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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    There is a link I have posted 100 times and the info is also reposted on this site.
     
  2. luchian

    luchian Administrator Staff Member

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  3. Ricardo Rey

    Ricardo Rey Active Member

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    QUESTION: Checking Track "Smoothness" in MAX

    I'm (trying) helping someone convert a track to AC (with permission of maker). The track seems bumpy. My first attempt with surfaces in AC. The surafces.ini is:
    [SURFACE_0]
    KEY=ROAD
    FRICTION=0.97
    DAMPING=0
    WAV=
    WAV_PITCH=0
    FF_EFFECT=NULL
    DIRT_ADDITIVE=0
    IS_VALID_TRACK=1
    BLACK_FLAG_TIME=0
    SIN_HEIGHT=0
    SIN_LENGTH=0
    IS_PITLANE=0
    VIBRATION_GAIN=0
    VIBRATION_LENGTH=0

    [SURFACE_1]
    KEY=CARPET
    FRICTION=0.7
    DAMPING=0
    WAV=extraturf.wav
    WAV_PITCH=0
    FF_EFFECT=NULL
    DIRT_ADDITIVE=0.1
    IS_VALID_TRACK=1
    BLACK_FLAG_TIME=0
    SIN_HEIGHT=0
    SIN_LENGTH=0
    IS_PITLANE=0
    VIBRATION_GAIN=0
    VIBRATION_LENGTH=0

    [SURFACE_2]
    KEY=PIT
    FRICTION=0.95
    DAMPING=0
    WAV=
    WAV_PITCH=0
    FF_EFFECT=NULL
    DIRT_ADDITIVE=0.05
    IS_VALID_TRACK=1
    BLACK_FLAG_TIME=0
    SIN_HEIGHT=0
    SIN_LENGTH=0
    IS_PITLANE=1
    VIBRATION_GAIN=0
    VIBRATION_LENGTH=0


    [SURFACE_3]
    KEY=OUT
    FRICTION=0.85
    DAMPING=0
    WAV=
    WAV_PITCH=0
    FF_EFFECT=NULL
    DIRT_ADDITIVE=0
    IS_VALID_TRACK=0
    BLACK_FLAG_TIME=0
    SIN_HEIGHT=0
    SIN_LENGTH=0
    IS_PITLANE=0
    VIBRATION_GAIN=0
    VIBRATION_LENGTH=0


    [SURFACE_4]
    KEY=CURB
    FRICTION=0.92
    DAMPING=0
    WAV=kerb.wav
    WAV_PITCH=1.3
    FF_EFFECT=1
    DIRT_ADDITIVE=0
    BLACK_FLAG_TIME=0
    IS_VALID_TRACK=1
    SIN_HEIGHT=0
    SIN_LENGTH=0
    IS_PITLANE=0
    VIBRATION_GAIN=0.4
    VIBRATION_LENGTH=1.5

    In MAX it looks smooth. If the above is OK. Is there a way to check easily in MAX?
     
  4. Pixelchaser

    Pixelchaser Well-Known Member

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    my experience with this myself would lead me to re surface it. from the surfaces ini is default, meaning if road is being used and if its too bumpy....

    obviously its an older sim, it has an extremely low poly surface where the edge of the poly wasn't being used by the engine , maybe just the centre face. I not actually sure what gives rise to the issue or why it wasnt an issue in the older sim etc etc but... so the edge smoothness might not have been required to be a factor etc.
     
  5. LilSKi

    LilSKi Well-Known Member

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    This is for blender but same principles apply.

    See this
    http://www.racedepartment.com/threa...n-track-making-plus-tips.122794/#post-2256505

    And this
    http://www.racedepartment.com/threa...n-track-making-plus-tips.122794/#post-2256522
     
    Last edited: Jul 20, 2017
  6. Ricardo Rey

    Ricardo Rey Active Member

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    OK. I see (I think). Your first link describes the problem. The poly count is extremely low and in triangles. Although I need to read further to understand visual and physical track. But I think I get the idea.
    One advantage of being a senior retired citizen is free community college classes which allowed me to get 3DS MAX 2018 for 3 years. The downside is I haven't used max in 10 years and I am still trying to figure out the interface and how to delete those triangles and then sub divide the sections, if that make sense. I may be over my head and give up until I get a little more experience back...
    Track01.jpg
     
    Last edited: Jul 20, 2017
  7. LilSKi

    LilSKi Well-Known Member

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    I posted the wrong second link. I posted the overall link with the index not the actual post I wanted you to see. I just updated it.
     
  8. Ricardo Rey

    Ricardo Rey Active Member

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    OK. Thanks!
    P.S. I was allowed to get Maya 2017 as well. Maybe I should be learning it instead because in 3 years I cannot afford max and I could afford Maya LT at $240 a year.

    EDIT: Or just learn Blender and be done with it.;)
     
  9. LilSKi

    LilSKi Well-Known Member

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    I vote blender. It is free, very stable, opens in 2 seconds, and has some really good tools that work great for track making. Plus all my tutorials are and will always be based in blender.
     
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  10. Ricardo Rey

    Ricardo Rey Active Member

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    I did figure out how to convert triangles to quad, then sub-divide. So far only by sections since I don't want to "quadify" all.
    LilSki, do you think, after looking at my screenshot, that is the problem?
     
  11. LilSKi

    LilSKi Well-Known Member

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    Yes that should fix the issue.
     
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  12. Ricardo Rey

    Ricardo Rey Active Member

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    OK. Thanks! And thanks for not treating me like an idiot and being patient. This is all new to me after 10 years.
     
  13. Ricardo Rey

    Ricardo Rey Active Member

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    I'll send this "fix" along and hopefully it's ok.
    Track02.jpg
     
  14. LilSKi

    LilSKi Well-Known Member

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    Questions don't bother me usually. It's the hand holding that I can't stand. You seem to have been able to figure it out without me holding your hand every step of the way. I try to give straight forward and clear basic answers. It is up to you (or anyone else) to read it, understand it, and figure out a way to apply it. Many people these days can't seem to think on their own and I don't have time for that.

    Also don't be afraid of poly count on the invisible road mesh. It is not rendered so you can sort of go nuts. For example stock content Monza has a 400k triangle road mesh.
     
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  15. Ricardo Rey

    Ricardo Rey Active Member

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    I exported from max w/2012 fbx, and the options for export per (http://assettocorsamods.net/threads/build-your-first-track-basic-guide.12/).
    When I imported into 3dsimed it had black areas in some areas. So I tried it with another track (no permission, test only: kyalami67) with the same result. Tools report said no missing objects or texture. Here is the kyalami67 screen. Any ideas?
    kyalami67.jpg

    The track still needs AC ##road namimg scheme. etc.
     
    Last edited: Jul 21, 2017
  16. LilSKi

    LilSKi Well-Known Member

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    Why are you using 3dsimed? Use the editor.
     
  17. Ricardo Rey

    Ricardo Rey Active Member

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    In the editor it is completely black. I pulled it up in 3dsimed to see if it looked any different.
     
    Last edited: Jul 21, 2017
  18. LilSKi

    LilSKi Well-Known Member

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    Because you need the textures to be in a texture folder where the fbx file is as well as a persistence file for the editor to load the settings for the materials.
     
  19. Ricardo Rey

    Ricardo Rey Active Member

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    LilSKi, I know you're trying to help and I appreciate it.

    I'm going to go back through the steps to see what I have done wrong. I also think I am trying to do too much without having fully grasp the process and will end up frustrating you or anyone else trying to help.
    Like anything there's a process and I have honestly jumped around a bit trying to pull it together from fragments of knowledge. I want to read through the tutorials you have posted as well.

    You did help me accomplish what I set out to do; to smooth the track. I can forward it on and be done with it for now. My part was actually to do texture enhancements.

    Thanks!
    P.S. I have company tomorrow thru Sunday and will check in, but no fun stuff until Monday.
     
  20. LilSKi

    LilSKi Well-Known Member

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    Yeah sounds like you are jumping around a bit. I personally would stay away from 3dsimed other than opening the original track and getting it in fbx format. When you export from 3dsimed to fbx there is an option to include a persistence file which is a simple ini file that holds material and texture settings. Also you will want to export the textures from the original track and put them in a texture folder. I work right out of the track folder so this is an example of a track I am working on.

    upload_2017-7-21_0-16-21.png

    The .fbx.ini files are the persistence files and all the textures are in that texture folder.
     
    Ricardo Rey likes this.
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