Featured TUTORIAL Build your FIRST track - BASIC GUIDE

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

  1. JrC

    JrC Active Member

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    [​IMG]
     
  2. Markipol

    Markipol New Member

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    Thanks, that partially worked! I kind of have it working... But it still glitches initially in the setup screen. And sometimes the car ends up on its roof and you can't drive it. Any ideas? Thanks a lot for the help so far though :D

    Edit: I feel like it could be something to do with the "Use Space Transform / Apply Transform" options of the FBX exporter. What settings should you be using in 2.93.1? Thanks again.

    Edit 2: Got it working fully. My problem was I was using -Z Forward on the FBX Export instead of Z Forward. Here are my settings that are working on Blender 2.93.1

    [​IMG]
     
    Last edited: Jul 12, 2021
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  3. JrC

    JrC Active Member

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    Typically you want your objects in a scale of 0.01 and then export to 1.0. If you cant see your pit guy then thats likely the problem.
    Glad you got it sorted!
     
  4. N0ZTR0ZZ

    N0ZTR0ZZ New Member

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    Hey i tried to make a map, But for some reason it keeps on crashing and idk why. It says "race parameters might be wrong, track might be broken, might not containing starting positions" But i have added start positions. Im quite sure the track shouldnt be broken. But what do i know since im really new to this. Would appriciate some help. I linked the track down below


    https://drive.google.com/file/d/1aJTTnDVyRp11WgIsAEr6TH8qG_hzhbfr/view?usp=sharing
     
  5. fughettaboutit

    fughettaboutit aka leBluem

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    you dont have needed "ui\ui_track.json"
    without that - ac thinks the track has no ... upload_2021-7-15_12-43-5.png
     
  6. N0ZTR0ZZ

    N0ZTR0ZZ New Member

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    Hey i did add a ui.json now, took it from another track and changed the text. But for some reason it still crashes with the same error as mentioned before. Been trying to change the text too to see if it might be something wrong in the text. But now im out of clues, thanks in advance
     
  7. John Harding

    John Harding Active Member

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    Hello all. just a quick question on spawn objects for my first ever track. I have a cross-over circuit, with the start finish straight (1ROAD) going under another portion of track (already a different physical mesh called 4ROAD, shown red, 8m above the s/f straight).

    I have 26 grid slots as shown below, however I would really like to move my start/finish line to the left more ideally to give a longer run to the first corner (not shown). The problem is, when I then have my spawn points moved below the cross-over (see circle), no matter what I do the cars will always spawn on the top part instead of the lower. The spawn cubes are only 1m above the s/f straight so I think I'm doing everything correctly.

    [​IMG]

    This is quite a unique situation and it might be that it is simply not solvable, AC always spawns cars on the grid at the highest physical mesh it detects, however any pointers as to how I can solve this would be great. Maybe there is a way for AC to ignore a portion of track when locating a place to put cars when spawning?

    Any help much appreciated. Thanks again for the great advice on this thread.

    John.
     
  8. carTOON

    carTOON New Member

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    Hello Luchian!
    I am a new AC user.
    I converted my own track from GTL to AC.
    I checked, object names are OK, texture names are OK, START / PIT / TIME (pivot point Y up, Z forward) OK.
    I drive, the fastline appears, I went. I drive into the pit, the route appears, I went.
    I quit, look at the ai folder and ... no fastline candidate, pitline candidate.
    For all other tracks I can save the fastline / pitline. On my own track the ai folder remains empty - what is this mystic, what step did I miss, can you help, do you have any ideas? Thanks!
     
  9. stripcheese

    stripcheese New Member

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    Hello! When trying to open the AC SDK, I choose to import a FBX. I choose the fbx exported from blender. It stops responding and then sits not seeming to do anything. I left it over night and still it just says not responding. It has previously loaded fine when I had no materials applied, just the meshes. Not sure if I messed something up.

    Thanks!
     
  10. Johnr777

    Johnr777 Moderator

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    Is this a high poly mesh?
     
  11. stripcheese

    stripcheese New Member

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    Yes I believe it is. I can upload it for you to look at if that would help?
     
  12. Johnr777

    Johnr777 Moderator

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    Shouldnt be more than 65k triangles, vertices, etc. FBX limitation.

    I suggest you split the object up
     
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  13. stripcheese

    stripcheese New Member

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    I just checked the triangle count.. 3,788,392... hahaha. Thank ya!
     
  14. fughettaboutit

    fughettaboutit aka leBluem

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    when recording, disable CustomShadersPatch (or NewAIBehaviour) and dont stop after first lap, do at least a second lap, then use "Esc" and use "Exit", dont quit the game with Alt+F4, give ac time to save...
    https://assettocorsamods.net/threads/red-line-track.1806/#post-13007
     
    Last edited: Sep 28, 2021
  15. carTOON

    carTOON New Member

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    Thanks for the reply, mate!
    I think I do the AI lines recording well ... the fast line candidate and pit line candidate are created on all other tracks, but on my own track no success. Would it really be so hell hard to make a good track mod for Assetto Corsa? I’ve made at least 100 GTL, GTR2, rFactor tracks - I don’t think I’d be stupid... but now there’s no success. Just a question: where to disable CustomShadersPatch (or NewAIBehavior)? I don't understand. Thanks!
     
  16. stripcheese

    stripcheese New Member

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    Ok so I split it up, the most triangles in a given object is 512. The file is 237 MB, is that too large? KsEditor is still stuck in not responding.
     
  17. Johnr777

    Johnr777 Moderator

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    FBX files arent typically that heavy in size... what are you making???
     
  18. stripcheese

    stripcheese New Member

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    Its a map of Valley of fire state park. ~13km x 5km
     
  19. fughettaboutit

    fughettaboutit aka leBluem

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    Thats too much, you gone the opposite extreme now ... object count is key for good performance, so keep vertex count per object/mesh below 65k, for road-meshes you are better off with like 20k and no longer than 1km.
     
  20. NetDriver

    NetDriver New Member

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    Hello guys, I have a problem with connecting road this my terrain. Is where any proper way to do it. I tryed to do it by shapemerging a borderline of road, but its not accurate, not any fast, and broke geometry(where are some random triangles shadows on borders of terrain ). I use 3ds max, but I can use blender to do some basic things if it necessary.
     
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