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TUTORIAL Build your FIRST track - BASIC GUIDE

GRLap

Member
I think the issue has to do with models.ini
I ran the track with the AC spawn as objects within a single kn5, and it worked.
I then ran the track as one kn5, along with a second kn5 for the AC spawn using the following models.ini:

[MODEL_0]
FILE=track.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_1]
FILE=actiming.kn5
POSITION=0,0,0
ROTATION=0,0,0

In this case it does not work, i.e. car spins around like it's in the movie Gravity. I don't know what's wrong (obviously), as the models.ini is exactly as in other AC tracks. I need to use a models.ini as a single model (file) is too large and complicated once trees, grass and everything else are included.
My actiming.kn5 is just an .fbx export of all the AC_ objects, converted to kn5 in the editor. The origins are according to geometry and the local axis are z-forward, y-up. As noted previously, they "work" when embedded inside the track kn5, just not as a stand-alone kn5.
Any thoughts?
 

fughettaboutit

aka leBluem
I think the issue has to do with models.ini
I ran the track with the AC spawn as objects within a single kn5, and it worked.
I then ran the track as one kn5, along with a second kn5 for the AC spawn using the following models.ini:

[MODEL_0]
FILE=track.kn5
POSITION=0,0,0
ROTATION=0,0,0

[MODEL_1]
FILE=actiming.kn5
POSITION=0,0,0
ROTATION=0,0,0

In this case it does not work, i.e. car spins around like it's in the movie Gravity. I don't know what's wrong (obviously), as the models.ini is exactly as in other AC tracks. I need to use a models.ini as a single model (file) is too large and complicated once trees, grass and everything else are included.
My actiming.kn5 is just an .fbx export of all the AC_ objects, converted to kn5 in the editor. The origins are according to geometry and the local axis are z-forward, y-up. As noted previously, they "work" when embedded inside the track kn5, just not as a stand-alone kn5.
Any thoughts?
make sure you export as track-kn5 not car-kn5 from ksEditor, sounds like you accidentially exported as car-kn5...
 

Kardo

New Member
Hi ^^
I've been messing around and following tutorial but now i have come to a stop because of error i can't seem to fix on my own. After i compile my Blender track to a .fbx and load it into the ksEditor, several roads and grass objects appear black and can't be clicked on. Some other pieces are partly rendered while other are completly missing. Help ^^

Pic from ksEditor with missing and black pieces (texture should be green as seen below)
upload_2021-12-29_2-7-0.png
 

GRLap

Member
make sure you export as track-kn5 not car-kn5 from ksEditor, sounds like you accidentially exported as car-kn5...
Everything exported as “track”, not “car”.
Bottom line; AC spawn work when integrated as objects in larger track model, but aren’t working when those same AC spawn objects are held in a separate kn5 using models.ini
 

GRLap

Member
Hi ^^
I've been messing around and following tutorial but now i have come to a stop because of error i can't seem to fix on my own. After i compile my Blender track to a .fbx and load it into the ksEditor, several roads and grass objects appear black and can't be clicked on. Some other pieces are partly rendered while other are completly missing. Help ^^

Pic from ksEditor with missing and black pieces (texture should be green as seen below)
View attachment 7138
For the objects that are “missing”, go to Blender and look at the normals; you likely need to “flip” them.
 

Ternal

Member
hey everyone, anyone have a solution for replacing the ksGrass to another shader having only as resource the txDiffuse and txDetail texture available? Unfortunately with ksGrass, the GrassFX via ext_config is not working.

Thanks in advance
 

Martin Zbíral

New Member
Hi can i add to different textures in my ralycross track different grip(friction)?
I have different textures on my track :
TarmacLightCrackedAC
GravelAC
TarmacLightSmoothAC

Is it possible to somehow do like this with surfaces
TarmacLightCrackedAC FRICTION=0.95
GravelAC FRICTION=0.7
TarmacLightSmoothAC FRICTION=1
 

Attachments

Ternal

Member
Hi can i add to different textures in my ralycross track different grip(friction)?
I have different textures on my track :
TarmacLightCrackedAC
GravelAC
TarmacLightSmoothAC

Is it possible to somehow do like this with surfaces
TarmacLightCrackedAC FRICTION=0.95
GravelAC FRICTION=0.7
TarmacLightSmoothAC FRICTION=1
Materials have no friction, only meshes can have, so you need to divide specific meshes with different names (and materials) and set the friction inside the surface.ini in data folder
 

fughettaboutit

aka leBluem
@Martin Zbíral
example: ks_nordschleife\nordschleife\data\surfaces.ini:
note: all kunos tracks use hidden physical meshes, those are from "25.kn5"
note2: on the right its only a text editor
note3: have fun splitting your track into so many pieces as you seem to want from that image in post #1632 :)
note4: if you didnt know: a number infront of a meshname makes it "physical active"
upload_2021-12-30_13-17-6.png
 
Last edited:

Martin Zbíral

New Member
@Martin Zbíral
example: ks_nordschleife\nordschleife\data\surfaces.ini:
note: all kunos tracks use hidden physical meshes, those are from "25.kn5"
note2: on the right its only a text editor
note3: have fun splitting your track into so many pieces as you seem to want from that image in post #1632 :)
note4: if you didnt know: a number infront of a meshname makes it "physical active"
View attachment 7145
I work in race track builder
i edited in KSEDITOR 1ROAD3 TO 1SAND (in image below)
and it works that road is like sand behind me is dust and i have less traction
 

Attachments

zakofftrack

New Member
Hello!!
I've been having some odd issues and i was wondering if anyone knew how to solve them.
  1. The track markings fade as they get further from the camera. I'm using the ksPerPixelAT shader for them. I've tried using other shaders but cant seem to fix the problem.
    Screenshot 2022-01-02 121409.png
  2. There are odd lines that appear on kerbs using normal maps. I don't think it's an issue with the actual normal map dds but just in case I've uploaded a screenshot of it.
    Screenshot 2022-01-02 121514.png
    Screenshot 2022-01-02 145218.png
  3. All of the AC_POBJECT objects look fine in blender and in kseditor but once I open AC they are very warped. Very confused about this.
    Screenshot 2022-01-02 121717.png
 

Martin Zbíral

New Member
I work in race track builder
i edited in KSEDITOR 1ROAD3 TO 1SAND (in image below)
and it works that road is like sand behind me is dust and i have less traction
update:
i change 1ROAD3 to 1GRASS0 (you can change whenever road you want 1ROAD1 1Road2 ...
here is my code to my track you can edit
GRASS friction is 0.75 you can edit to your taste
Enjoy


[SURFACE_0]
KEY=1ROAD0
FRICTION=0.975
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0.3
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0


[SURFACE_1]
KEY=GRASS
FRICTION=0.75
DAMPING=0
WAV=grass.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=1
IS_VALID_TRACK=0
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0.2
VIBRATION_LENGTH=0.6


[SURFACE_2]
KEY=1ROAD2
FRICTION=0.5
DAMPING=0
WAV=1sand
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=1
IS_VALID_TRACK=0
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0.2
VIBRATION_LENGTH=0.6


[SURFACE_3]
KEY=1ROAD5
FRICTION=0.5
DAMPING=0
WAV=1sand
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=1
IS_VALID_TRACK=0
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0.2
VIBRATION_LENGTH=0.6

[SURFACE_6]
KEY=SAND
FRICTION=0.75
DAMPING=3
WAV=sand
WAV_PITCH=1.3
FF_EFFECT=3
DIRT_ADDITIVE=3
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0.02
SIN_LENGTH=0.5
IS_PITLANE=0
VIBRATION_GAIN=0.95
VIBRATION_LENGTH=0.9
 

John Harding

Active Member
Hello!!
I've been having some odd issues and i was wondering if anyone knew how to solve them.
  1. The track markings fade as they get further from the camera. I'm using the ksPerPixelAT shader for them. I've tried using other shaders but cant seem to fix the problem.View attachment 7155
  2. There are odd lines that appear on kerbs using normal maps. I don't think it's an issue with the actual normal map dds but just in case I've uploaded a screenshot of it.View attachment 7160 View attachment 7158
  3. All of the AC_POBJECT objects look fine in blender and in kseditor but once I open AC they are very warped. Very confused about this. View attachment 7157
Hello Zak,

You can improve things for number (1) by keeping the ksPerPixelAT shader, and setting the blend mode to eAlphaBlend. Then you need to go to your white line object, and set isTransparent to True. This will have slight performance cost I believe to using the regular AT shader, but should improve the issue with the white line vanishing so abruptly as per your screenshot.

Not sure about no.2, but in Rhino I would probably weld the mesh to make sure the normals are smoothed between the faces, however I'm not sure in Blender what would be the right approach myself.

John.
 
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