Featured TUTORIAL Build your FIRST track - BASIC GUIDE

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

  1. Fuzo

    Fuzo Member

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    I mean exactly this, maybe when I tried it I copied wrong values, I don't know now, it worked in first person view but no in F3 cameras, but the idea is clear, it has to be set properly in fmod :)
     
  2. TXRACER41

    TXRACER41 New Member

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    I have quite a few problems with my track.
    The most important one is that the track is WAY bigger than it should be.
    I meant for it to be 400 meters long
    I measured it as 900 meters in blender
    When I export it to kseditor, it's over 7000 meters just from the center to the starting line
    I have all the recommended export settings; what could be the issue?
     
  3. Mitch9

    Mitch9 Member

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    When you say you "meant" for it to be a certain size, is it a fantasy track that you're making or are you modeling from some real world reference? if so what kind?
    Scales can be off when importing references, especially using something that comes in feet (blender won't convert automatically to meters) or using something out of a geotiff (projections...)
    About the 7000 meters, change the scale to 0.01 when exporting. For some reason either blender exports fbx at 100m or these games shift 1m to 100m.
     
  4. TXRACER41

    TXRACER41 New Member

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    I was trying to make it off of a real track, but I'm not great at modeling and didn't import anything. I'm mostly just trying to get a working track. Thanks for the tip
     
  5. vattila

    vattila New Member

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    Dear All, Could you help me how do decrease the ambient sound attenuation? I tried the Spa track with ambient crowd and other external sound, but the sound ranges are short. I can hear sounds only close range from the source, like within 15 meters. I would like to hear from longer distance. So I think the sound dampening-attenuation is too high.
     
  6. Johnr777

    Johnr777 Moderator

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    You can't.... the distance settings are inside the BANK file, cant edit.
     
  7. vattila

    vattila New Member

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    Thanks! And there is no way to create an another bank with increased range settings with FMOD?
     
  8. Johnr777

    Johnr777 Moderator

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    Well... yes. But it will have to be your own BANK file, which means your own sounds
     
  9. vattila

    vattila New Member

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    Yes, I intend to do that. Do you have maybe some tutorial, advices how to build the fspro project to be able to hear the ambient sounds outside and inside the cockpit too, please? Thank you very much in advance! I really want to be able to configre/set these sounds the way I want to.
     
  10. Johnr777

    Johnr777 Moderator

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  11. vattila

    vattila New Member

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  12. vattila

    vattila New Member

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  13. fughettaboutit

    fughettaboutit aka leBluem

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    maybe dont use newer FMOD versions, this one is what ac was made for:
    upload_2022-6-8_18-13-54.png
     
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  14. Johnr777

    Johnr777 Moderator

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    Thanks leBluem! That is correct, AC only recognizes bank and guids from that one version.

    Vatilla, you'll need to search under "older versions" in the fmod website
     
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  15. vattila

    vattila New Member

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    fughettaboutit, Johnr777, Thank you very much!!!! I tried that version and now it works!
    Now I can place all track sound the way I want, just like in Automobilista: announcer_2, announcer_3, pitSounds, fans_club_event_normal, fans_club_event_positive, fans_national_event_positive, fans_grandprix_event_positive.
     
    Last edited: Jun 8, 2022
    fughettaboutit likes this.
  16. TXRACER41

    TXRACER41 New Member

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    I am having some strange behaviors with my track. First of all, the pit boxes aren't spawning in the correct spot. When I spawn my car in from the pits, it's perfectly fine. However, when I turn a few laps and come back in, the pit box isn't there. It took me a while to figure this out, but the car is spawning correctly, but the pit boxes and the objects that go with them are actually spawning upside down underneath the track. I can't think of way to get them into place without screwing up the car spawn.
    Secondly, when I try to add GrassFx, the assigned grass meshes simply disappear. I don't really know why, I tried doing a lot of things in the ext_config.ini file, but not much happens
     
  17. fughettaboutit

    fughettaboutit aka leBluem

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    1. move spawn points up by a meter?
    2. dont use ksGrass shader on flat surfaces, its meant for "3d" grass
    CSP with grassFX on will hide all stuff with ksGrass shader
    unless ...
    [GRASS_FX]
    ; this is for hiding original grass
    ; if you want to keep the original 3d grass, just leave it empty and in here!
    ; if this line is missing, all objects using "ksGrass"-shader will be hidden!
    ORIGINAL_GRASS_MATERIALS=
     
    Last edited: Jun 15, 2022
  18. TXRACER41

    TXRACER41 New Member

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    Sorry for asking repeated questions, but I'm working on a new track now, and I've run into a problem where the game isn't recognizing certain road objects and then not placing them in the track. The last few turns of my track are simply missing, which is strange because they are in the kn5 model, and they're recognized as ROAD textures. They just don't appear in game
     
  19. fughettaboutit

    fughettaboutit aka leBluem

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    i bet on flipped normals (you can see the road from below?):
    https://assettocorsamods.net/threads/after-some-help-with-my-first-track.2145/#post-16114
     
  20. TXRACER41

    TXRACER41 New Member

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