Featured TUTORIAL Build your FIRST track - BASIC GUIDE

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

  1. DrPenguin

    DrPenguin New Member

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    I'm thinking it's likely something silly I'm missing with tired eyes and brain. I'll have another look over tomorrow and if I can't figure it out I'll pull in the objects from the older working cut and test that. MG, fughettaboutit, thanks a lot for your help this evening!

    Edit- Could the 'Set Origin To-' setting being wrong be causing these issues? I've noticed on some of my objects the little yellow dot is centered in the object, on others it shows in the area where the in game screenshot I posted is. I haven't learned much about origin yet so I haven't intentionally used 'Set Origin To', but it's certainly possible I've accidentaly changed it.
     
    Last edited: Nov 19, 2019
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  2. MGMetroDave

    MGMetroDave Active Member

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    Hmm, I'm sure we'll get to the bottom of this :lol:

    Yes good idea to set origin to geometry in most cases. That could indeed be the problem if your car seems to start at 0,0,0 despite your pit object being elsewhere. Try selecting the pit object then ctrl-alt-shift-C I think then choose origin to geometry.
    Whenever you apply position to an object it sets the origin of that object to 0,0,0. Maybe that's what's happened.
     
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  3. Pixelchaser

    Pixelchaser Well-Known Member

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    looks like you have that orientation problem in the last pic.. your green arrow needs to point up and the red points the direction you spawn in. From default orientation we flip on the x 90 degrees to get that green going up.
     
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  4. DrPenguin

    DrPenguin New Member

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    So I pulled in the objects from the working cut and I'm still having the same thing, both with where the camera is in the pre-drive screen and what happens when you click drive. I also used Set Origin to Geometry on the spawn objects before saving and exporting to FBX.

    Pixelchaser, when I rotate the objects the coloured points don't move, just the letter. I've tried them with Z pointing out of the pits and pointing back towards pit entrance, wtih Y up on both as Luchian showed in the troubleshooting post on the first page of this topic. Same results. I've also tried with the objects both render-able and non render-able in ksEditor to the same result.

    I've attached a screen from ksEditor- this is how the track loads into the editor and where the camera sits when the map loads before driving.
     

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  5. fughettaboutit

    fughettaboutit aka leBluem

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    "Set Origin to Geometry"
    in Blender unfortunately sometimes you need to use this two or three times until it actually sets it correctly
    in 2.8 you can select all the AC_... objects at once and do it 3 times... but maybe its still something else
     
  6. LilSKi

    LilSKi Well-Known Member

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    All about spawn points and getting the track in game.
     
  7. Prototype

    Prototype Well-Known Member

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    You knocking these things out now! I cant watch them fast enough without new episodes coming out :p
     
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  8. DrPenguin

    DrPenguin New Member

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    Thanks Lilski!
     
  9. LilSKi

    LilSKi Well-Known Member

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    I was comfortable in my rig doing the recording session so I just banged out the 3 episodes at once. Not sure I will continue that pace from here on out but the process is pretty efficient from recording to posting so it saves me lots of time.
     
  10. Tomaszeqq

    Tomaszeqq New Member

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    Hello which way is the best for make white lines on roads If I trying to make a part of my city ?
     

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  11. fughettaboutit

    fughettaboutit aka leBluem

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    roadlines, "BlendMode" could also be alphaBlend, not sure:
    upload_2019-12-4_22-27-11.png


    --------------------------------------------------------------------------------------

    another topic, these are restrictions for names of track- and car-folders, from x4fab and/or shared memory definitions:

    max length for track (folder-)name: 32
    max length for additional layout (folder-)name: 15
    max length for car (folder-)name: 32

    all lowercase, latin-digits-underscore, NO utf8- or fancy characters like é or something

    @luchian maybe you can put this in the first post? [edit: Done]
     
    Last edited by a moderator: Dec 4, 2019
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  12. Tomaszeqq

    Tomaszeqq New Member

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    Another thing. How can I receive paving sound effect on paving surface?
     

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  13. fughettaboutit

    fughettaboutit aka leBluem

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    ; default sounds available to use in "surfaces.ini" - from "steamapps\common\assettocorsa\content\sfx\GUIDs.txt"

    ; WAV=kerb.wav | grass.wav | extraturf.wav | sand.wav | gravel.wav | old.wav | tyre_rolling.wav

    never tested this, but maybe you can insert you own sounds by using a "sfx" folder in your track folder and put a .wav file there, but again: I never tested this by myself, but i found these tracks to have tried it:

    upload_2019-12-8_17-59-10.png
     
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  14. Tomaszeqq

    Tomaszeqq New Member

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    Ok I will try. Thanks :)
     
  15. Aureliano Buendia

    Aureliano Buendia New Member

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    nervermind
     
    Last edited: Dec 12, 2019
  16. Pingypoker

    Pingypoker New Member

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    Hey everyone! I'm having issues with my first track. I followed this tutorial to import LIDAR mesh into Blender.

    My problem is that cars are falling through the track surface. It seems the further away I drive from the origin, the more unstable the car becomes, eventually falling through.

    This is what the road mesh looks like. 63,000 verts. Around 1000m x 1000m. Named 1ROAD_0
    [​IMG]

    These are my export settings:
    [​IMG]

    I'm really having trouble figuring this out. Cars drive perfectly where they spawn, but once it leaves a certain point it has issues. Everything seems to be in order with the mesh. Please help!
     
  17. fughettaboutit

    fughettaboutit aka leBluem

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    its too big, divide into 20k, 24k or 32k parts
    1ROAD_1
    1ROAD_2
    ...

    or normal-direction is wrong
     
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  18. Pingypoker

    Pingypoker New Member

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    Dividing the mesh seemed to do the trick. This is odd to me. I have not read anything about a physical layer having too many polys. For example, in this thread about the importance of highly detailed driving surfaces, there is no mention of the driving surface needing to be any lower than the usual 65k vert limit. Is there anywhere I can read more about this? This seems like something that would be important to mention, however I can not find discussion about it anywhere...
     
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  19. fughettaboutit

    fughettaboutit aka leBluem

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    I know, they say 64k everywhere, but i found out the hard way like you, that espacially for road-meshes - 32k or lower is needed. Oh and also one roadpart should not be longer than 1km.

    For only visual meshes its not that important, it can go up to 64k
     
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  20. Pingypoker

    Pingypoker New Member

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    Usually I can Google my way out of problems, not this time! I had been frustratingly trying to figure this out for hours. Glad I posted here. Thank you so much!
     
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