luchian Administrator Staff Member

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    Hi @hugop , welcome.

    1/ I suggest to read the guide again, and try to do the simplest track possible first. You need to be comfortable with that before anything else. That means, you should forget the physical mesh for now, you can use the visual one as physical. The simplest track would look like this:
    simple_track.jpg
    1GRASS can be just a plane.
    1ROAD can be another plane, a little higher (e.g. 1 cm) than the grass.
    Then the spawn point (see guide).
    They all need assigned materials in Blender.

    2/ don't confuse these terms : mesh, material (in Blender), shader (in SDK, AC).
    mesh - refers to the 3d object. The one you create in Blender. The name of the mesh IS IMPORTANT.
    material - like clothes, that you put on your above mesh. in Blender. The name of the material has no influence in-game.
    shader - definition of the material caracteristics, but in AC language.

    3/ don't confuse collisions with physical surfaces.
    collisions - refers to the invisible wall, so basically vertical surfaces. You don't need it for simple track above.
    physical surfaces - the ones you drive on. ROAD & GRASS above.

    Once you have this working, read the guide again.
    Then, you can start thinking at how to add additional objects or additional physics road.
     
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  3. hugop

    hugop New Member

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    First of all thanks for your very detailed answer.
    I set up the the simple track you recommended: Two planes, 1GASS and 1ROAD, and the spawnpoints (roatated so that "z" points forward), everything has a texture assigned.
    I encountered some problems with the AC SDK though: testtrack.png The textures won't load and everything seems way too big. The unit in blender is set to metric and the scale to 1.0. The model looks fine when viewed in the Microsoft 3d viewer though.
     
  4. luchian

    luchian Administrator Staff Member

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    In the Blender screenshot, scale seems to be 6.051
    Textures will "automatically" appear only if you respected the folder structure mentioned in the guide (meaning having a "texture" folder). If not, you can re-assign them in the editor.
     
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  5. hugop

    hugop New Member

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    The 6.051 is just the scale of the Object though, the dimensions are still only about 12m*12m for 1GRASS and 20m*2m 1ROAD. All of the textures are located inside the \texture folder.
     
  6. Willy Wale

    Willy Wale Member

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    I agree with you that it should be OK but it gets messed up. You need to apply the scale to the objects then try again.

    Select the object then press CTRL & A and select scale.
     
  7. hugop

    hugop New Member

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    Didn't change a thing unfortunately. When i change the scale to *0.01 the scale seems to be about right, dunno why (1cm in Blender is 1m in ksEditor).
     
    Last edited: Sep 15, 2017
  8. luchian

    luchian Administrator Staff Member

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  9. hugop

    hugop New Member

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    I have it set to 1.0
     
  10. luchian

    luchian Administrator Staff Member

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    I know, but the button needs to be unpressed.
     
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  11. hugop

    hugop New Member

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    Oh f*ck thanks, I'm such an idiot... That button cost me so much time :banghead:
     
  12. hugop

    hugop New Member

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    One more noob question:
    How will i go about texturing when my road is not the same width all the time?
    I would do it with "Follow Active Quads" but that will obviously not work because the texture will be stretched on parts where the road is wider, same thing with corners.
    Found the solution: Use "Project From View"
     
    Last edited: Sep 18, 2017
    luchian likes this.
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