Featured TUTORIAL Build your FIRST track - BASIC GUIDE

Discussion in 'Tracks' started by luchian, Jun 14, 2014.

  1. pyge

    pyge New Member

    Joined:
    Jun 16, 2018
    Messages:
    18
    Likes Received:
    2
    I've never actually used the blender renderer so I'm not really familiar with it. Your normals are pointing downwards though. Select all and press w, flip normals. As for the images for your materials in textures: remove them and then add them back. At least for me they don't load (I think you did not pack them into the blend). Your textures load purple which is a sign that they don't load correctly but I don't know enough about the internal rendered to fix that. After that go to material settings and there under shading set emit to 1.0 (was 0). I switched the images with green and dark color

    Attached is a fixed blend where the materials work in materials view.

    Oh you were faster than me :D. Should have refreshed before uploading.

    I don't think you need the uvmap node in your node setup unless you have multiple and you want to use a specific one
     

    Attached Files:

    Last edited: Jul 15, 2018
  2. plaidspacesuit

    plaidspacesuit New Member

    Joined:
    Jul 15, 2018
    Messages:
    4
    Likes Received:
    0
    The emit was my issue all along! Thank you so much for looking into this.

    Now I need to figure out why the textures have a strong blue tint in KsEditor. o_O
     
  3. Galaxy

    Galaxy New Member

    Joined:
    Jul 18, 2018
    Messages:
    5
    Likes Received:
    1
    I have problem on editing track (Have permission). Everything is good except materials. After I edited track on 3ds max then open it on kseditor materials are good but when I launch it on game they are all gone as it suppost to be. Sorry if I repeat this problem because didn't find it anywhere.
    2.png 1.png
    P.S. Before editing track was okay.
     
  4. Johnr777

    Johnr777 Moderator

    Joined:
    Jul 26, 2017
    Messages:
    1,050
    Likes Received:
    614
    Check the material shader settings in kseditor... looks like they are too high...

    Ambient and specular should be in the 0.2 to 0.4 range
     
  5. pyge

    pyge New Member

    Joined:
    Jun 16, 2018
    Messages:
    18
    Likes Received:
    2
    For some reason I have had lots of issues with trees. Now my issue is that I get this big black triangle at the bottom of the trees. I have made all my models and textures from scratch but I don't really know what is going on here. Here is a screenshot and a blend file is attached that shows two different ways I have tried to make the trees. I'm sure it is something super simple...
    https://i.imgur.com/IcsQXJ9.png

    The trees are Y-trees. I am using the kstree_group system and that works fine. I have the kstree shader on them and my tree textures come from one bigger atlased texture that has more than one tree.

    Just to add little bit more information. The way I'm trying to make the trees: I make couple of different trees and put them into a group. These trees are named as "KSTREE_GROUP_trees10_tree1" and "KSTREE_GROUP_trees12_tree4" and so forth. (In sdk these show up correctly in their own sdk groups under blocktransform.) Then I use the particle system to spread them around. I convert the particle trees into objects from the modifier tab and then select the particle trees and press U and choose Object&Data. I have the kstree shader on them.
     

    Attached Files:

    Last edited: Jul 19, 2018
  6. Galaxy

    Galaxy New Member

    Joined:
    Jul 18, 2018
    Messages:
    5
    Likes Received:
    1
    Still have problem and not only with track view but also with skidmarks and etc.
    2.png 1.png
    I copy all materials from stock track which I didn't edit still same. Oh and I only edit road without adding anything.
     
  7. pyge

    pyge New Member

    Joined:
    Jun 16, 2018
    Messages:
    18
    Likes Received:
    2
    Try 0.2 ambient, 0.2 diffuse and 0.02 kspecular.

    Check the color of the alphas of your zmoes.dds. If it is white then it could also cause the whiteness.

    For your skidmarks I think you are supposed to turn on alphablending. Change eOpaque to alphablend for your skidmarks.
     
  8. pyge

    pyge New Member

    Joined:
    Jun 16, 2018
    Messages:
    18
    Likes Received:
    2
    Does anyone have any tips and tricks they'd want to share for blender how to make road bumps visually easier to see on the model? I've been trying to mess with different matcaps and turning on vertex and face normals but at most I can barely find the bumps on the road. There are couple of big bumps on my track and I could not even find them on my mesh unless I knew exactly where to look.

    I've been thinking about baking the normal map from the physical road mesh to and then use that as a texture but every time I change the mesh I'd need to rebake it and save it. Not very fast.
     
  9. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,493
    Matcap was my only solution also. Something more clever would be very useful. Not from me though..
     
  10. pyge

    pyge New Member

    Joined:
    Jun 16, 2018
    Messages:
    18
    Likes Received:
    2
    Maybe I should see if there are better mod matcaps. Or try to see if I can make my own.

    e: making my own matcaps is not a solution as the matcap shading is changed base don the camera view. What I'd need is a static material and matcap can't do that. Probably need to make some kind of material using nodes to get the look I need.
     
    Last edited: Aug 13, 2018
  11. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,493
    For my method, see here.
     
  12. pyge

    pyge New Member

    Joined:
    Jun 16, 2018
    Messages:
    18
    Likes Received:
    2
    I just can't get the bumps to show up well enough so that I could get any kind of sense of how big they are.

    Made this quickly:
    https://i.imgur.com/faahHWl.png
    It only works in material mode but the weakness is it just colors anything based on difference to world x-y plane flat normal. So it colors hills to white and not just bumps. I'd probably need to write a script so I could take some kind of average over multiple vertices around a vert and then compare them two and use it to highlight bumps. But I can't write python and this is way too complex starter project so I'll just need make couple of different color ramps and switch between those for different parts of the track I think.

    e: I can probably use vertex groups or weight paints so I don't need to manually switch between different color ramps
     
    Last edited: Aug 13, 2018
  13. Kibbutz

    Kibbutz Member

    Joined:
    Apr 14, 2018
    Messages:
    90
    Likes Received:
    78
    Hi guys, got a question for you after a while.
    I'm doing AO maps on my buildings, and I got my wonderful white scale texture with all the shadows I need. How do I go to use the AO for assetto? Should I bake a diffuse coloured map too and overlap it to the AO in some way (PS or gimp), or I'm going off track? I can't find any hint to this
     
  14. Johnr777

    Johnr777 Moderator

    Joined:
    Jul 26, 2017
    Messages:
    1,050
    Likes Received:
    614
    You layer it on photoshop or gimp, on top of your main texture, then set the layer style to "Multiply", re-save the texture and you should see it in game!
     
    Kibbutz and luchian like this.
  15. Kibbutz

    Kibbutz Member

    Joined:
    Apr 14, 2018
    Messages:
    90
    Likes Received:
    78
    you're a lifesaver john thank you.
    what texture size do you usually pick for a baked building? I will do the first trials and errors with 2048 then lower it until I'm satisfied, it's only for information as you don't get this kind of info in the net.
     
  16. Johnr777

    Johnr777 Moderator

    Joined:
    Jul 26, 2017
    Messages:
    1,050
    Likes Received:
    614
    A good track building practice is to create a 4096x4096 material (or higher) and try to have a lot of building textures in it.
     
  17. Kibbutz

    Kibbutz Member

    Joined:
    Apr 14, 2018
    Messages:
    90
    Likes Received:
    78
    interesting. As I'll focus more and more on this aspect I'll try that too, thank you john.
     
  18. MTHS

    MTHS New Member

    Joined:
    Sep 6, 2018
    Messages:
    14
    Likes Received:
    0
    Can I build some collidable or movable objects which have weight? It means that when the vehicle hit it, vehicle will reduce a few speed and the objects will go away?
     
  19. Johnr777

    Johnr777 Moderator

    Joined:
    Jul 26, 2017
    Messages:
    1,050
    Likes Received:
    614
    Afraid not, game engine limitations
     
  20. MTHS

    MTHS New Member

    Joined:
    Sep 6, 2018
    Messages:
    14
    Likes Received:
    0
    Can I build a shallow river situation, which the vehicle drive through it the speed will slow down.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice