I use 3d max to make the track. I try to change the Y in the direction I want the car to go, but nothing changed. I let Y up and Z in the direction I want, the car fly away. How can I set the start direction of the car?
I had exactly the same problem. Car kept flying no matter what I did. Solution was something like this: 1. Create a Dummy or a Box 1x1x1 meters, 1 meter above the ground in Top perspective. 2. Don't change anything - Max fbx exporter will set Y axis to top. 3. Open track in ksEditor and see if cars spins now, even if it's not facing the right direction. 4. If car stays on track still, but is sideways, just rotate the whole track in MAX scene, that was a cheap trick but worked for me. Anything else - rotating box and rotating pivot just wasn't working out. It was like ksEditor wants to car face in a certain direction. My track is published here: https://www.racedepartment.com/downloads/roller-coaster-race-circuit-test-release.23770/ Ask if you need more help.
Yes, I tested it. Only change the axis for pivot. Should I set the Y axis of track UP too? When I set the Y axis of car UP, it fly away. But Z axis of car UP, it stay on track, facing a certen direction.
Also, once you did rotated the pivot, do NOT apply any tranform like X-Form, if you are using max (or apply rotation if you are using Blender).
No, track has nothing to do with car spawner, track wasn't upside down or anything. Even if track's pivot is Z-up, FBX exporter fixes that to Y. Doesn't matter now, for me everything is working. I just remember that is wasn't as easy as just rotating pivot.
Yes, here is scene and exported FBX from very early version of my track. 3Ds MAX version 2016. Track is downloadable on RaceDepartment: https://www.racedepartment.com/downloads/roller-coaster-race-circuit-test-release.23770/
Thanks for your max file. I copied your AC_START_0 to my track, it works. But it's different from my AC_START_0. Did you create a box, then rename it as AC_START_0? Or you create other something?
Maybe it's a key to use 3dMax to create tracks. Another question. Can I create multiple spawn places in track? Which I can select where to spawn car in game.
I don't think so. There are only pit spawners and hotlap spawner. For different spawners you can create different layouts-versions of the track. Geometry stays the same, just additionally load several versions of spawners sets.
Do you know how to add another sound? Like water. When I drive through the water which predefined water district in track, I will hear water sound.
Use surfaces.ini file. Take a look at that file from other tracks. Copy everything and add another entry named WATER, and define the water sound clip in it. And your geometry surface of track has to be named 1WATER to work.
If you don't have it already, create surfaces.ini in your "data" folder with this text: [SURFACE_0] KEY=WATER FRICTION=0.92 DAMPING=0 WAV=water.wav WAV_PITCH=1.3 FF_EFFECT=1 DIRT_ADDITIVE=0 BLACK_FLAG_TIME=0 IS_VALID_TRACK=1 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0.5 VIBRATION_LENGTH=0.6 Play with the values of friction etc, I copied this sample from Imola folder. Water.wav should be your water sound, but I don't know exact path for it right now. If I understand correctly, you want to drive through water. However, if you want the water as an environment effect near the track, you need a different approach.
Yes, I know where to add water.wav parameter in surface.ini. But I don't know how to add water.wav in AC