QUESTION Object Names in 3DSimEd are not working?

Discussion in 'Tracks' started by MoZqUiTo, Apr 22, 2018.

  1. MoZqUiTo

    MoZqUiTo New Member

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    Hi there,

    I´m currently working on a track with 3DSimEd.

    I have a major problem. It seems 3DSimeEd does something wrong on the object names. The Track was a conversion of a friend who has no time to finish it, so I do. Many Objects are in and working, but yesterday I wanted to add the timing sectors. I placed some easy cubes beside the track and named this objects AC_TIME_0_L and AC_TIME_0_L. I also places Time 1 and Time 2 in the same way. But in AC nothing works. I can drive the track, but the time will never start or the Lap will never count.

    Did I made something wrong? As I understand, I just have to place this cubes beside the track? Do they have to be in the right High? Is there something I have to do additionally in 3dSimEd for the renaming? I also set the Parameters in 3DSimEd as "Timing"

    EDIT:
    Also when I rename an Object to: 1WALL_name it´s not working. Something ist happening in Game as I just don´t see the object than after it? But not as wall?
     
    Last edited: Apr 22, 2018
  2. Johnr777

    Johnr777 Moderator

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    The axis of the timing objects are important as well, Z has to point forward and Y up... don’t think it’s something you can control with 3DSimEd.

    No one here uses 3DSimEd for editing, recommend using blender or 3ds max.
     
    luchian likes this.
  3. MoZqUiTo

    MoZqUiTo New Member

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    That worked... thanks Mate!
    Turning the objects is no Problem in 3DSimEd. The Problem is: I´m a noob in using blender and similar. That´s why 3DSimEd is very simple.


    So there is only one Problem more now. Like I said: Calling objects for example "1WALL_name" will not make the wall to an object you can hit. The Object gets just invisible. Any Advise here?
     
  4. Johnr777

    Johnr777 Moderator

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    In the KSeditor, make sure IsRenderable is set to true

    Capture.PNG
     
  5. Ze70r

    Ze70r New Member

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    I have similar problem with 3dsimed , i do rename the road with 1Road_(name of the obj) its (renderable - true) and still the car fall down true the track...could that be related to Axis orientation?
     
  6. fughettaboutit

    fughettaboutit aka leBluem

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    If you can see the road ingame from above like it should then axis is not the problem. Mesh is probably too long (pic).
     
  7. Ze70r

    Ze70r New Member

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    Great! Thanks i manage to fix it(this was important to know) . I have some other issue , after `ve got the car to be driven on the road , i saw the trees from the conversation got transperansy lost around the tree shape(very ugly)..Any advice will be helpfull.
     
  8. fughettaboutit

    fughettaboutit aka leBluem

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    use ksTree shader, blendmode alphatest, alphaRef >0, like 0.5 is ok for basically any texture, dont set object to transparent, play with ambient+diffuse
    (edit: ignore wrong value in "Shader -> ksPerPixel", should be ksTree, ksEditor is buggy in places, click in there and it updates)
    upload_2021-12-17_20-25-50.png
     
  9. Ze70r

    Ze70r New Member

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    Great!I`ve done it !Thanks again.I do belive i will need another advice , my fences are not transperant.From the point you looking at tham they are black and if you go behinde them they are completely transperant.
     
  10. fughettaboutit

    fughettaboutit aka leBluem

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    you need two faces for the mesh, front and back
    shader: ksPerPixelAT, blendmode alphatest, also obj not transparent
     
  11. Ze70r

    Ze70r New Member

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    You are a lifesaver! Thanks! Now the fences looks more real :)
     
  12. Ze70r

    Ze70r New Member

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    To not bother you again with every single issue i have, is there anywhere where i can find a
    description(list) which shader in AC is specific for like road, grass ,glass,buldings,sand a so on(now i know for the trees ,and fences as you teached me).Thaks in advance
     
  13. fughettaboutit

    fughettaboutit aka leBluem

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    No. Best next thing is to use CustomShadersPatch "Objects Inspector" app.
    Select a kunos track (or the one you want info from)
    ingame open Obj-Inspector, its way down in task bar
    ALT+click on something, then you see meshname, materialname, shader used and more, on "textures" tab you can click on textures, texture-viewer included, "vars" tab lists all values (probably more vars than ksEditor, there you have less vars):
    upload_2021-12-20_20-52-33.png
     
    Last edited: Dec 20, 2021
  14. Ze70r

    Ze70r New Member

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    Thats cool! Thanks! Nice Christmas gift :)
     
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