I'm doing an experiment on my track (trying new humps and bumps accordingly to what was there back in the day), so I made a brand new mesh, renamed it accordingly, and then I got a little issue here...: in the log: \Content Manager (0.8.1865.34943)\ReadMe.txt 19:01:07.198: … [StarterBase:99] WaitUntilGameAsync(): Game is already here! 19:01:07.250: → [ExtraHotkeysRaceHelper:594] .ctor(): Extra key bindings: 0 19:01:07.251: → [ExtraHotkeysRaceHelper:595] .ctor(): Extra joystick bindings: 0 19:01:35.524: → [GameWrapper:340] StartAsync_Ui(): Result: <NULL> 19:01:35.532: ⚠ [LapTimesManager:176] OnRaceFinished(): Race finished, but PlayerStatsManager.Instance.Last is missing 19:01:35.533: … [RhmService:93] KeepAlive(): RHM will be killed after: 00:30:00 19:01:35.544: ⊕ [QuickDrive:981] Go() What does all this mean ? And how can I resolve this ? Am I looking at the correct log file ?
If you redo the physical mesh, you’ll also need to re-do the AI line, or delete for now while you are adjusting things
Well... I don't have an AI line, even before when I was testing with the older mesh. EDIT: I take that back, I did have one.. and it works once again , thanks man
I think it auto generates a file if there isn’t one. Look in the folder, I’m sure there’s something there
All is working well, you were right This track feels even better now and I still haven't done the physical mesh (the real crème de la crème) yet
Never have, I know I don’t have a proper AI so I’m thinking why bother deliberately make my sim crash?
Regarding your transparency issues on the last page, if you got heaps of transparent stuff using alpha_test is probably better. No draw order issues with that mode, and better performance.
Fences close to the track often don't work well with alpha_test. So blend is likely your best bet even if it comes with a bit of a performance hit.
Any advice of shader values for the grandstands? It looks to me too... bright.. barely visible... then when I modify the values it becomes too crisp and too edgy.. Maybe someone can lend a helping hand on the values ? ksAmbient ? ksDiffuse ? ksSpecular ? etc ?
Maybe lower specular values? Also try a shader with a normal map, might help! Trust me, we all have issues getting objects to look good in game, this engine has lots of little annoyances
Could also mean your KSEDITOR isn’t set to use anti-aliasing, you have to set that yourself in one of the inis
Just the editor, it’s got its own independent inis, not sure which one but it’s the video.ini that inside the SDK folder
Hmmm.. is there something I need to add to the video.ini below? [VIDEO] WIDTH=1280 HEIGHT=720 REFRESH=59 FULLSCREEN=0 ANISOTROPIC=4 AASAMPLES=2 VSYNC=0 AAQUALITY=0 SHADOW_MAP_SIZE=2048 DISABLE_HDR=0 FPS_CAP_MS=30 [EFFECTS] MOTION_BLUR=0 FXAA=0 3D_GRASS=0 [CUBEMAP] SIZE=512 FACES_PER_FRAME=1 FARPLANE=500 [MIRROR] SIZE=512 [ASSETTOCORSA] HIDE_ARMS=0 LOCK_STEER=0