QUESTION Assetto Mods and track creation

Discussion in 'General' started by Mods_team, Jun 3, 2024.

  1. Mods_team

    Mods_team New Member

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    Hi! I am designing an urban circuit in Assetto Corsa, but I cannot visualize the materials and textures created in Blender in KSeditor correctly:

    I am applying the KSperpixel shader for all the elements of the track, and the KsTree shader for the vegetation. Is this correct? Is there a more efficient way to do it? Any manual that explains which shader is assigned to each object?

    I would also like to add a fault system, but I don't know how to do it either. For example: Warn the driver when the vehicle goes off the road or commits a fault or when it crashes... (I also want a summary of faults at the end of the game). In short, to include indications in the mod.

    I am open to use other tools to create these maps, currently I use Blender and I want to know if it is the right tool for the design part or if there is another tool that works better to create Assetto Corsa circuits.

    Is there any course that solves all these doubts and expand our knowledge to carry out this project?

    Thanks.
     
  2. Fuzo

    Fuzo Member

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  3. Mods_team

    Mods_team New Member

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    Thanks Fuzo. Do you recommend me to read since May 2022?
     
  4. Fuzo

    Fuzo Member

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    That manual explains a lot of stuff how AC works, how AC shaders work, how to set them up, how to use models from 3D modeling software. The book is quite big, so a lot of reading but Track section is smaller :) Reading it will help you understand a lot about AC modding. I am not sure whether every shader is described there, I was just focusing on "Car modding" part of the book but from my experience as a track creator I can tell you that KsPerPixel shader is the simplest shader and I suggest to use it primarily for off track objects if you dont have normal maps.

    Then a reverse engineering will help you a lot. Either you can use the 3DSimEd or the AC with CSP and object inspector to check the settings of the materials used on some preferably Kunos track and you can try to recreate the settings in your project.

    What's important is that blender materials are not compatible with ksEditor so when you import some meshes to it, you will only get the material name and the texture assigned to the material in blender, but nothing else, the object will be black with 0 values everywhere and you need to set it up. Every material setting and work with shaders is done in ksEditor, so in Blender you can do just raw modeling and UV mapping and you can apply diffuse texture.

    For trees you can for sure use ksTrees but there are some conditions for example to which object you can apply this shader to. So again, from my experience, apply this one only for X or Y shaped tree models with normals pointing up and maybe bushes as well but for grass there is a ksGrass shader. Which is completely avoided currently because grass is generated by GrassFX of Custom Shader Patch and CSP hides everything with KsGrass shader.

    And for your second part in the OP, the only option how to do that is using LUA scripting. LUA is not described in the book (or I don't remember it from there) but it is described in CSP wiki. LUA is a programming language so you need to find someone who is able to do it. It is the most advanced stuff in AC modding and only a few people know how to use it :)
     
  5. Mods_team

    Mods_team New Member

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    Hello, thank you very much for your reply.

    We have some questions about this:
    Do we always have to use KsPerpixel for elements off track? I would like for the car to crash into the trees, but there is an invisible wall that does not contain the right colliders. Something similar happens with walls and fences: instead of colliding, the car drives through them without detecting their presence.

    Example with tree and some parameters in KSeditor and Blender, respectively:

    upload_2024-6-5_11-50-21.png
    upload_2024-6-5_12-14-28.png
    upload_2024-6-5_12-14-36.png

    Example with wall and some parameters in KSeditor and Blender, respectively:

    upload_2024-6-5_12-15-31.png
    upload_2024-6-5_12-15-38.png
    upload_2024-6-5_12-15-45.png

    On the other hand, should the tree structure created be Y or X?

    I have tried reverse engineering, but I still have doubts about the shaders and how to apply them to the objects. Could you indicate an example or example track where I can do this reverse engineering? I already tried it on a kunos track, but maybe there is another simpler one from what I saw.

    I've read several documents/forums about Race track builder and 3dsimed, but I don't know which one would be more suitable. My tracks need to be imported with Blosm for blender because I have to use real measurements and real roads and environments.

    I look forward to your answer, thank you very much!
     
  6. Johnr777

    Johnr777 Moderator

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    Its not the shader that defines collision, its the name of the mesh.

    Assetto Corsa only really supports wall type collisions, so if you need something collideable, name the mesh 1WALL
     
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  7. Fuzo

    Fuzo Member

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    ...if you want to have more realistic collidable trees for example, I suggest to use Y shaped trees, don't make them collidable and model a tube shaped object and place it to the middle of the tree (2m high is enough), where the tree stump is, name it 1WALL_something to make it collidable and mark that object in ksEditor as not renderable. It is the most common practice, collidable objects are separate objects, you can use one material on them all. The more complex wall objects are, the greater stress on your CPU. Like a lot of modders back in the day were just assigning 1WALL to armco barriers which were complex and mostly double sided and it introduced "sticky wall issue", when the car hit the barrier, the collider was confused because it hit 2 collidable objects at once and it "sticked" the car to the barrier instead of just deflecting it. This is important, I had to rework a lot of tracks because of it. 2 wall (collidable) objects MUSN´T be close to each other or overlap each other.

    Shader assignment depends on what you want to achieve with the object. If the object is far from the track and you dont want to do anything special with it, use ksPerPixel, if you happen to have normal map, then ksPerPixelNM. If you want to do more complex stuff, or combine different textures into one, there are Multimap shaders, if you want reflective windows for example, there is ksPerPixelReflection (or something like that, not sure now :D) I used Kunos Redbull Ring for example as a learning point because it was most recent track from them.

    About those tools... Avoid RaceTrack Builder if possible and use proper 3D editor (Blender). 3DSimEd is good for reverse engineering and exporting stuff, so it is useful. But main tools for an AC modder should be Blender/3DSmax, Photoshop and Notepad++ IMO :)
     
  8. Mods_team

    Mods_team New Member

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    Thanks John and Fuzo, I am going to try to some changes and I will let you know.

    Do you know if there is some guide of KSeditor?

    I have another question. Testing the car I notice some weird vibration. Why does the car vibrate when driving over a road marking or sign on the ground?

    upload_2024-6-6_12-14-19.png
     
    Last edited: Jun 6, 2024
  9. Johnr777

    Johnr777 Moderator

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    Back to the mesh name, if the road marking mesh has a number infront of its name, it will be treated as collision/physical
     
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  10. Mods_team

    Mods_team New Member

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    Thanks John, I applied you said last time and the vibrations disappeared.
     
  11. Mods_team

    Mods_team New Member

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    Hi everybody,

    I have a new doubt.

    We need to implement the indicator lights to turn left or right. We can't find the option to activate them inside the Custom Shaders Patch and LightingFx. The version we have installed is 0.1.80 (CSP). Is there any option inside the CSP? Is there any alternative to include this option?

    upload_2024-6-18_11-40-19.png
     
  12. Johnr777

    Johnr777 Moderator

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    You need to create a car that supports this - then bind it to a button or key in the Assetto Corsa - controls menu, not Custom Shaders Patch
     
  13. Fuzo

    Fuzo Member

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  14. Mods_team

    Mods_team New Member

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    Thanks guys. I am going to check all your information.

    Another thing I am going to show you are these pictures:

    I don't know why this is happening. Any ideas? Why do reflections appear on my maps?

    upload_2024-6-19_12-54-21.png

    upload_2024-6-19_12-55-9.png
     
  15. Mods_team

    Mods_team New Member

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    Is it necessary to create the vehicle from scratch or can I edit a vehicle already created in the asseto corsa?

    Specifically, if you see the last images I have shared, I would like to add the indicators to the bus among other things. I would also like to make modifications to the reflection of the mirrors so that they can be seen well and so that the three mirrors can be seen in the same camera (without changing the driver's view) and changes to the direction of the driver's steering wheel.

    upload_2024-6-20_11-37-6.png
     
  16. Johnr777

    Johnr777 Moderator

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    Home · ac-custom-shaders-patch/acc-extension-config Wiki · GitHub

    All documented here, spend some time looking over the features you need.
     
  17. Mods_team

    Mods_team New Member

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    Thanks for the info Johnr777.

    Now I'm trying to add AI traffic to my map and I'm having some problems. As it can be seen in the attached video, vehicles traveling in the center lane stop, making way for those coming from the yield. I've changed the priority variables so that the center lane has maximum priority, doing the opposite for the lane with the yield (lane type priority, region priority offset, entry priority offset and trajectory priority offset). What can I do to achieve a more realistic behavior? What are the differences between the priority options?

    On the other hand, sometimes the error "simulation crashed" occurs, is there a way to visualize which line or intersection is failing?



    Captura crash simulation.PNG
     
  18. Rob Pawn

    Rob Pawn Member

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    i get crashes when i set a lane to loop mode... e.g.
    or crashes when car folder/files are misconfigurated.

    otherwise for me its pretty stable...
     
  19. Mods_team

    Mods_team New Member

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    Thanks for the answer Rob.
    Do you know if there is a limit to the number of lanes/intersections or their length? Now what happens is that it doesn't let me enter the "edit connections" option within intersections.

    Edit connections.jpg
     
  20. Rob Pawn

    Rob Pawn Member

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    i did not run into a limit yet, and i have huge map. With autobahn section, lot of junctions and so on...

    about your "edit connection" problem... Hard to say without seeing the thing...
    i only can offer to look at it if ya wanna share. but no gurantee that i will find a error or solution.
     
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