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?
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.
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?
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?
If you can see the road ingame from above like it should then axis is not the problem. Mesh is probably too long (pic).
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.
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)
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.
you need two faces for the mesh, front and back shader: ksPerPixelAT, blendmode alphatest, also obj not transparent
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
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):