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TUTORIAL Build your FIRST track - BASIC GUIDE

Palmix64

New Member
hello everyone guys, can you help me with a problem I have? I have a track ready for the game, but when I open it the car spins in the air in the spawn point. I've checked, but it's all ok with the AC_PIT_0 cube. y axis up and z axis forward. It is 2 mt over the road. Do you have any idea of where the problem is? Thank you everyone.
 

Johnr777

Moderator
hello everyone guys, can you help me with a problem I have? I have a track ready for the game, but when I open it the car spins in the air in the spawn point. I've checked, but it's all ok with the AC_PIT_0 cube. y axis up and z axis forward. It is 2 mt over the road. Do you have any idea of where the problem is? Thank you everyone.
what’s the name of the road mesh where the spawn cube is?
 

Mendizalea

New Member
In the first post the photo of the export parameters for Blender> 2.8 does not appear and I am not sure how I have to put it, will you help me?

Thanks a lot
 

PP831

New Member
I applied Scale to all my object before exporting, AC_START_0 and AC_PIT_0 are in the right rotation, FBX scale is set to 1.0, but it the track look very big in kseditor, and when I try it in AC, my car fall from a very high altitude, what's the problem?

EDIT: Worked by setting FBX Units Scale for FBX export (Blender 2.91)
 
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JrC

Active Member
Should the guy holding the stop paddle thing in the pits be automatically there as defined by AC_PIT or do I need to do something to configure it? I have the crew.ini set up with them on the right but no one shows up for any car.
 

Johnr777

Moderator
Should the guy holding the stop paddle thing in the pits be automatically there as defined by AC_PIT or do I need to do something to configure it? I have the crew.ini set up with them on the right but no one shows up for any car.
They should show up if the ac_pit objects are set up correctly
 
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Valer407

New Member
If i set KEY=TRACK in surfaces.ini is track going to recognize that objectes? or i have to name them TRACK_1 TRACK_2 etc? And do i have to add 1 before name like 1TRACK_1 1TRACK_2 ?
names.png
 

JrC

Active Member
They should show up if the ac_pit objects are set up correctly
Thanks. Helped me solve it. My scaling was wrong on the pit objects.

This also explains why I couldnt rotate my start spots without the suspension damage. Cheers.
 
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Andre Teixeira

New Member
Hey

I've been trying to create a new track and I got it into the game, but when I sapwn, my car starts rolling around and goes through the track, even though it's solid.
I'm working with blender and I put an arrow (Y axis point to the top and Z axis pointing in front) as the AC_PIT_0 object, close to the racing track height.
In the .rar there is a video of the situation.

How do I fix this?

Thanks :)
 

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JrC

Active Member
Hey

I've been trying to create a new track and I got it into the game, but when I sapwn, my car starts rolling around and goes through the track, even though it's solid.
I'm working with blender and I put an arrow (Y axis point to the top and Z axis pointing in front) as the AC_PIT_0 object, close to the racing track height.
In the .rar there is a video of the situation.

How do I fix this?

Thanks :)
When this happened to me it was because i messed up the scaling on my pit object and so when it was exported it was bigger then it should be... may not be your problem but it seems this is always a problem with the axis or scale... I also accidently one day tilted the spot and didnt notice... so it spawned me in all messed up like that.
 

Johnr777

Moderator
Hey

I've been trying to create a new track and I got it into the game, but when I sapwn, my car starts rolling around and goes through the track, even though it's solid.
I'm working with blender and I put an arrow (Y axis point to the top and Z axis pointing in front) as the AC_PIT_0 object, close to the racing track height.
In the .rar there is a video of the situation.

How do I fix this?

Thanks :)
What’s the name of the mesh the car spawns on top of?
 

Andre Teixeira

New Member
When this happened to me it was because i messed up the scaling on my pit object and so when it was exported it was bigger then it should be... may not be your problem but it seems this is always a problem with the axis or scale... I also accidently one day tilted the spot and didnt notice... so it spawned me in all messed up like that.
Thanks for the answer! So if I'm exporting x100 scale should I make the arrow 0.01 m or 1 m long? And if I export with x100 the scale what's a good distance from the track, height wise?
 
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