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FAQ - Track Modding - FAQ

Discussion in 'Tracks' started by assettocorsamods, Jun 8, 2014.

  1. assettocorsamods

    assettocorsamods Administrator Staff Member

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    Until proper documentation will be released, figured you guys could use some of the info provided by devs. Trying to build this here and keep it clean.


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  2. assettocorsamods

    assettocorsamods Administrator Staff Member

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    Q: is there a method to auto-generate grass ?
    A: No, not in the editor, it's painted in the 3d application.
    N.B. a script ?

    Q: What is the map size limit ?
    A: About 16km x 16km for physical environment. Graphical can be bigger.

    Q: Will there be a clipping plane setting ?
    A: No, no far plane limit.
     
  3. Julio

    Julio New Member

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    change the pivot 3d studio max but the position of the car does not change please help
     
  4. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    Have you tried moving the spawn point to where you want, then going into hierarchy, then affect pivot only and then Alignment, center to object ? Looks like it's not moving the pivot point of the spawn object when you move it.
     
  5. QuadCoreMax

    QuadCoreMax Member

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    What is the maximum number of shaders allowed ?
    What is the maximum polycount allowed in the scene, I heard at least 1,500 K ?
     
  6. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    Ahaa, very good questions !

    1/ The more different shaders you have on your track, the more the performance will be affected. I am not sure there is a maximum number (staying in the reasonable limits) but I think I remember Si3v saying we shouldn't need to go above 50 for a track (that's estimate budget in official tracks).

    2/ Virtually, there's no limit (as in a fixed number); devs said the only limitation is your memory.
    However, do note:
    - from other user experience when going above 2.5 - 3 millions verts you might experience some editor issues (crashes). And even this, might not be a limitation anymore, since the use of layouts (they've used this to split the Nords in many smaller meshes and workaround the limitations) - I haven't test it yet, didn't do a track that big :D.
    - one single mesh/object can't have more that 65k verts. LE: coordinates, not verts. 65536 to be precise. Coordinates are vertices, normals, UVs and more. If needed, you'll have to split it.
    - for information, a track like Imola, has around 3 millions verts (from which about 1.5 are for vegetation).

    So what I'm basically saying, unless you are doing a hugely detailed project, you probably don't need to worry about verts limit.
     
    Last edited: Mar 9, 2017
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  7. QuadCoreMax

    QuadCoreMax Member

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    Thanks again !

    Also, from what I experience testing, the more 1WALL you have, the less FPS you'll get. I have created some special collidable trees / vegetation & the FPS has dropped to 50%, so it's not a good idea to create too many physical objects in your scene.
     
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  8. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    And if the trees are not collidable (but still there as graphic), the performance goes back to normal ?

    Sent from my GT-I9100 using Tapatalk
     
  9. QuadCoreMax

    QuadCoreMax Member

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    Yeah, if the trees (20K) + rocks (23K) are just graphic, the performance is perfect around 50- 60 FPS on my converted track Boujma (115 K TRIS). If not, it drops in between 25 - 35 FPS.

    My PC runs on Eyefinity in 3840 x 1024 px @ 75Hz (x3 19" LCD Screens) almost everything on High with an old AMD Flex HD 6870 1 GB GDDR5 & an old AMD Black Edition 9950 OC @ 3.0 GHZ.
     
    Last edited: Sep 6, 2015
  10. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    For trees, there is some optimization to do, in order to help with performance. See this post.
     
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