No, it only assigns the basic perpixel shader to the imported material. You'll need to assign the right shader and re-import those textures.
Is it possible to edit a KN5 to add an object to test its texture or you have to redo everything everytime?
At this moment it was tree texture, thanks to the person who showed how to remove the B&W and fog, I managed to stay in the editor to see what I wanted. But if I want to test it in game, its quite annoying to do the material parameter of the road, grass...everytime. For now all my texture are placeholder so its fast, but later I fear this will be much longer, especially since I've never done it before so I don't know exactly what number goes where a part for the few listed here, so I will probably need to do some going and comings between the editor and the game (or is the editor faithful enough in its render to not need to go in game ?)
Don’t have to re-do the materials every time, just make sure you save the persistence file, in kseditor. It will reload properly every time
I'm having this error while loading the .FBX file into Kseditor, I have tried plenty of things including the 4gb patch however its still not working. I did the .FBX in blender, its 44 mb i can send it if someone wats to have a look at it do you have any idea why its not working ?? Consulte el final de este mensaje para obtener más detalles sobre cómo invocar a la depuración Just-In-Time (JIT) en lugar de a este cuadro de diálogo. ************** Texto de la excepción ************** System.Runtime.InteropServices.SEHException (0x80004005): Un componente externo produjo una excepción. en Model.load(Model* , basic_string<wchar_t\,std::char_traits<wchar_t>\,std::allocator<wchar_t> >* , GraphicsManager* , IModelImporter* ) en ksNet.ksGraphics.loadFBX(String filename, UInt32& key) en i:\manu\documents\ac-source-pc\ksnet\ksnet.cpp:línea 743 en ksEditor.Form1.loadFBXFile(String file, Boolean saveRecent) en i:\Manu\Documents\ac-source-pc\ksEditor\Form1.cs:línea 840 en ksEditor.Form1.openFBXToolStripMenuItem_Click(Object sender, EventArgs e) en i:\Manu\Documents\ac-source-pc\ksEditor\Form1.cs:línea 826 en System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e) en System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e) en System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e) en System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e) en System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met) en System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met) en System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea) en System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea) en System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) en System.Windows.Forms.Control.WndProc(Message& m) en System.Windows.Forms.ScrollableControl.WndProc(Message& m) en System.Windows.Forms.ToolStrip.WndProc(Message& m) en System.Windows.Forms.ToolStripDropDown.WndProc(Message& m) en System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) en System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) en System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Ensamblados cargados ************** mscorlib Versión del ensamblado: 4.0.0.0 Versión Win32: 4.8.4341.0 built by: NET48REL1LAST_C Código base: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- ksEditor Versión del ensamblado: 1.0.0.0 Versión Win32: 1.0.0.0 Código base: file:///F:/Games/SteamLibrary/steamapps/common/assettocorsa/sdk/editor/ksEditor.exe ---------------------------------------- System Versión del ensamblado: 4.0.0.0 Versión Win32: 4.8.4300.0 built by: NET48REL1LAST_C Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll ---------------------------------------- System.Windows.Forms Versión del ensamblado: 4.0.0.0 Versión Win32: 4.8.4341.0 built by: NET48REL1LAST_C Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll ---------------------------------------- System.Drawing Versión del ensamblado: 4.0.0.0 Versión Win32: 4.8.4084.0 built by: NET48REL1 Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll ---------------------------------------- System.Configuration Versión del ensamblado: 4.0.0.0 Versión Win32: 4.8.4190.0 built by: NET48REL1LAST_B Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll ---------------------------------------- System.Core Versión del ensamblado: 4.0.0.0 Versión Win32: 4.8.4341.0 built by: NET48REL1LAST_C Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll ---------------------------------------- System.Xml Versión del ensamblado: 4.0.0.0 Versión Win32: 4.8.4084.0 built by: NET48REL1 Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ksNet Versión del ensamblado: 1.0.5884.33843 Versión Win32: Código base: file:///F:/Games/SteamLibrary/steamapps/common/assettocorsa/sdk/editor/ksNet.DLL ---------------------------------------- System.Windows.Forms.resources Versión del ensamblado: 4.0.0.0 Versión Win32: 4.8.4084.0 built by: NET48REL1 Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_es_b77a5c561934e089/System.Windows.Forms.resources.dll ---------------------------------------- Microsoft.GeneratedCode Versión del ensamblado: 1.0.0.0 Versión Win32: 4.8.4084.0 built by: NET48REL1 Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll ---------------------------------------- ksMathCore Versión del ensamblado: 1.0.0.0 Versión Win32: 1.0.0.0 Código base: file:///F:/Games/SteamLibrary/steamapps/common/assettocorsa/sdk/editor/ksMathCore.DLL ---------------------------------------- mscorlib.resources Versión del ensamblado: 4.0.0.0 Versión Win32: 4.8.4084.0 built by: NET48REL1 Código base: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_es_b77a5c561934e089/mscorlib.resources.dll ---------------------------------------- ************** Depuración JIT ************** Para habilitar la depuración Just In Time (JIT), el archivo de configuración de esta aplicación o equipo (machine.config) debe tener el valor jitDebugging establecido en la sección system.windows.forms. La aplicación también se debe compilar con la depuración habilitada Por ejemplo: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> Cuando esté habilitada la depuración JIT, cualquier excepción no controlada se enviará al depurador JIT registrado en el equipo en lugar de controlarlo mediante el cuadro de diálogo.
I had this problem as well and it got fixed when I moved the fbx file to the downloads folder and tried to open it from there. Hopefully it works for you too!
Its a bit early in my track progress to ask this but I'm curious, how do we get those guy placed? https://cdn.discordapp.com/attachme...ri_599xxevo_ks_barcelona_6-3-121-17-37-30.jpg https://cdn.discordapp.com/attachme...ri_599xxevo_ks_barcelona_6-3-121-17-37-52.jpg Also, more important, I do my texture in substance painter, but I don't understand what AC is using, on the track material shader topic there is this screen: http://otrack.de/wp-content/uploads/2014/06/multimap1.jpg So at max I have 3 map to do, first 2 are easy, but the last one, in its composition confuse me a lot: -BaseColor with Alpha channel -Normal map -Mask map I know how to export a mask map from substance, its a bit like the OcclusionRoughnessMetallic map for Unreal Engine, but I don't understand what I have to put in it. I know we can use Specular Glossiness or Metallic Roughness, but here it say Specular/Roughness and Substance doesn't work with that kind of setup. Also I have no idea what is a reflection map on the blue channel, but I'm suspecting it to not be too important for a track Have to say this is a high point of struggle for me right now
The pit guy shows up automatically if you have correct pit spawn objects. The crew by the wall is an object that has to be placed there manually, in your 3d software. Then they appear and disappear if they are name "AC_CREW"
Are they a standard object that I can put here or do I have to make them? Or I just name a cube/empty and they replace it?
Its a gray area... There was some communication from Kunos a long time ago, and he said it was ok to use certain existing assets to help improve mods.
To be honest those, treeline, groove and spectator texture would be very helpful, I'm having a bad time with some texture Also for grass, I've read we can use an option of CSP to have some generated, but if I use that and do my own grass, does it replace it? Or it will have both displayed?
Im surprised its not encrypted. I would love to be able to upgrade a few of the assets for vancouver but how would one know what falls in the gray area. I would be looking at the AC crew objects, maybe a couple of the trackside vehicles, a track marshall and maybe a crane. Maybe its more of a don't ask, don't tell thing. I just wouldnt want to cross any lines... The really aged looking assets really. In the long run I would love to be able to make everything but it would accelerate progress alot. And it looks so much better...