FIRST track! Somethings wrong but I do not know what!

Discussion in 'General' started by Justin Case Usselman, Feb 23, 2020.

  1. Justin Case Usselman

    Justin Case Usselman New Member

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    Hello everyone! I hope all is well in the world of modding! I have finally gotten around to making a test map.

    I was able create some that was playable, however when the game starts the car would forever fall into nothingness.

    I made a few changes (added AC_START_1 and AC_PIT_1) now for some reason my track wont even start. I use content manager to launch my game and it just says race canceled.


    I have attached my files so they can be analyzed or changed, any help on how to get back on the right track would be greatly appreciated!

    https://www.dropbox.com/sh/elhzjol123tywsk/AACsdqQ7aOLhEdVntbeAPAKda?dl=0
     
  2. luchian

    luchian Administrator Staff Member

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    What 3d software are you using ?

    Anyway, make sure that:
    1/naming convention for surfaces is correct (see first post in the guide).
    2/scale is 1 for ALL objects (if using Blender, CTRL+A, Apply Scale)
    3/axis orientation is correct for the spawn objects (see first post in the guide).
    4/export with the correct settings (see first post in the guide)

    If all 4 are ok, there is no reason to fall through the map.
     
  3. Justin Case Usselman

    Justin Case Usselman New Member

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    i am using blender 2.8, I was about to get a running map but i moved PIT START cube and now its back to falling off map.

    I drove the map for about 10 minutes before moving item. is there a quick way to see how to change pivot in blender 2.8?

    1) surfaces are all correct
    2) scale was is 1
    3) cannot figure out pivot
    4 export was fine whenever i got pivot figured out.
     
  4. luchian

    luchian Administrator Staff Member

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    In the FBX you've attached to OP, the scale is all over the place (so not 1). Select objects > Apply Scale.
     
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  5. thegreger

    thegreger New Member

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    Hi Luchian,

    I had similar experiences recently with a track of my own (also in the "first track" stage, but everything is going well due to your guide!).

    In my case, it was the axis orientation of the spawn objects, 3ds max is really annoying with these things.

    Do you have any knowledge of how to check the scale in 3ds max? Any advice I can find on Google relates to the units scale, whether objects are measured in meters or inches. I don't think that it has been an issue for me so far, but it could be good to know for future troubleshooting.
     
  6. luchian

    luchian Administrator Staff Member

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    From the top of my head, not sure. I am mainly using Blender, it's been years since I did not actually work in 3ds max.
     
  7. Johnr777

    Johnr777 Moderator

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    Customize menu - Units setup

    Make sure its set to 1 unit = 1 meter

    when you export the fbx, make sure it also exports in meters..
     
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  8. Justin Case Usselman

    Justin Case Usselman New Member

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    Guys,

    I was able to get scale and the axis orientation set correcly, now I have a playable map. I'm currently moving on to elevation changes (I'd like to make a twisty moutain type track) whilst keeping the road level. I have been following this YouTube video however, following what this person did, my version did not seem do the same thing in blender 2.8 ‍♂️ Any tips or solutions?

    this is an updated version of my track HERE:
    https://www.dropbox.com/sh/oz09au0r9dam40i/AAB8OZPhM_fj-HcRv97HF7wZa?dl=0


    Thanks for the quick replies! Gives me hope
     
  9. Bob Peirce

    Bob Peirce New Member

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    Justin,

    Being my home track I have been running the original PIRC mod for quite a while. The track is great as long as you don't go off. Then it gets very weird, guard rails in particular. Anyhow, it looks like you have been working on this mod. Are you anywhere close to releasing something?
     
  10. Justin Case Usselman

    Justin Case Usselman New Member

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    Bob,

    You are correct, I have been doing my best to learn blender in order to make some corrections to the updated map we recieved from the original creator(guard rails are fixed,flying in space is basically gone,and now you can run races). Error wise its better than the original alpha 0.2 file but it's now lacking visual aspects.

    I ran into a snag for a while with not having the proper programs to edit what I was given. I finally have the file exported/imported correctly and now I have a WIP (minimizing vertices, optimizing Krebs and tarmac, adding marker cones/corner stations)
    The facility has changed quite a bit in just the last few years and I'd like to add the scenery as accurate as possible.


    As far as releasing I'd like to make a VDA,South Track, and a North Track config once done with everything else then I'll be happy with it.


    It may be awhile or it may soonish. Depends on how fast I can turn things around and I'm still a newbie in the blender world

    Sent from my SM-G955U using Tapatalk
     
    Last edited: Mar 7, 2020
  11. Bob Peirce

    Bob Peirce New Member

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    Thanks. I'll keep an eye on this thread. I've had a problem finding an AC car that matches my car but I'm pretty close and virtual lap times are very close to actual as is feel. As long as I stay on track I'm okay.

    I'm not sure how important the scenery is. I think if it were gone I would suffer but being a bit inaccurate hasn't been an issue. For example, the AC and ACC Laguna Seca have slightly different tree arrangements at the Corkscrew. Both are useable as markers. At PIRC I look for the gap in the trees at T2. It is pretty close in the mod, but of course, tress grow!
     
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