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TUTORIAL Assetto Corsa Official Editor - Tutorial Video #1

assettocorsamods

Administrator
Staff member
[justify]Exciting news !

Kunos team, represented in this case by the KS lead 3d artist Simone Trevisiol, just released a first video presenting the basic functionality of their inhouse editor/exporter, the tool that will allow you/me/us modders to export own 3d creations. It seems that in the beginning, only track exporting options will be available, although for cars the same editor will be used a little bit later down the road. The main reason (and it makes sense) is that Kunos team wishes to also release a proper documentation when enabling car export, as cars require more that some 3d geometry and a few material/shader settings.
The prefered format for impotring the 3d geometry in the editor is FBX2012. So, watever software package you are using curently for creating your models, make sure you have a way of proper exporting it to FBX2012. This will avoid some possible frustrations later :).

Anyways, things are starting to take shape and lots of "work/fun" hours to look forward to, the signs show ![/justify]

[justify]And, in case you've missed it, check out our BASIC GUIDE for creating/exporting your first track in Assetto Corsa.[/justify]​
 

assettocorsamods

Administrator
Staff member
It's out ! For the moment, only track exporter is active, but should be enough to keep us busy for some time :).

Dear followers,
a new release of Assetto Corsa Early Access is avaiable on Steam at the URL: http://store.steampowered.com/app/244210/

The new build brings several fixes and finally welcomes the modding community thanks to the inclusion of the Assetto Corsa SDK dedicated to 3rd party productions for tracks. Initially scheduled to be included in Assetto Corsa 1.0, the editor has been released in advance, in order to assist all those modders who are already working to their home-made tracks. The Assetto Corsa SDK is available for download in the Steam Library > Tools \ Tab, and includes a free sample track for training and testing. If you haven't seen it already, we suggest the vision of the the SDK video tutorial available at

We are glad to see so many 3rd party tracks already available for Assetto Corsa. However, we remind that conversions of original content taken from other games is not what we would like to see coming in Assetto Corsa. We hope to see only original content coming to AC from modders. Between you guys we might find our future track modelers, therefore do your best, keep going!

You might also find useful this thread on the official Assetto Corsa support forum:

http://www.assettocorsa.net/forum/index.php?threads/assetto-corsa-official-editor-tutorial-video-1.10859/

Just remember that discussions on the official support forum and its sub-forums about original content conversions will be locked.

Thank you very much for your great support, have fun!
 

assettocorsamods

Administrator
Staff member
[justify]Some basic controls seem to be available with a bit of work . AC member Nobby76 posted this on the AC forums. This could prove to be handy sometimes, so thank you :).

"We do have basic controls. i found them tonight. In fact i came here tonight to do a little write up about it in this very thread :lol:, saw your post, so i thought id answer you first, then show how its done...

OK so the premis.. Which ever 3d app you are using to make a track, you have noticed something is not pointing in the correct direction After you have imported your FBX into KS editor..

In my case it was all the "Special" objects such as PIT and AC START. my track was the right way round, the mesh for my special object was the right way around, but its Pivot point was facing the wrong way. So the game was putting the car facing the wrong way on the track..
My 3d app of choice is Lightwave 3D v11.6 (i really dont like blender, i use it ONLY for import and export of certain file types).. ANYWAY... Lightwave will let you MOVE the pivot point of an object, but not Rotate it, so what to do.... I was looking into different apps and how they handle pivot points and export that through FBX and to be honest i was struggling to find a solution.
Then i just happened to spot something in KS editor and thought " what happens if i poke this with a stick" the answer... it moved...

So what im actually talking about is "position" and "rotation" controls...

Firstly when you want to move or rotate an object you have to make sure you select its MAIN object not its SUB object... in this pic the MAIN object for "AC_START_3" is highlighted by the little box ( you can see the sub object below it)

Once you select that then you can pay attention to the bottom of the screen... You want the very first tab along the bottom, labelled (oddly enough) OBJECTS


The 3 numbers (in respective order) are X movement (left/Right) Y movement (Up/Down) and Z movement (forward/backward) The units are in meters.. you can even use Decimals so things like 1.65 is 1.65 meters, or -70.25 is minus 70.25 meters
You also have on the right hand side two buttons labelled Y- and Y+ this is rotation around the Y axis.. So imagine you was looking directly from above and you are rotating the object around like turning a record on a record player. You cannot tilt the object up or down and you cannot roll the object on its side. You can ONLY turn it left or right... It takes 72 clicks to do a full circle.. So 36 clicks will rotate an object 180 degrees.

If you accidentally click the SUB object (which also has a pivot point) instead of the Main object the mesh will NOT rotate or move but the pivot point will. and when you load the track into AC you will still be pointing in the same direction as before (it took me 2 tries to get that right). If you select the main object and then move/rotate it, then the mesh WILL move. So thats how you know you have the right or wrong one selected (besides looking in the list)

Also you may have noticed in the box at the bottom is also a box for the name So if you accidentally named an object part ACSTART_0 you can just click in that box and rename it to AC_START_0.. You also have SCALE again in X,Y,Z axis
I presume "IsActive" basically turns an object on or off in the game. so you can test different objects (maybe handy for LOD models) have several different LOD meshes loaded into the editor, , but you can turn off some levels and only test one or 2 levels at a time???? I have No idea What "priority" is for??

I hope that helps someone out.. It was the ONLY answer to my problem unless i actually lost my mind and loaded my track into Blender or Max.. So im glad i found it out...."[/justify]
 

luchian

Administrator
Staff member
Hey guys,

I have updated the SDK recently and today wanted to have some fun with Hope Track.
However, the preview window, looks very low resolution. What am I missing ? :nerd:
(I've tried playing with cfg's to no success). TY.

LE: found it. Just need to "Save Layout", and restart editor.
 
Last edited:

Ionac Adrian

New Member
[justify]Some basic controls seem to be available with a bit of work . AC member Nobby76 posted this on the AC forums. This could prove to be handy sometimes, so thank you :).

"We do have basic controls. i found them tonight. In fact i came here tonight to do a little write up about it in this very thread :lol:, saw your post, so i thought id answer you first, then show how its done...

OK so the premis.. Which ever 3d app you are using to make a track, you have noticed something is not pointing in the correct direction After you have imported your FBX into KS editor..

In my case it was all the "Special" objects such as PIT and AC START. my track was the right way round, the mesh for my special object was the right way around, but its Pivot point was facing the wrong way. So the game was putting the car facing the wrong way on the track..
My 3d app of choice is Lightwave 3D v11.6 (i really dont like blender, i use it ONLY for import and export of certain file types).. ANYWAY... Lightwave will let you MOVE the pivot point of an object, but not Rotate it, so what to do.... I was looking into different apps and how they handle pivot points and export that through FBX and to be honest i was struggling to find a solution.
Then i just happened to spot something in KS editor and thought " what happens if i poke this with a stick" the answer... it moved...

So what im actually talking about is "position" and "rotation" controls...

Firstly when you want to move or rotate an object you have to make sure you select its MAIN object not its SUB object... in this pic the MAIN object for "AC_START_3" is highlighted by the little box ( you can see the sub object below it)

Once you select that then you can pay attention to the bottom of the screen... You want the very first tab along the bottom, labelled (oddly enough) OBJECTS


The 3 numbers (in respective order) are X movement (left/Right) Y movement (Up/Down) and Z movement (forward/backward) The units are in meters.. you can even use Decimals so things like 1.65 is 1.65 meters, or -70.25 is minus 70.25 meters
You also have on the right hand side two buttons labelled Y- and Y+ this is rotation around the Y axis.. So imagine you was looking directly from above and you are rotating the object around like turning a record on a record player. You cannot tilt the object up or down and you cannot roll the object on its side. You can ONLY turn it left or right... It takes 72 clicks to do a full circle.. So 36 clicks will rotate an object 180 degrees.

If you accidentally click the SUB object (which also has a pivot point) instead of the Main object the mesh will NOT rotate or move but the pivot point will. and when you load the track into AC you will still be pointing in the same direction as before (it took me 2 tries to get that right). If you select the main object and then move/rotate it, then the mesh WILL move. So thats how you know you have the right or wrong one selected (besides looking in the list)

Also you may have noticed in the box at the bottom is also a box for the name So if you accidentally named an object part ACSTART_0 you can just click in that box and rename it to AC_START_0.. You also have SCALE again in X,Y,Z axis
I presume "IsActive" basically turns an object on or off in the game. so you can test different objects (maybe handy for LOD models) have several different LOD meshes loaded into the editor, , but you can turn off some levels and only test one or 2 levels at a time???? I have No idea What "priority" is for??

I hope that helps someone out.. It was the ONLY answer to my problem unless i actually lost my mind and loaded my track into Blender or Max.. So im glad i found it out...."[/justify]
Bună. Sunt nou pe aici. As vrea sa îmi cumpăr jocul și un ps4 sau un gaming pc... Poate cineva sa vb cu mine în privat? Va mulțumesc și scz de deranj. Am nevoie de informații. Mulțumesc
 

luchian

Administrator
Staff member
Bună. Sunt nou pe aici. As vrea sa îmi cumpăr jocul și un ps4 sau un gaming pc... Poate cineva sa vb cu mine în privat? Va mulțumesc și scz de deranj. Am nevoie de informații. Mulțumesc
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