W.I.P. Question about first track

Discussion in 'Tracks' started by origalde, Jun 6, 2020.

  1. origalde

    origalde Member

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    greeting to modellers
    I followed the steps of the tutorial below


    but for some reason I don't know why I test the track, because the car isn't on the ground but is spinning in the air.
    the example photo
    [​IMG]

    second problem : in sdk i don't see the full track and the weather seems foggy (strange)
    [​IMG]
    kn5 file> https://we.tl/t-G6ZQDspAiL
    blend file > https://we.tl/t-M2Sk58UwmK

    someone can help please ?
     
    Last edited: Jun 7, 2020
    luchian likes this.
  2. xXxKOKExXx

    xXxKOKExXx Member

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    Hi origalde,

    First problem is because you need to get the correct orientation for ac_start ( or ac_pits) objects. I mean, these objects must have Y up/ Z forward in its "local" orientation ( blender must still use Z up/Y forward in global mode) and, when you put the correct object orientation you DO NOT apply ( i mean, control+A function) the object rotation ( this way, the object will still have Z forward/Y up orientation, if you "apple" the orientation will be overrided, and you dont want this).

    Second problem, its kseditor options issue. You have to click on "utilities"-> data editor -> and choose the correct "default weather" and "default ppfx", then you have to click on "layouts" ( to the right of "utilities") and save it "save current".

    tell me if it works

    PD: when you "export to fbx" you must write 0.01 scale ( the same way, if you want to "import" an fbx, you should write 100 scale).
     
  3. origalde

    origalde Member

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    okay all goes on !
    thanks for your help koke

    - i have missed the correct oreintation for the y axis (too tired maybe) and the scale was 1 and not 0.01 -
    all work fine now i can really do my first step in modding
    see you soon

    cheer

    [​IMG]
     
  4. origalde

    origalde Member

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    Someone once said, "With great power comes great responsibility".
    The idea of creating a track for Assetto Corsa goes back several years.
    Today, with the help of Luchian's tutorials (LilSki, Ilja Jusupov, Leon Suetfeld, Lino Thomas and many others,...) and also Koke help, I was finally able to put the first stone to the realization of a dream.

    I know that such a project will require a lot of time and organization, that's why I thought of creating a folder tree to keep my mind as clear as possible during this long journey.

    Here is a first example:
    [​IMG]
    If you felt that certain things were missing I would be grateful if you could help me light my way.

    Blender: to create a textured mesh
    Inspiring: work, videos and images to keep the flame burning.
    Link: the links to my posts on different websites racedepartement, etc...
    Project: my current projects
    Ressource: links to free textures websites
    Tool: miscellaneous programs such as WTV for dds viewing
    Tuto(rial): many thanks to staff members, luchian and the community
    Web: random stuffs


    (Translated with www.DeepL.com/Translator)
     
    Last edited: Jun 7, 2020
    EKO Sim-Racing likes this.
  5. origalde

    origalde Member

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    Currently I'm working on reading, compiling and translating into French the documentation on the construction of a track for assetto Corsa.
    I plan to update the doc to use blender in 2020 version 2.79 and later 2.8 (I'm currently still on blender 2.79).

    My question is, do i have permission to do so?
    The demand is there and a lot of French people would like to be able to do modding on AC.
    So far, not many people have dedicated themselves to this task.

    Thank you in advance

    Translated with www.DeepL.com/Translator (free version)
     
    Last edited: Jun 16, 2020
  6. xXxKOKExXx

    xXxKOKExXx Member

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    Hi! you should try to start now with blender 2.8. i think user interface wont never come back like 2.79 , so its absurd keep using 2.7

    For other hand, as spaniard as i am, nowadays all the world must be able to, at least, read english ( i mean people like you and me, not my grandpa) I know talk is too much difficult ( i feel like 3 year old when i talk) but to read english, in 2020, must be imperative.

    And another tip, use blender in english (because the tutorials)

    Keep swimming!
     
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  7. origalde

    origalde Member

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    Hi Koke,
    yes i use blender in english for decade.
    but i decided to translate to give myself the challenge of not letting anything slip through my fingers (or my brain:lol:).
    It's an extra effort, of course.
     
    Last edited: Jun 16, 2020
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  8. origalde

    origalde Member

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    hi all
    i test a new track and this time when i will lunch the track i read 'track no found'
    so what's append ?!!
    the process of creation is fine but i don't know why it is not functionnal in ac

    correct orientation for the axes
    [​IMG]

    correct name for the objects
    [​IMG]

    correct export options
    [​IMG]

    correct folder rule
    [​IMG]

    and tadaaa
    [​IMG]

    arrghh :(
     
    Last edited: Jun 30, 2020
  9. luchian

    luchian Administrator Staff Member

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    Folder and kn5 file need to have the same name.
     
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  10. origalde

    origalde Member

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    thanks luchian, yes i know
    you don't see the underscore because i've change the windows 10 character size type

    [​IMG]
    [​IMG]


    edit : in fact I 've missed the last underscore in the main folder name, i've re-exported the track with blender and re-uploaded and export in kn5 with kse with Z forward and not -Z forward
    now it's run :)
    see you at the next step
     
    Last edited: Jun 30, 2020
  11. xXxKOKExXx

    xXxKOKExXx Member

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    upload_2020-6-30_9-7-22.png

    Hi! think you still have a naming problem. Look at the tiny arrow
     
    origalde likes this.
  12. origalde

    origalde Member

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    the car width seems too bigger for the race, in blender the width for the road is 10 meters (5 x 2 m) not in the game.
    export fbx in blender as setup on 0.01 but in the game it look too tiny.
    not 10 meter at all ?!

    [​IMG]



    another think, i've extrude some wall for not fall in the black hole
    in the doc i've read that he must be no visible, so why it's not actually the result ingame ?

    as you can see in comparison below real suposed scale
    [​IMG]

    here size as seen in the game, the car is clearly to big or the track to little (check the 2 white lines and the car)
    it seems that 2 meters in blender does not correspond to 2 meters in ac
    [​IMG]
    [​IMG]
    have a nice day
    thanks for the help :)
     
    Last edited: Jun 30, 2020
  13. xXxKOKExXx

    xXxKOKExXx Member

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    hi origalde,

    have you applied the scale onto all objects before exporting?

    to verify the scale, better if you take an original, and typical, car like , for example, fiat 500. Also, create a box with this car measurements next to car spawn, to verify as well if all is ok.
     
  14. origalde

    origalde Member

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    hello Keko

    "have you applied the scale onto all objects before exporting?"
    - nope i don't remember, must check that as soon as possible.

    "to verify the scale, better if you take an original, and typical, car like , for example, fiat 500. Also, create a box with this car measurements next to car spawn, to verify as well if all is ok."
    - yes, checking my model scales is the next step.

    I'm still at the very beginning.
    I'm doing all these tests 'cause i don't want create any aberrations.

    Cheers :)
     
  15. origalde

    origalde Member

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    Hello
    Is this program relevant for 2D terrain map surveying?
    What do you use or advise?
    I quickly saw that Lidar was being discussed but I am not familiar with its use and the workflow it provides.



    Or maybe this one is better ?



    Thank you and see you soon :)
     
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  16. origalde

    origalde Member

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    The scale of the models seems correct, (the focal length of the camera create an illusion of false scale).

    I've been watching some LilSki videos, lots of great info.
    I didn't get all of it, but there's a lot to study.
    Thanks to him.

    Things can get back to normal.

    [​IMG]
    There is still a lot of theory to put into practice and a lot of things to read on this site, it's a real bible of knowledge that I regret to discover that recently.
    My first attempts date back to 2015, if I had discovered this site at that time I would have probably already had the opportunity to finish a whole project.

    Here a project that has been sleeping since then. A real rally stage know as Saint Aubin rally, in belgium.
    [​IMG]

    Here's a draft of a non-real lead from a dusty flash drive.​
    [​IMG]

    To this day I still don't know if I'm going to make up an existing lead or make it from scratch.
    Probably gonna do a little bit of both.

    I need to learn more seriously about lidar, another step I'm very interested in learning is how to create multilayer textures.

    Next, i'm going to create a new topic for creating a track because this one has a catchy title "Problem with first track".
    doesn't make you want to read much :ROFLMAO:
     
    Last edited: Jul 6, 2020
  17. xXxKOKExXx

    xXxKOKExXx Member

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    wonderful! im glad you resolved that issue. i like those pics about your wishes ;)
     
  18. origalde

    origalde Member

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    I'm starting to get my bearings, but he's getting a lot of questions about kseditor.
    in the case of today I have 2 questions:

    1 - why do the vertices in blender no longer match after importing in kseditor ?
    see by yourself 40.908 becomes 155840
    I'm not even at the maximum allowed and already kseditor is having indigestion :(
    [​IMG]
    [​IMG]

    2 - how many textures do you need to get nice hilight like on this picture, color texture + normal map?
    would you have some advice please?
    [​IMG]

    Have a nice day
     
    Last edited: Jul 8, 2020
  19. Johnr777

    Johnr777 Moderator

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    1- The vertices error could actually mean anything above the 65k limit. Triangles, vertices, uvws, etc. The FBX format is usually finicky... even with 3ds max. Just try splitting the mesh until you get a number that works.

    2- It can actually take sometimes 4-5 maps to achieve a good look for road materials. This is and excellent write-up on setting up road shaders: https://assettocorsamods.net/threads/photo-quality-road-surface.834/
     
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  20. xXxKOKExXx

    xXxKOKExXx Member

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    Hi! in despite you will take some days for this, you should read aaaaalll the threads about track modding in this website and at official assetto website. You will see that KSeditor add some info for each vertice, so the final number will get bigger. Try to split it in more brunches ( is good that word?).

    For multilayer shaders.... the same, read a lot, and take a look at people examples. Also, extract some kunos tracks to understand well how they are done/configured, not only for asphalt, but the grass too.
     
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