Featured TUTORIAL Build your FIRST track - BASIC GUIDE

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

  1. Kibbutz

    Kibbutz Member

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    still same problem, that didn't solve anything. Thank you anyway eg01st
     
  2. MTHS

    MTHS New Member

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    I use 3d max to make the track. I try to change the Y in the direction I want the car to go, but nothing changed. I let Y up and Z in the direction I want, the car fly away. How can I set the start direction of the car?
     
  3. eg01st

    eg01st Member

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    I had exactly the same problem. Car kept flying no matter what I did.

    Solution was something like this:

    1. Create a Dummy or a Box 1x1x1 meters, 1 meter above the ground in Top perspective.
    2. Don't change anything - Max fbx exporter will set Y axis to top.
    3. Open track in ksEditor and see if cars spins now, even if it's not facing the right direction.
    4. If car stays on track still, but is sideways, just rotate the whole track in MAX scene, that was a cheap trick but worked for me.

    Anything else - rotating box and rotating pivot just wasn't working out. It was like ksEditor wants to car face in a certain direction.

    My track is published here:
    https://www.racedepartment.com/downloads/roller-coaster-race-circuit-test-release.23770/

    Ask if you need more help.
     
  4. luchian

    luchian Administrator Staff Member

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    Did you changed the axis ONLY for pivot ?
     
  5. MTHS

    MTHS New Member

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    Yes, I tested it. Only change the axis for pivot. Should I set the Y axis of track UP too? When I set the Y axis of car UP, it fly away. But Z axis of car UP, it stay on track, facing a certen direction.
     
  6. MTHS

    MTHS New Member

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    Did you try to let the track Y axis UP?
     
  7. luchian

    luchian Administrator Staff Member

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    Don't change anything for the track itself. It's only the pivot point of the spawn points.
     
  8. luchian

    luchian Administrator Staff Member

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    Also, once you did rotated the pivot, do NOT apply any tranform like X-Form, if you are using max (or apply rotation if you are using Blender).
     
  9. eg01st

    eg01st Member

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    No, track has nothing to do with car spawner, track wasn't upside down or anything. Even if track's pivot is Z-up, FBX exporter fixes that to Y.

    Doesn't matter now, for me everything is working. I just remember that is wasn't as easy as just rotating pivot.
     
  10. MTHS

    MTHS New Member

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    Can you give me a example fbx? Thanks
     
  11. eg01st

    eg01st Member

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    Attached Files:

    MTHS likes this.
  12. MTHS

    MTHS New Member

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    Thanks for your max file. I copied your AC_START_0 to my track, it works. But it's different from my AC_START_0. Did you create a box, then rename it as AC_START_0? Or you create other something?
     
  13. eg01st

    eg01st Member

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    I created a Dummy helper and renamed it.
     
  14. MTHS

    MTHS New Member

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    Maybe it's a key to use 3dMax to create tracks.

    Another question. Can I create multiple spawn places in track? Which I can select where to spawn car in game.
     
  15. eg01st

    eg01st Member

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    I don't think so. There are only pit spawners and hotlap spawner.
    For different spawners you can create different layouts-versions of the track. Geometry stays the same, just additionally load several versions of spawners sets.
     
  16. MTHS

    MTHS New Member

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    Do you know how to add another sound? Like water. When I drive through the water which predefined water district in track, I will hear water sound.
     
  17. eg01st

    eg01st Member

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    Use surfaces.ini file. Take a look at that file from other tracks. Copy everything and add another entry named WATER, and define the water sound clip in it. And your geometry surface of track has to be named 1WATER to work.
     
  18. MTHS

    MTHS New Member

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    How can I add water sound?
     
  19. eg01st

    eg01st Member

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    If you don't have it already, create surfaces.ini in your "data" folder with this text:

    [SURFACE_0]
    KEY=WATER
    FRICTION=0.92
    DAMPING=0
    WAV=water.wav
    WAV_PITCH=1.3
    FF_EFFECT=1
    DIRT_ADDITIVE=0
    BLACK_FLAG_TIME=0
    IS_VALID_TRACK=1
    SIN_HEIGHT=0
    SIN_LENGTH=0
    IS_PITLANE=0
    VIBRATION_GAIN=0.5
    VIBRATION_LENGTH=0.6

    Play with the values of friction etc, I copied this sample from Imola folder. Water.wav should be your water sound, but I don't know exact path for it right now.

    If I understand correctly, you want to drive through water.

    However, if you want the water as an environment effect near the track, you need a different approach.
     
  20. MTHS

    MTHS New Member

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    Yes, I know where to add water.wav parameter in surface.ini. But I don't know how to add water.wav in AC
     
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