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TUTORIAL Build your FIRST track - BASIC GUIDE

Ricardo Rey

Active Member
QUESTION: Checking Track "Smoothness" in MAX

I'm (trying) helping someone convert a track to AC (with permission of maker). The track seems bumpy. My first attempt with surfaces in AC. The surafces.ini is:
[SURFACE_0]
KEY=ROAD
FRICTION=0.97
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0

[SURFACE_1]
KEY=CARPET
FRICTION=0.7
DAMPING=0
WAV=extraturf.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0.1
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0

[SURFACE_2]
KEY=PIT
FRICTION=0.95
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0.05
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=1
VIBRATION_GAIN=0
VIBRATION_LENGTH=0


[SURFACE_3]
KEY=OUT
FRICTION=0.85
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
IS_VALID_TRACK=0
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0


[SURFACE_4]
KEY=CURB
FRICTION=0.92
DAMPING=0
WAV=kerb.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=0.4
VIBRATION_LENGTH=1.5

In MAX it looks smooth. If the above is OK. Is there a way to check easily in MAX?
 

Pixelchaser

Well-Known Member
my experience with this myself would lead me to re surface it. from the surfaces ini is default, meaning if road is being used and if its too bumpy....

obviously its an older sim, it has an extremely low poly surface where the edge of the poly wasn't being used by the engine , maybe just the centre face. I not actually sure what gives rise to the issue or why it wasnt an issue in the older sim etc etc but... so the edge smoothness might not have been required to be a factor etc.
 

LilSKi

Well-Known Member
QUESTION: Checking Track "Smoothness" in MAX

I'm (trying) helping someone convert a track to AC (with permission of maker). The track seems bumpy. My first attempt with surfaces in AC. The surafces.ini is:
[SURFACE_0]
KEY=ROAD
FRICTION=0.97
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0

[SURFACE_1]
KEY=CARPET
FRICTION=0.7
DAMPING=0
WAV=extraturf.wav
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0.1
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0

[SURFACE_2]
KEY=PIT
FRICTION=0.95
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0.05
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=1
VIBRATION_GAIN=0
VIBRATION_LENGTH=0


[SURFACE_3]
KEY=OUT
FRICTION=0.85
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
IS_VALID_TRACK=0
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0
VIBRATION_LENGTH=0


[SURFACE_4]
KEY=CURB
FRICTION=0.92
DAMPING=0
WAV=kerb.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=0.4
VIBRATION_LENGTH=1.5

In MAX it looks smooth. If the above is OK. Is there a way to check easily in MAX?
This is for blender but same principles apply.

See this
http://www.racedepartment.com/threads/proper-technique-in-track-making-plus-tips.122794/#post-2256505

And this
http://www.racedepartment.com/threads/proper-technique-in-track-making-plus-tips.122794/#post-2256522
 
Last edited:

Ricardo Rey

Active Member
OK. I see (I think). Your first link describes the problem. The poly count is extremely low and in triangles. Although I need to read further to understand visual and physical track. But I think I get the idea.
One advantage of being a senior retired citizen is free community college classes which allowed me to get 3DS MAX 2018 for 3 years. The downside is I haven't used max in 10 years and I am still trying to figure out the interface and how to delete those triangles and then sub divide the sections, if that make sense. I may be over my head and give up until I get a little more experience back...
Track01.jpg
 
Last edited:

LilSKi

Well-Known Member
OK. I see (I think). Your first link describes the problem. The poly count is extremely low and in triangles. Although I need to read further to understand visual and physical track. But I think I get the idea.
One advantage of being a senior retired citizen is free community college classes which allowed me to get 3DS MAX 2018 for 3 years. The downside is I haven't used max in 10 years and I am still trying to figure out the interface and how to delete those triangles and then sub divide the sections, if that make sense. I may be over my head and give up until I get a little more experience back...
View attachment 1745
I posted the wrong second link. I posted the overall link with the index not the actual post I wanted you to see. I just updated it.
 

Ricardo Rey

Active Member
OK. Thanks!
P.S. I was allowed to get Maya 2017 as well. Maybe I should be learning it instead because in 3 years I cannot afford max and I could afford Maya LT at $240 a year.

EDIT: Or just learn Blender and be done with it.;)
 

LilSKi

Well-Known Member
OK. Thanks!
P.S. I was allowed to get Maya 2017 as well. Maybe I should be learning it instead because in 3 years I cannot afford max and I could afford Maya LT at $240 a year.

EDIT: Or just learn Blender and be done with it.;)
I vote blender. It is free, very stable, opens in 2 seconds, and has some really good tools that work great for track making. Plus all my tutorials are and will always be based in blender.
 

Ricardo Rey

Active Member
I did figure out how to convert triangles to quad, then sub-divide. So far only by sections since I don't want to "quadify" all.
LilSki, do you think, after looking at my screenshot, that is the problem?
 

Ricardo Rey

Active Member
OK. Thanks! And thanks for not treating me like an idiot and being patient. This is all new to me after 10 years.
 

Ricardo Rey

Active Member
I'll send this "fix" along and hopefully it's ok.
Track02.jpg
 

LilSKi

Well-Known Member
OK. Thanks! And thanks for not treating me like an idiot and being patient. This is all new to me after 10 years.
Questions don't bother me usually. It's the hand holding that I can't stand. You seem to have been able to figure it out without me holding your hand every step of the way. I try to give straight forward and clear basic answers. It is up to you (or anyone else) to read it, understand it, and figure out a way to apply it. Many people these days can't seem to think on their own and I don't have time for that.

Also don't be afraid of poly count on the invisible road mesh. It is not rendered so you can sort of go nuts. For example stock content Monza has a 400k triangle road mesh.
 

Ricardo Rey

Active Member
I exported from max w/2012 fbx, and the options for export per (http://assettocorsamods.net/threads/build-your-first-track-basic-guide.12/).
When I imported into 3dsimed it had black areas in some areas. So I tried it with another track (no permission, test only: kyalami67) with the same result. Tools report said no missing objects or texture. Here is the kyalami67 screen. Any ideas?
kyalami67.jpg


The track still needs AC ##road namimg scheme. etc.
 
Last edited:

LilSKi

Well-Known Member
I exported from max w/2012 fbx, and the options for export per (http://assettocorsamods.net/threads/build-your-first-track-basic-guide.12/).
When I imported into 3dsimed it had black areas in some areas. So I tried it with another track (no permission, test only: kyalami67) with the same result. Tools report said no missing objects or texture. Here is the kyalami67 screen. Any ideas?
View attachment 1747

The track still needs AC ##road namimg scheme. etc.
Why are you using 3dsimed? Use the editor.
 

Ricardo Rey

Active Member
In the editor it is completely black. I pulled it up in 3dsimed to see if it looked any different.
 
Last edited:

Ricardo Rey

Active Member
LilSKi, I know you're trying to help and I appreciate it.

I'm going to go back through the steps to see what I have done wrong. I also think I am trying to do too much without having fully grasp the process and will end up frustrating you or anyone else trying to help.
Like anything there's a process and I have honestly jumped around a bit trying to pull it together from fragments of knowledge. I want to read through the tutorials you have posted as well.

You did help me accomplish what I set out to do; to smooth the track. I can forward it on and be done with it for now. My part was actually to do texture enhancements.

Thanks!
P.S. I have company tomorrow thru Sunday and will check in, but no fun stuff until Monday.
 

LilSKi

Well-Known Member
Yeah sounds like you are jumping around a bit. I personally would stay away from 3dsimed other than opening the original track and getting it in fbx format. When you export from 3dsimed to fbx there is an option to include a persistence file which is a simple ini file that holds material and texture settings. Also you will want to export the textures from the original track and put them in a texture folder. I work right out of the track folder so this is an example of a track I am working on.

upload_2017-7-21_0-16-21.png


The .fbx.ini files are the persistence files and all the textures are in that texture folder.
 

Ricardo Rey

Active Member
LilSKi, The files were in the right structure, However, I was reading the fbx from the max export folder, not the AC folder where the textures and .ini file resides. If read from the right folder, it is fine. The cool thing is when I have a problem it is an opportunity to learn something new. I learned a lot from my mistake.....
Cheers! ...and many thanks...

P.S. I don't expect hand-holding. I want to learn on my own. If you or anyone feels that I am going down that path, be straight with me, I can handle it. Simply point me to where I need to be focusing. I worked with basic 3d modeling many years ago, GPL mainly, Delta Force games (never played), RF1 etc., and know a little. I am new to "modern" tools and modern games. Brand new to AC.
 
Last edited:

LilSKi

Well-Known Member
LilSKi, The files were in the right structure, However, I was reading the fbx from the max export folder, not the AC folder where the textures and .ini file resides. If read from the right folder, it is fine. The cool thing is when I have a problem it is an opportunity to learn something new. I learned a lot from my mistake.....
Cheers! ...and many thanks...
Something to pay attention to when doing this is do not use the default pp filter. Use the natural pp filter as it has a fixed exposure. The default filter will auto expose and make a super bright track look 'correct'. But load it up in natural and it will look like a nuclear bomb just went off. SO both in sim and in editor use natural filter so you can better compare to stock content. A good base for most shader setting is .3 on both diffuse and ambient. Coming out of 3dsimed it may be as high as .8 and that is just too much.
 
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