Featured TUTORIAL Your FIRST car in Assetto Corsa - Basic Guide

Discussion in 'Car Models | Physics' started by luchian, Aug 22, 2017.

  1. denis370

    denis370 Member

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    the one from 0 to 19 is already your LUT file
     
  2. denis370

    denis370 Member

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    does not seem to accept those values of 0.5 in the wing
     
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  3. denis370

    denis370 Member

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    [HEADER]
    VERSION = 1

    [DATE]
    MAX_TORQUE = 3200 from here adjust the braking force in NM
    FRONT_SHARE = 0.75 Percentance of brake torque at front axis
    HANDBRAKE_TORQUE = 1900 Handbrake torque (at the rear wheels)
    COCKPIT_ADJUSTABLE = 1 0: no bias control from cockpit, 1: bias control from cockpit
    ADJUST_STEP = 0.5 step for bias cockpit adjustment.

    [DISCS_GRAPHICS]
    DISC_LF = GEO_Disc_LF (GEO_Disc_LF is the name of your left front brake disc)
    DISC_RF = GEO_Disc_RF (GEO_Disc_RF is the name of your right front brake disc)
    DISC_LR = GEO_Disc_LR (GEO_Disc_LR is the name of your left rear brake disc)
    DISC_RR = GEO_Disc_RR (GEO_Disc_RR is the name of your right rear brake disc)

    "the name of the brake disc must match the name of the brake disc mesh in order to have the glow effect."

    FRONT_MAX_GLOW = 10 this value adjusts the glow on the front disc
    REAR_MAX_GLOW = 5 this value adjusts the glow on the rear disc
    LAG_HOT = 0.999 overheating lag
    LAG_COOL = 0.99 cooling lag

    to have the glow in the brakes it is also necessary that the car has been packed with the right shaders and textures

    each car has different names of the brake discs, so you will have to go and see what your car discs are called and rename correctly, otherwise they will not work
     
  4. giovanni pasolini

    giovanni pasolini Member

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    Many thanks Davis
     
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  5. xxsoudesaturnoxx

    xxsoudesaturnoxx New Member

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    When I import the .fbx file trough the sk editor, the editor can't open it and it stays loding for ever. When I open task manger the editor is not responding
     

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  6. denis370

    denis370 Member

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    have you created too large meshes that have too many triangles? or attached more meshes that create a single one with too many triangles? ks editor I have a limit of triangles per mesh, meshes that are too large must be separated to reduce the triangles
     
  7. xxsoudesaturnoxx

    xxsoudesaturnoxx New Member

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    No, the mashes have lots of squares but not triangles, does that make diference?
     
  8. denis370

    denis370 Member

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  9. denis370

    denis370 Member

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    I don't know if you use blender or 3d max, but in the case of blender you have to activate the statistics, in the corner of the screen it will show you the count of triangles, vertices, faces, edges and objects.
    Then you select one mesh at a time and check that you do not have a triangle count higher than 60000. if it is higher you will have to split the mesh.
    I have not read your logs, but usually this is one of the major causes of not loading the fbx in kseditor
     
  10. xxsoudesaturnoxx

    xxsoudesaturnoxx New Member

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    thank you, I'll try
    I cant see how many triangles per mesh, it o nly shows in total,
     
  11. denis370

    denis370 Member

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    you have to select the single mesh in edit mode to see the triangles of it
     
  12. fughettaboutit

    fughettaboutit aka leBluem

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  13. denis370

    denis370 Member

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  14. fughettaboutit

    fughettaboutit aka leBluem

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    upload_2022-2-7_19-15-1.png

    or in "TextEditor" after you clicked on "New"
    upload_2022-2-7_19-17-21.png
    give it a name and paste code, play button runs the script:
    upload_2022-2-7_19-18-12.png
     
  15. xxsoudesaturnoxx

    xxsoudesaturnoxx New Member

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    what about the wheels, if they have more then 64k triangles what do I do, cause I cant separate them since they are the wheels and they work with the dumies
     
  16. fughettaboutit

    fughettaboutit aka leBluem

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    >64k * 4 > 256 k
    thats roundabout a whole kunos car, you gotta simplify that
     
  17. xxsoudesaturnoxx

    xxsoudesaturnoxx New Member

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    but how? I only need to make sure each mesh doesnt have more than 60k triangles right?
     
  18. fughettaboutit

    fughettaboutit aka leBluem

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    you can have as many meshes as you want under a dummy, all objs will be treated same
     
  19. xxsoudesaturnoxx

    xxsoudesaturnoxx New Member

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    so I got to connect all the meshes to the dummy?
     
  20. fughettaboutit

    fughettaboutit aka leBluem

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    "connect"
    you just keep hierarchy
    upload_2022-2-7_21-43-36.png
     
: tutorial, car mod
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