ISSUE Ks Editor Texture Problem

Discussion in 'Car Models | Physics' started by LethalArms, Jan 25, 2020.

  1. LethalArms

    LethalArms New Member

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    Hi, Im trying to import a part of Las Venturas from GTA San Andreas to assetto corsa, i used a program to get the .dff and .txt from the building, and then with TXTWorkshop picked the textures from the .txt file. Next i used GTA Tools to import in Blender the .dff files and the textures, and it is perfectly like i want https://prnt.sc/qssaxn, then i extract to .fbx and put the textures in a texture folder(all textures are .png)https://prnt.sc/qssbqc. Then i try to put in Ks Editor and this is what looks like https://prnt.sc/qsscpk (after i put wheater clear and PPfx default,cuz ive seen some threads where it said,it would solve the problem,but for me it didnt),the program load the texture but dont apply them( i guess),im leaving a .zip file,with the script for blender 2.60, the .dff, the .fbx, the .blend and textures, to see if somebody can help me.
    Im new to this,its my first track to assetto corsa,also im new to the forum of this site,i already have downloaded some mods but never post anything,so if something is wrong tell me,also im from portugal,sry for bad english.

    I have attached the .rar file,but if doesnt appear, here is a mediafire link: http://www.mediafire.com/file/qk4jy6ugndrrth8/AssettoTrack.rar/file


    Thks :)
     

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  2. LethalArms

    LethalArms New Member

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    Fixed, the problem was with the material, when i put it, the material values was 0 (difuse,specular,etc) i put .5/.5/.1/10 like i see in this video: (it isnt a tutorial but helped me more than all tutorials ive seen xD),and it appeared,but then i encontered two more problems: physics, pit and start wrong,the pit and start problem i kinda fixed rotating the cubes that i use for pit and start,and put them heigher,but now the physics are strange, i can pass throw things excect for the road,all of the others like pillars, the walls,etc, how can i fix it??
     
: Ks Editor
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