You can split up your track into different FBX files/kn5 files for easier management, and also to have different parts of the track for different track variations For example for all your AC_ objects you can have a different KN5 file so once it's set up you dont have to worry about it, or if you have barriers set up to block parts of a track for a certain variation, you can set up the .kn5 file and only reference it for that variation I tend to have a few set up so for example main track .kn5 AC_PIT/AC_START/AC_TIME etc .kn5 trees.kn5 buildings.kn5 then your models.ini file looks like Code: [MODEL_0] FILE=track_name.kn5 POSITION=0,0,0 ROTATION=0,0,0 [MODEL_1] FILE=track_name_AC.kn5 POSITION=0,0,0 ROTATION=0,0,0 [MODEL_2] FILE=track_name_trees.kn5 POSITION=0,0,0 ROTATION=0,0,0 [MODEL_3] FILE=track_name_buildings.kn5 POSITION=0,0,0 ROTATION=0,0,0 if you look in any track (mod or original) you'll find the models.ini files to have a look at
I'd like my track to be driveable in reverse, so if I understand correctly I should have this: collision.kn5 track.kn5 standard.kn5 reverse.kn5 With 2 model.ini, one for loading the normal track and one for the reverse right?
in theory yes, but you'd need to set up the correct folder structure for the variations with seperate ui folders/json files. I used KS_Brands_Hatch as a guide when I figured it out
Ok I see, it look a bit easier and more organized than I though Well the material configuration might be a bit confusing still, but I think that will be the case till the end Thanks !
check out this post https://assettocorsamods.net/threads/track-layouts-how-to.364/ I tihnk this is where i got my info from, but this does a muc better job of explaining it
I ran into this problem when I was creating the track myself. I can access it with Content Manager.exe, but I can't access it through AC games. Once I enter the game, I get an error. How should I solve it, my big brother.
ERROR: SURFACE NOT FOUND FOR OBJECT:1PITS_1.001 add a sections to "data\surfaces.ini" with KEY=PITS ERROR: InputDevice::initFF(), lpDirectInputDevice->SetProperty failed and the main problem may be your controller is not set... maybe a reboot helps or forcing a controller setting:
I was able to start with Content Manager.exe, but I couldn't start with AC games. Is that what caused it, my bro
oh so you start in "Time Attack" mode? for that you need correct "data\overlays.ini", or track crashes, try practice or hotlap, hotlap is mainly used for recording ai... Make a correct "overlays.ini" with this app . edit: i read this from log lines 1477 ff.: 00007FF89B643B29 (KERNELBASE): (filename not available): (function-name not available) d:\dev\dev_pc_master_race\acs\timeattack.cpp (91): evaluateTimeFromTrackSpline
Hello brother, my AC still cannot run. Now I have a new problem. After I finish the track, there will be a cut at a specific place, but I am running normally. May I ask how to solve this problem?
Hi, Was wondering, is there any tutorial on how to texture your track? (Blender) My texture always end up smeared and in all direction. Leads me to believe my mesh overly curvy. What workflow do you guys use, do you make a simple main track layout and add extentions after? have a nice day!
Not sure to where to ask this but, is somebody know where I can find good bush texture? I only have 1 that work properly and I'm really fed up of searching google image and bank image that don't even do proper transparency Thanks