Featured TUTORIAL Build your FIRST track - BASIC GUIDE

Discussion in 'Tracks' started by luchian, Jun 14, 2014.

  1. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    don't think so. BTB doesn't deal with AC spawn objects, and I never need to know how to do it in 3dsimed but it can be done there.
     
    luchian likes this.
  2. Ghostnasty1

    Ghostnasty1 New Member

    Joined:
    Apr 15, 2015
    Messages:
    20
    Likes Received:
    8
    ok cool, I am at work tonight I will try this Sunday morning when I am off, thank you for clearing it out for me.
     
    luchian likes this.
  3. Ghostnasty1

    Ghostnasty1 New Member

    Joined:
    Apr 15, 2015
    Messages:
    20
    Likes Received:
    8


    The position is 0 0 0,and the compass is visible just not on the object when i select it.



    [​IMG]

    So confusing :lol:.


    EDIT: AC_START_1 does the same thing,0 0 0,but compass at the same spot as AC0,grhhh

    By the way thank you for offering to do it for me ;) however i would like to learn so in the future i don't run into this issue. :p
     
  4. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    you need the axis compass in the middle of the object basically. because that's its pivot point which is always a separate entitity to the object itself. is this correct Luchian ? ive never had to worry about it because its easy to deal with in max. so I rarely put the axis compass on.
     
    Last edited: Apr 18, 2015
  5. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,491
    ^^ Yes, exactly !

    @Ghostnasty1 It's probably brcause of your workflow (passing through rFactor format first). Game engine might (I think AC does the same - not sure) "normalize" the origins to the center of the track.

    Anyway, that's the issue for sure. In this situation, when you play with position coordinates in sdk, you will influence it.. but it's just a big guessing game.. :)

    Sent from my Nexus 7 using Tapatalk
     
  6. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    when I managed to get that ascari track into max, everything was located around the centre. not the version you passed luchian. but the 3ds. when I export my own creations like this the same I don't have this issue. so I think its user problem somewhere.
     
  7. liquido

    liquido Active Member

    Joined:
    Apr 7, 2015
    Messages:
    166
    Likes Received:
    205
    Location:
    Málaga, Spain
    I'm BTB user and everything changes when BTB export to Rfactor, pivots points, material names... so you need to do what luchian told.
     
  8. Ghostnasty1

    Ghostnasty1 New Member

    Joined:
    Apr 15, 2015
    Messages:
    20
    Likes Received:
    8
    Ok guys thank you for your help, I was watching a video of some guy working on converting a track from rfactor very grouling video to watch because of the length but was worth it, I Beilive I know what I have to do now, just waiting for when I am off.and again thank you, I will post if success.
     
  9. Ghostnasty1

    Ghostnasty1 New Member

    Joined:
    Apr 15, 2015
    Messages:
    20
    Likes Received:
    8
    Ok guys i did all start objects invisible boxes all compass great all good but now it crashes when loading in Assetto Corsa please help.new log.




     
  10. Ghostnasty1

    Ghostnasty1 New Member

    Joined:
    Apr 15, 2015
    Messages:
    20
    Likes Received:
    8
    Nevermind guys I think I know :lol: silly me, I was in a rush to go to work and wanted to see if it was going to fix my pit/start issue and I think I forgot to add the names for surfaces types :lol:.
     
    luchian likes this.
  11. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,491
    ..and I also see some JPG textures :). While it may load, you should avoid using them in any case.
     
    Ghostnasty1 likes this.
  12. Ghostnasty1

    Ghostnasty1 New Member

    Joined:
    Apr 15, 2015
    Messages:
    20
    Likes Received:
    8
    @luchian So thanks to you i have learned to even make my cinematic views in one set work,thanks so much for all the information.now how does one make there track playable online? i put my track and data folder in server folder with the surfaces.ini but still show up red in game online.were do i upload too the surfaces.ini to work online?
     
    luchian likes this.
  13. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    make sure there are no capital letters in the folder name structure.
     
    Ghostnasty1 and luchian like this.
  14. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,491
    ^This^

    +
    Go into your server folder structure, to \content\tracks.
    Inside, create a sub-folder with the same name as your track (no capital letters)
    Inside, create a sub-folder named data
    Inside, upload your track's surfaces.ini
    Done.​
     
    Pixelchaser and Ghostnasty1 like this.
  15. Ghostnasty1

    Ghostnasty1 New Member

    Joined:
    Apr 15, 2015
    Messages:
    20
    Likes Received:
    8
    Holy cow thank you guys,it worked.
     
    Pixelchaser and luchian like this.
  16. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    funny in`it ! how a capital letter can **** it right up ! who`da thought ! :lol:
     
  17. Ghostnasty1

    Ghostnasty1 New Member

    Joined:
    Apr 15, 2015
    Messages:
    20
    Likes Received:
    8
    Seriously
     
  18. Dinix

    Dinix New Member

    Joined:
    Oct 6, 2014
    Messages:
    11
    Likes Received:
    1
    Greetings to all. It is the first time I participate in this forum (which seems very interesting) directly, I did above with Luchian via private. Good work.
    It forgive my English, is a translation and google :(
    After looking at my forum conscience, I can not find how to integrate my modest Karting circuit in AC.
    I've looked thoroughly theme names surface textures, as well as positioning and denomination of objects, and everything seems fine. Not any errors I get in the log that creates documents the game, except the final CRASH in that makes me something of what goes on Ghostnasty1 in yours, even that one thing that makes wonder, and I see in the Ghostnasty1, it would be a reference to this: parsing GUID: {d1cd7211-834d-4f6c-8b03-5bca57d0e346} bank: / abarth500.
    Which is repeated with all models of car that I have, is not whether it is normal.
    If you do not mind, I put it under him ye see him.
    thanks.
    -----------END RACE INI-----------
    [SESSION_0] TYPE: 5
    TRACK NAME=ndr_kart
    CONFIG=
    DATA FOLDER:content/tracks/ndr_kart
    INIReaderDocuments C:\Users\Dioni\Documents/Assetto Corsa/cfg/race.ini
    [SURFACE_0] DIRT_ADDITIVE: 0
    [SURFACE_0] FRICTION: 1
    [SURFACE_0] WAV_PITCH: 0
    [SURFACE_0] BLACK_FLAG_TIME: 0
    [SURFACE_0] IS_VALID_TRACK: 1
    [SURFACE_0] SIN_HEIGHT: 0
    [SURFACE_0] SIN_LENGTH: 0
    [SURFACE_0] IS_PITLANE: 0
    [SURFACE_0] DAMPING: 0
    [SURFACE_0] VIBRATION_GAIN: 0
    [SURFACE_0] VIBRATION_LENGTH: 0
    ADDING SURFACE DEFINITION: ROAD
    [SURFACE_1] DIRT_ADDITIVE: 1
    [SURFACE_1] FRICTION: 0.6
    [SURFACE_1] WAV_PITCH: 0
    [SURFACE_1] BLACK_FLAG_TIME: 0
    [SURFACE_1] IS_VALID_TRACK: 0
    [SURFACE_1] SIN_HEIGHT: 0.03
    [SURFACE_1] SIN_LENGTH: 0.5
    [SURFACE_1] IS_PITLANE: 0
    [SURFACE_1] DAMPING: 0
    [SURFACE_1] VIBRATION_GAIN: 0.2
    [SURFACE_1] VIBRATION_LENGTH: 0.6
    ADDING SURFACE DEFINITION: GRASS
    [SURFACE_2] DIRT_ADDITIVE: 0
    [SURFACE_2] FRICTION: 0.92
    [SURFACE_2] WAV_PITCH: 1.3
    [SURFACE_2] BLACK_FLAG_TIME: 0
    [SURFACE_2] IS_VALID_TRACK: 1
    [SURFACE_2] SIN_HEIGHT: 0
    [SURFACE_2] SIN_LENGTH: 0
    [SURFACE_2] IS_PITLANE: 0
    [SURFACE_2] DAMPING: 0
    [SURFACE_2] VIBRATION_GAIN: 1
    [SURFACE_2] VIBRATION_LENGTH: 1.5
    ADDING SURFACE DEFINITION: KERB
    [SURFACE_3] DIRT_ADDITIVE: 1
    [SURFACE_3] FRICTION: 0.8
    [SURFACE_3] WAV_PITCH: 0
    [SURFACE_3] BLACK_FLAG_TIME: 0
    [SURFACE_3] IS_VALID_TRACK: 0
    [SURFACE_3] SIN_HEIGHT: 0.04
    [SURFACE_3] SIN_LENGTH: 0.5
    [SURFACE_3] IS_PITLANE: 0
    [SURFACE_3] DAMPING: 0.1
    [SURFACE_3] VIBRATION_GAIN: 0.2
    [SURFACE_3] VIBRATION_LENGTH: 0.3
    ADDING SURFACE DEFINITION: SAND
    Loading surfaces from folder:content/tracks/ndr_kart
    [SURFACE_0] DIRT_ADDITIVE: 0
    [SURFACE_0] FRICTION: 0.98
    [SURFACE_0] WAV_PITCH: 0
    [SURFACE_0] BLACK_FLAG_TIME: 0
    [SURFACE_0] IS_VALID_TRACK: 1
    [SURFACE_0] SIN_HEIGHT: 0
    [SURFACE_0] SIN_LENGTH: 0
    [SURFACE_0] IS_PITLANE: 0
    [SURFACE_0] DAMPING: 0
    [SURFACE_0] VIBRATION_GAIN: 0
    [SURFACE_0] VIBRATION_LENGTH: 0
    ADDING SURFACE DEFINITION: ROAD
    [SURFACE_1] DIRT_ADDITIVE: 1
    [SURFACE_1] FRICTION: 0.6
    [SURFACE_1] WAV_PITCH: 0
    [SURFACE_1] BLACK_FLAG_TIME: 0
    [SURFACE_1] IS_VALID_TRACK: 0
    [SURFACE_1] SIN_HEIGHT: 0
    [SURFACE_1] SIN_LENGTH: 0
    [SURFACE_1] IS_PITLANE: 0
    [SURFACE_1] DAMPING: 0
    [SURFACE_1] VIBRATION_GAIN: 0.2
    [SURFACE_1] VIBRATION_LENGTH: 0.6
    ADDING SURFACE DEFINITION: GRASS
    [SURFACE_2] DIRT_ADDITIVE: 0
    [SURFACE_2] FRICTION: 0.93
    [SURFACE_2] WAV_PITCH: 1
    [SURFACE_2] BLACK_FLAG_TIME: 0
    [SURFACE_2] IS_VALID_TRACK: 1
    [SURFACE_2] SIN_HEIGHT: 0
    [SURFACE_2] SIN_LENGTH: 0
    [SURFACE_2] IS_PITLANE: 0
    [SURFACE_2] DAMPING: 0
    [SURFACE_2] VIBRATION_GAIN: 0.4
    [SURFACE_2] VIBRATION_LENGTH: 1.5
    ADDING SURFACE DEFINITION: KERB
    [SURFACE_3] DIRT_ADDITIVE: 0.05
    [SURFACE_3] FRICTION: 0.98
    [SURFACE_3] WAV_PITCH: 0
    [SURFACE_3] BLACK_FLAG_TIME: 0
    [SURFACE_3] IS_VALID_TRACK: 1
    [SURFACE_3] SIN_HEIGHT: 0
    [SURFACE_3] SIN_LENGTH: 0
    [SURFACE_3] IS_PITLANE: 1
    [SURFACE_3] DAMPING: 0
    [SURFACE_3] VIBRATION_GAIN: 0
    [SURFACE_3] VIBRATION_LENGTH: 0
    ADDING SURFACE DEFINITION: PITLANE
    ADDED TRACK SKIN OVERRIDE: default
    MODELS ini:content/tracks/ndr_kart/models.ini
    LOADING SINGLE FILE TRACK
    LOADING MODEL content/tracks/ndr_kart/ndr_kart.kn5
    VERSION=5
    Loading 16 textures
    Loading texture n 1
    SIZE 1
    wood206.dds
    SIZE 2 2560976
    getTextureFromBuffer content/tracks/ndr_kart::wood206.dds
    CREATING TEXTURE content/tracks/ndr_kart::wood206.dds FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::wood206.dds
    Loading texture n 2
    SIZE 1
    Skudo.dds
    SIZE 2 82480
    getTextureFromBuffer content/tracks/ndr_kart::Skudo.dds
    CREATING TEXTURE content/tracks/ndr_kart::Skudo.dds FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::Skudo.dds
    Loading texture n 3
    SIZE 1
    textura cono.dds
    SIZE 2 486688
    getTextureFromBuffer content/tracks/ndr_kart::textura cono.dds
    CREATING TEXTURE content/tracks/ndr_kart::textura cono.dds FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::textura cono.dds
    Loading texture n 4
    SIZE 1
    blanco neu,.dds
    SIZE 2 555376
    getTextureFromBuffer content/tracks/ndr_kart::blanco neu,.dds
    CREATING TEXTURE content/tracks/ndr_kart::blanco neu,.dds FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::blanco neu,.dds
    Loading texture n 5
    SIZE 1
    Rojo neu,.dds
    SIZE 2 555376
    getTextureFromBuffer content/tracks/ndr_kart::Rojo neu,.dds
    CREATING TEXTURE content/tracks/ndr_kart::Rojo neu,.dds FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::Rojo neu,.dds
    Loading texture n 6
    SIZE 1
    Cladding.dds
    SIZE 2 131232
    getTextureFromBuffer content/tracks/ndr_kart::Cladding.dds
    CREATING TEXTURE content/tracks/ndr_kart::Cladding.dds FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::Cladding.dds
    Loading texture n 7
    SIZE 1
    road_tarmac003.dds
    SIZE 2 1398256
    getTextureFromBuffer content/tracks/ndr_kart::road_tarmac003.dds
    CREATING TEXTURE content/tracks/ndr_kart::road_tarmac003.dds FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::road_tarmac003.dds
    Loading texture n 8
    SIZE 1
    road_tarmac003_bump.dds
    SIZE 2 1398256
    getTextureFromBuffer content/tracks/ndr_kart::road_tarmac003_bump.dds
    CREATING TEXTURE content/tracks/ndr_kart::road_tarmac003_bump.dds FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::road_tarmac003_bump.dds
    Loading texture n 9
    SIZE 1
    wall_cement003.dds
    SIZE 2 22032
    getTextureFromBuffer content/tracks/ndr_kart::wall_cement003.dds
    CREATING TEXTURE content/tracks/ndr_kart::wall_cement003.dds FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::wall_cement003.dds
    Loading texture n 10
    SIZE 1
    Wall3.png
    SIZE 2 12421
    getTextureFromBuffer content/tracks/ndr_kart::Wall3.png
    CREATING TEXTURE content/tracks/ndr_kart::Wall3.png FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::Wall3.png
    Loading texture n 11
    SIZE 1
    FLORES (695).png
    SIZE 2 682335
    getTextureFromBuffer content/tracks/ndr_kart::FLORES (695).png
    CREATING TEXTURE content/tracks/ndr_kart::FLORES (695).png FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::FLORES (695).png
    Loading texture n 12
    SIZE 1
    Alpha arbol.png
    SIZE 2 81788
    getTextureFromBuffer content/tracks/ndr_kart::Alpha arbol.png
    CREATING TEXTURE content/tracks/ndr_kart::Alpha arbol.png FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::Alpha arbol.png
    Loading texture n 13
    SIZE 1
    Pasto1.dds
    SIZE 2 6690720
    getTextureFromBuffer content/tracks/ndr_kart::pasto1.dds
    CREATING TEXTURE content/tracks/ndr_kart::pasto1.dds FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::pasto1.dds
    Loading texture n 14
    SIZE 1
    PastoBmp.dds
    SIZE 2 6690720
    getTextureFromBuffer content/tracks/ndr_kart::pastoBmp.dds
    CREATING TEXTURE content/tracks/ndr_kart::pastoBmp.dds FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::pastoBmp.dds
    Loading texture n 15
    SIZE 1
    road_tarmac001.dds
    SIZE 2 1398256
    getTextureFromBuffer content/tracks/ndr_kart::road_tarmac001.dds
    CREATING TEXTURE content/tracks/ndr_kart::road_tarmac001.dds FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::road_tarmac001.dds
    Loading texture n 16
    SIZE 1
    road_tarmac001.png
    SIZE 2 549369
    getTextureFromBuffer content/tracks/ndr_kart::road_tarmac001.png
    CREATING TEXTURE content/tracks/ndr_kart::road_tarmac001.png FROM BUFFER
    TEXTURE NAME content/tracks/ndr_kart::road_tarmac001.png
    Loading 11 materials
    LOADING SHADER: system/shaders/ksPerPixel.shader
    VERSION:2
    TX=txDiffuse SLOT=0
    Shader=ksPerPixel
    Assigning texture: content/tracks/ndr_kart::wood206.dds
    Shader=ksPerPixel
    Assigning texture: content/tracks/ndr_kart::Skudo.dds
    Shader=ksPerPixel
    Assigning texture: content/tracks/ndr_kart::textura cono.dds
    Shader=ksPerPixel
    Assigning texture: content/tracks/ndr_kart::blanco neu,.dds
    Shader=ksPerPixel
    Assigning texture: content/tracks/ndr_kart::Rojo neu,.dds
    Shader=ksPerPixel
    Assigning texture: content/tracks/ndr_kart::Cladding.dds
    LOADING SHADER: system/shaders/ksPerPixelAT_NM.shader
    VERSION:2
    TX=txDiffuse SLOT=0
    TX=txNormal SLOT=1
    Shader=ksPerPixelAT_NM
    Assigning texture: content/tracks/ndr_kart::road_tarmac003.dds
    Assigning texture: content/tracks/ndr_kart::road_tarmac003_bump.dds
    Shader=ksPerPixelAT_NM
    Assigning texture: content/tracks/ndr_kart::wall_cement003.dds
    Assigning texture: content/tracks/ndr_kart::Wall3.png
    Shader=ksPerPixelAT_NM
    Assigning texture: content/tracks/ndr_kart::FLORES (695).png
    Assigning texture: content/tracks/ndr_kart::Alpha arbol.png
    Shader=ksPerPixelAT_NM
    Assigning texture: content/tracks/ndr_kart::pasto1.dds
    Assigning texture: content/tracks/ndr_kart::pastoBmp.dds
    Shader=ksPerPixelAT_NM
    Assigning texture: content/tracks/ndr_kart::road_tarmac001.dds
    Assigning texture: content/tracks/ndr_kart::road_tarmac001.png
    REMOVE CHILD NATIVE FBX: ndr_kart.FBX 1
    AFTER REMOVING: 0
    CALLING SET VERTICES TRACKAVATAR
    DEBUG TIMER: TrackAvatar::init3D(): 333.211
    PHYSICALIZING 1PIT
    ERROR: SURFACE NOT FOUND FOR OBJECT:1PIT
    CREATING STATIC SUBSPACE AT INDEX:1
    PHYSICALIZING 1 GRASS
    PHYSICALIZING 1 ROAD
    TRACK PHYSICS STATS
    OBJECTS:3
    TOT TRI:2204
    AVG TRI:734
    GROUPS:1
    GROUP: 1 OBJECTS:3
    LOADING SPLINE
    LOOKING FOR: content/tracks/ndr_kart/ai/fast_lane.ai
    LOADING SPLINE: content/tracks/ndr_kart/ai/fast_lane.ai
    Loading AI Spline: content/tracks/ndr_kart/ai/fast_lane.ai
    AI SPLINE VERSION 7
    LOADING >= 7
    LOADING VERSION 7
    LOADING GRID DATA
    OLD TOTAL LENGTH 0
    TOTAL LENGTH 1189.23
    spline at the latest vesion
    LOOKING FOR: content/tracks/ndr_kart/ai/pit_lane.ai
    LOADING SPLINE: content/tracks/ndr_kart/ai/pit_lane.ai
    Loading AI Spline: content/tracks/ndr_kart/ai/pit_lane.ai
    AI SPLINE VERSION 7
    LOADING >= 7
    LOADING VERSION 7
    BUILDING GRID FOR PERFORMANCE
    BLOCKS AREA 94 | 74
    BUILD GRID FINISHED
    OLD TOTAL LENGTH 0
    TOTAL LENGTH 303.921
    BUILDING GRID FOR PERFORMANCE
    BLOCKS AREA 94 | 74
    BUILD GRID FINISHED
    Scanning 202 points
    PITLANE DETACHES AT POINT: 5 (0.0247525)
    SPLINE POINTS COUNT : 786 | PAYLOADS COUNT : 786
    Approx seconds, tenths, hundredths and milliseconds: 0.15
    FINISHED LOADING SPLINE
    Hint file :content/tracks/ndr_kart/data/ai_hints.ini not available
    DEBUG TIMER: TrackAvatar::initPhysics(): 157.307
    INIT RESPAWN POSITION SET
    Creating spawn position set: PIT
    INIT RESPAWN POSITION SET
    Creating spawn position set: START
    INIT RESPAWN POSITION SET
    Creating spawn position set: TIME_ATTACK
    LOOKING FOR AC_TIME_0_L
    LOOKING FOR AC_TIME_0_R
    LOOKING FOR AC_AB_START
    LOOKING FOR AC_AB_FINISH
    LOOKING FOR AC_OPEN_FINISH
    IDEAL LINE FROM AI LINE
    INIReaderDocuments C:\Users\Dioni\Documents/Assetto Corsa/cfg/assists.ini
    idealline vertices 1434 for sampling 5
    LOADING SHADER: system/shaders/ksIdealLine.shader
    VERSION:2
    TX=txDiffuse SLOT=0
    Loading texture: content/texture/ideal_line.png
    ADDING CONSOLE VAR: sunHeading
    ADDING CONSOLE VAR: sunPitch
    DynamicTrackManager::DynamicTrackManager loading from content/tracks/ndr_kart
    GROOVE INI PRESENT
    [HEADER] GROOVES_NUMBER: 0
    INIReaderDocuments C:\Users\Dioni\Documents/Assetto Corsa/cfg/race.ini
    reading data ini track
    TRACK :: NO POSITION DATA FOUND
    TRACK AVATAR Found 0 AC_POBJECT
    DEBUG TIMER: TrackAvatar::TrackAvatar: 517.38
    INIT RESPAWN POSITION SET
    Creating spawn position set: START
    [RACE] FIXED_SETUP: 0
    [TEMPERATURE] AMBIENT: 26
    [TEMPERATURE] ROAD: 34
    [RACE] CARS: 1
    WARNING :: ncars = 0! ***************************
    [GHOST_CAR] RECORDING: 0
    [GHOST_CAR] PLAYING: 0
    [RACE] PENALTIES: 0
    Loading custom weather: 4_mid_clear
    Loading weather preset from:content/weather/4_mid_clear/weather.ini
    Loading lighting settings from:content/weather/4_mid_clear/colorCurves.ini
    [HEADER] VERSION: 3
    [HEADER] ANGLE_GAMMA: 2.4
    RaceManager::setCurrentSession
    INIReaderDocuments C:\Users\Dioni\Documents/Assetto Corsa/cfg/replay.ini
    REPLAY QUALITY AT 31.25 Hz
    MAX SIZE MB 26
    ReplayManager MAX FRAMES NUMBER 95588 THIS MEANS REPLAY MINUTES 49.7854
    5.5296e+006
    Loading texture: content\gui\replay\lapIndicator.png
    Loading texture: content/gui/marker.png
    Loading texture: content/gui/replay/markerLeft.png
    Loading texture: content/gui/replay/markerRight.png
    Loading texture: content/gui/replay/save.png
    Loading texture: content/gui/replay/rew.png
    Loading texture: content/gui/replay/stop.png
    Loading texture: content/gui/replay/playPause.png
    Loading texture: content/gui/replay/slomo.png
    Loading texture: content/gui/replay/ffd.png
    Loading texture: content/gui/replay/exit.png
    Loading texture: content/gui/controls/spinner/backContainer.png
    Loading texture: content/gui/controls/spinner/leftMinus.png
    Loading texture: content/gui/controls/spinner/rightPlus.png
    Loading texture: content/gui/controls/spinner/labelContainer.png
    Loading texture: content/gui/controls/spinner/rightContainerArrow.png
    Loading texture: content/gui/controls/spinner/leftContainerArrow.png
    Loading texture: content/gui/photoMode/icn_photomode.png
    Loading texture: content/gui/replay/1_ffd.png
    Loading texture: content//gui//photoMode//viewFinder.png
    Loading texture: content/gui/photoMode/icn_screenshot.png
    INIReaderDocuments C:\Users\Dioni\Documents/Assetto Corsa/cfg/acos.ini
    Loading texture: content/gui/icons/HIDE_APPS_OFF.png
    Loading texture: content/gui/icons/HIDE_APPS_ON.png
    Loading texture: content/gui/pauseMenuLogo.png
    REPLAY IS ACTIVE, TRIGGER EVENTS
    Pause Menu hidden
    SET PAUSE MODE
    INIReaderDocuments C:\Users\Dioni\Documents/Assetto Corsa/cfg/acos.ini
    ACEssentials::ACEssentials()
    Loading texture: content/gui/essential/rpmBar.png
    Loading texture: content/gui/essential/fuelBar.png
    Loading texture: content/gui/icons/AC_ESSENTIALS_OFF.png
    Loading texture: content/gui/icons/AC_ESSENTIALS_ON.png
    INIReaderDocuments C:\Users\Dioni\Documents/Assetto Corsa/cfg/acos.ini
    FONT ID NOT FOUND Consolas Italic Bold
    KGL CREATE FONT Consolas
    FONT ID NOT FOUND Consolas Bold
    KGL CREATE FONT Consolas
    Loading texture: content/gui/raceControl/right_icon_OFF.png
    Loading texture: content/gui/raceControl/right_icon_ON.png
    Loading texture: content/gui/raceControl/left_icon_OFF.png
    Loading texture: content/gui/raceControl/left_icon_ON.png
    Loading texture: content/gui/raceControl/session_0_OFF.png
    Loading texture: content/gui/raceControl/session_0_ON.png
    Loading texture: content/gui/icons/LEADERBOARD_APP_OFF.png
    Loading texture: content/gui/icons/LEADERBOARD_APP_ON.png
    INIReaderDocuments C:\Users\Dioni\Documents/Assetto Corsa/cfg/acos.ini
    Loading texture: content/gui/PlayerCurrentTime/last.png
    Loading texture: content/gui/PlayerCurrentTime/best.png
    Loading texture: content/gui/PlayerCurrentTime/downArrow.png
    Loading texture: content/gui/PlayerCurrentTime/rightArrow.png
    Loading texture: content/gui/PlayerCurrentTime/up.png
    Loading texture: content/gui/PlayerCurrentTime/down.png
    Loading texture: content/gui/PlayerCurrentTime/infinity_icon.png
    Loading texture: content/gui/icons/LAP_TIME_OFF.png
    Loading texture: content/gui/icons/LAP_TIME_ON.png
    INIReaderDocuments C:\Users\Dioni\Documents/Assetto Corsa/cfg/acos.ini

    CRASH in:

    OS-Version: 6.1.7601 (Service Pack 1) 0x100-0x1
    x:\ac\systemapps\formhdr.cpp (57): FormHDR::FormHDR
    x:\ac\acs\sim.cpp (355): Sim::Sim
    x:\ac\acs\splashscreen.cpp (261): SplashScreen::postRender
    x:\ac\ksgame\game.cpp (326): Game::postRender
    x:\ac\ksgame\game.cpp (329): Game::postRender
    x:\ac\ksgame\game.cpp (175): Game::eek:nIdle
    x:\ac\ksgame\game.cpp (224): Game::run
    x:\ac\acs\acs.cpp (327): wWinMain
    f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 774333CA)
    774333CA (kernel32): (filename not available): BaseThreadInitThunk
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 77969ED2)
    77969ED2 (ntdll): (filename not available): RtlInitializeExceptionChain
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 77969EA5)
    77969EA5 (ntdll): (filename not available): RtlInitializeExceptionChain
     
  19. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,491
    I only see this in your log.. but can't really say if this is the cause. Any chance to give some more details ? Or maybe share the file so I can have a look ?

    The GUID error is linked to the sound of the car. This is due to the latest update from Kunos, where they've changed some stuff. All modded cars need fixing.
     
    Pixelchaser likes this.
  20. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,491
    Does your crash happen no matter what mode you start in ? (Practice, Hotlap, Race)
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice