Fat-Alfie
New Member
Can anyone help with me converting Aviano from NKP to AC? If I export the .nk5 from 3DSimEd3 the track work ok in-game (with shader errors), but if I export an .fbx and then export that from ksEditor (having set the shaders correctly) the track fails to load. I have replaced any .tga files with .dds so I'm pretty sure it's not that.
Also, can anyone explain the object hierarcy and pivot system to me? In ksEditor, all the original NKP objects have an origin set at 0, 0, 0, but any objects I have added as primatives within 3DSimEd3 (all the AC objects PIT / START / TIME / HOTLAP etc) have a huge offset.
I have scratch-made tracks for other sims so I know I have the capability (and patience) to do justice to Aviano, but I'm really struggling with the workflow for AC. If anyone is able to help me I would really appreciate their time. I can upload all my files too, if that will help. Thank you!
Also, can anyone explain the object hierarcy and pivot system to me? In ksEditor, all the original NKP objects have an origin set at 0, 0, 0, but any objects I have added as primatives within 3DSimEd3 (all the AC objects PIT / START / TIME / HOTLAP etc) have a huge offset.
I have scratch-made tracks for other sims so I know I have the capability (and patience) to do justice to Aviano, but I'm really struggling with the workflow for AC. If anyone is able to help me I would really appreciate their time. I can upload all my files too, if that will help. Thank you!
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