Featured TUTORIAL Build your FIRST track - BASIC GUIDE

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

  1. ckbucu

    ckbucu New Member

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  2. luchian

    luchian Administrator Staff Member

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    I can't seem to manage opening the fbx file. I have only Blender at hand, and it says the fbx format is too "old". (6100 while the minimum accepted is 7100). Is there something you can do when exporting ?

    I suspect the problem is something very basic (maybe something overlooked ?), but don't have eyes on it :).
     
  3. ckbucu

    ckbucu New Member

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    I see that I can't export from 3dsimed to 7.0 binary or above :(
     
  4. ckbucu

    ckbucu New Member

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    I deleted all files in log folder. Here is my newest log.txt
     

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  5. luchian

    luchian Administrator Staff Member

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    Ahm, this might be a dumb question, but:
    Did you name ALL your spawn objects starting from 0 (and not from 1) ?

    Example:
    AC_PIT_0, AC_PIT_1, and so on.
     
  6. ckbucu

    ckbucu New Member

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    yes. All from 0 :)
     
  7. merale

    merale New Member

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    I have a very big problem with my track.
    The track won't load ingame.
    If I delete my curbs and my road it loads.
    This Issue began with the 1.3.4 Update of Assetto Corsa, was something changed that could result in this problem?
    I already tried to replace the road with the road of an older build but it does not work...

    [EDIT]: solved it, it seems like it was the AI file that caused the crash but I still don't know why. But it's fixed now and that's more important to me :)
     
    Last edited: Nov 7, 2015
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  8. FF2016

    FF2016 New Member

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    Hi!

    First of all, thanks for the tutorial. I have tried to follow the steps, but I have not been able to load my track in Assetto Corsa. The track shows up in the menu and starts loading, but then it just exits to the menu. I am new to 3ds and modding in general so I guess it is just a simple mistake somewhere.

    If someone would like to help I have uploaded all the files from .../content/track/... and also the .max- and .FBX-file. I would really like to get this simple track to work so that I can move on to something more exciting!
     

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  9. luchian

    luchian Administrator Staff Member

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    Hi @FF2016 , welcome to the forums.
    You need to firstly check/attach the logs. You can find them under \Documents\Assetto Corsa\logs.
     
  10. FF2016

    FF2016 New Member

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    Thanks!

    Here are the files.
     

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  11. luchian

    luchian Administrator Staff Member

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    I can't pin point the exact problem you are having..
    It seems to be something fishy with the origins of your objects. Are they object centered ?
     
  12. FF2016

    FF2016 New Member

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    I am not used to 3ds so I don't know if my origins are object centred. First I swept a line along a curve. Then I created the dummies and named them according to the tutorial. I switched to local axis so that I could get the Y-axis up and the Z-axis forward. Does this rule with Y-axis up apply to the actual track (1ROAD) as well? If it does then made I have to fix that.

    By the way, should the track (1ROAD) be a sheet or could it be an extrude?
     
  13. luchian

    luchian Administrator Staff Member

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    No, it only applies to the dummies.

    I've tried running your track - it loaded for a couple of seconds and then exited; I tend to think it's because of the extreme banking of your road surface (after a certain angle - like 30 degrees - AC doesn't like it and crashes or freezes). Try with a flat surface first.
    Just make a plane or two, name them properly, and play around. When it works, you'll already have a base to start with and then you can watch some 3d modelling tutorial to get a surface like you want to.

    Start simple. Make it work. Build from that.
     
  14. FF2016

    FF2016 New Member

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    Thanks a lot!

    Seems like you are experiencing the same thing as me. I will try making something even simpler:)
     
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  15. luchian

    luchian Administrator Staff Member

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    Oh, and don't forget to normalize scale after you do the modelling. In Blender this si done with CTRL+A >> Scale. In 3ds.. not sure - something like xform maybe. (or just work in real dimensions from the beginning - set it to meters).

    And 2nd: the dummies - need to be around 1-2 meters above the ground.
     
  16. FF2016

    FF2016 New Member

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    Got it to work at last! Thanks for the advice about the bankings. Now the modding can begin:D
     
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  17. FF2016

    FF2016 New Member

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    Hi again!

    Now I am facing a new problem. For some reason the car is missing some of the tires. I have read the Q&A and tried fixing it, but no matter what I do I always have the same problem. The track is created by sweeping a rectangle along a NURBS curve.

    (When making just a rectangle I have been able to drive on the track without any problems.)

    Any suggestions on what I am doing wrong?
     

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  18. luchian

    luchian Administrator Staff Member

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    Normally this means wrong axis orientation for the spawn point.
    Also, run the track in the same mode (race, practice, etc) in which was working first time (just to make sure).

    Sent from my GT-I9100 using Tapatalk
     
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  19. FF2016

    FF2016 New Member

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    Since I haven't got it to work using 3ds Max I tried importing the track into Blender. I then created the spawn points in Blender, but unfortunately I still have the problem with the missing wheels. Can you see on the picture whether the cubes are correctly oriented?

    [EDIT]: By creating dummies in 3ds Max and not rotating them, everything suddenly went fine. Turned out that it in fact had something to do with the orientation of the spawn points.
     

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    Last edited: Dec 7, 2015
  20. luchian

    luchian Administrator Staff Member

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    See previous posts on this thread on how to show the actual axis orientation in Blender. (I'm on mobile so can't post it myself) :).

    Sent from my GT-I9100 using Tapatalk
     
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