The "trick" is that the 65k is limit is not about verts, but about "values" (as named by Si3v, the Lead track designer at Kunos). And "values" include any piece of data that a mesh can have (coordinates, UV mapping, and what not - I would not know to name them all . It is true that this info might be missing from first post (I'll check in detail), but it has been mentioned a couple of times otherwise.. here, there, here, there, here. Anyhoo - one more, does not hurt . Good luck with the project, sorry you've lost time.. (ask the guys how come they "know" tho )
That makes sense. Are you suggesting that the reason my original mesh was causing problems is because it has a value that exceeded the limit? If that is the case, I would rather figure out which value that might be and address it, instead of splitting apart the mesh. Or do you agree with fughettaboutit that, for some mysterious reason, a driving surface needs to be below 32k values?
as luchian said: mesh-data+uv-data+other stuff < 64k so you just cant rely on tri-count alone, idk how to figure exact data-size in any 3d-software
Ey guys, im here since assetto corsa "early access". Years ago from today i tried to start to create my own track and some conversions, but my time flew up and i abandoned blender (2.76 those days) and modding time. Now, i feel i have time to retake that, and just have read the whole guide ( it took me more than one week) and for other side im learning how to use blender 2.80 ( i forgot all, include how to move the camera, ). Next step will be to remember photoshop enough for editing dds files and then i will try to create/export a little scene to see if have the necessary knowledge about roads, trees, merging textures etc... Finally, during next months, my goal will be... Deep forest raceway ( my own old vision of it). I have a curious picture which can help me to start the layout ( for sure i will ask for help XD ) But the actual reason of this post ( my first post here, just registered) is to be grateful with ALL OF YOU, to spend your time DURING YEARS helping all the people and creating this and other threads full of knowledge. Thx guys, i will try to dont dissapoint you. I must get my goal. And sorry for my english, i will try to express myself correctly.
How do I know where to place the spawn objects? I don't know what they refer to. Obviously AC_PIT_0 is in the pitlane, AC_START_0 on the grid, but what about the others? AC_START_0 AC_START_1 AC_PIT_0 AC_PIT_1 AC_HOTLAP_START_0 AC_TIME_0_L AC_TIME_0_R AC_TIME_1_L AC_TIME_1_R
hotlap is where you want the car to start when you are in hot lap mode, usually a few corners back.... time 0 and time 1 are your sector points, so... place them wherever you want time sector... L and R are where they go, left and right side of the track
@luchian i just looked through car-turorial looking for the "name restrictions" for names of track- and car-folders, but it was here in track-101, mayb put it there too? (maybe delete this post after that) naming restrictions for track- and car-folders, from 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
when NAMING App of AC turn ON the Original Kunos tracks have Name of Turns on screen, many mods track have not, Someone knows how make NAMING of TURNS, what is file(s) ? Anticipated thanks Giovanni
I think it's sections.ini file in data folder. Fill it with this kind of text: [SECTION_0] IN=0.00 OUT=0.01 TEXT=Finish Straight [SECTION_1] IN=0.01 OUT=0.02 TEXT=Turn 1 etc. You can get the in and out valuse by driving around with AI app enabled and just watch the numbers. Track spline goes from 0 to 1, so split everything in between as you need into sections.
Code: # blender script for selected objects # print ac-coordinates from blender world-pos (origin center of mass surface) import bpy for ob in bpy.context.selected_objects: ss=str(ob.matrix_world.to_translation()).replace('<Vector (','') ss=ss.replace(')>','') ss=ss.replace(' ','') sss = ss.split(',') print(ob.data.name + ' - ' + 'PIVOT_POS='+str(round(float(sss[0])*100.0, 3) ) + ', '+str(round(float(sss[2])*100, 3) ) + ', '+str(round(float(sss[1])*(-100.0), 3) ) ) result in blender python console:
When comparing pictures of background mountain (say 2-4km) vs AC, it's quite noticeable that AC is overdoing the atmostpheric absorption (blue fog as I call it) to the point of loosing all the details (my mountains just look a big blue-green blob, even if I add rocky areas) . I guess this was done to hide low resolution background.... Quick question: Is it possible to customize the intensity of distance "blue" fog for far away objects? I'm pretty sure the answer is "no" for vanilla AC. Maybe there's something in CSP I missed?
There is plenty of control in Sol for "sky fog", but only worsen the distance fog. Not possible to improve on the basic effect, sadly...
Hello guys, I need make a flags that diasspear or move up after 2 minutes of start. I just make a file flags.kn5 , I make a model.ini dedicated but I do not know how move it I think DYNAMIC object but I do not know setting parameter. There is some other ways? You suggests anything ? Thanks Giovanni
no time or lap depended conditions atm ;( edit: dynamic objects will move forever, not way to just move into position or such
actually this should work, using the "FLAG_TYPE" as condition-input and manipulating the alpha value of the thing you want to show (material must have "ksPerPixelAlpha"-shader and alpha set to 0, BlendMode=ALPHA_BLEND ): (edit: as said, its not after 2mins, but rather directly after race start) Code: [CONDITION_0] NAME = DURING_RACE INPUT = FLAG_TYPE LUT = (|0=0|1=1|2=1|3=1|4=1|5=1|6=1|7=1|8=1|9=1|10=1|11=1|12=1|13=1|14=1|) [MATERIAL_ADJUSTMENT_69] ACTIVE = 1 VISIBILITY_LEVEL = 1 DESCRIPTION = make things with "ksPerPixelAlpha"-shader visible only at race MATERIALS = yourmaterial KEY_0 = alpha VALUE_0 = 1 VALUE_0_OFF = 0 CONDITION = DURING_RACE