Discussion in 'Tracks' started by luchian, Jun 14, 2014.
Yes, of course you can make one yourself.
its a png because RTB cant deal with DDS channels separately. its a strange setup, and its more designed to work visually in RTB. I personally hate it. but it does work. the inherent transparency in PNG format like an extra channel, that needs to be removed for game. and the rest is just splattered red green and blue, but he does it as full colour all together. the png should act as the mask and it does, but you cant put that ingame per say,
Hi everybody, i am new at this Forum.
I try to modify a AC circuit type track to an A-B track to find the best line in some sections using 3dsimed (btw. i converted a rFactor track wit 3dsimed to AC and it works well). So i deleted fast_lane and pit_lane.ai, deleted all AC_CREW objects, included AC_AB_START_L ... AC_AB_FINISH_L...
Now i have the same Problem like M3N090, get the error
CANNOT HAVE 0 CARS IN RACE.INI
No of pit boxes is 2 in ui_track.jason, i placed AC_PIT_0, AC_PIT_1, AC_START_0, AC_START_1.
I cannot find the reason. It wouldt be great, if you could help me.
Did you edit the ui_track.json file ?
Do you happen to have an AI line ? (in which case, delete it)
hello how did you do to make the stopwatch work with 3dsimed? I still could not get them to leave. Can you help me?
i did edit the ui_track.json file:
AI-Line is deleted.
i do not really understand what you mean. Please explain or send a picture.
Hey, I don't know if this is the place to post this... but I am having an issue with my Loft or road. I create the two lines and compound them into a loft which makes the road. However, the road is upside down and I don't know why. I also don't know how to fix it. Anyone else having this issue? https://imgur.com/a/U2M38
What do you mean the road is upside down ? How do you know/see ?
If it really is, check to see how the axis of the road are.
One option would be to simply mirror the road, compared to XY plane.
Other option would be to try and flip normals.
I see you are in 3dsmax so cannot give precise instructions but you'll find it in max help or in google.
- on Tapatalk
Basically the road is flipped when I put it into KSeditor. And in game the car will just go through the ground. I'm going to try mirroring it and the other option that you mentioned. (FORGOT TO CHECK THE FLIP NORMALS WHEN MAKING THE LOFT).
Hello. I am having what sounds like a similar problem to "aif" above, but with the buildings rather than the road.
After exporting FBX, all the faces are visible looking from East>West but viewing them from West>East they are all invisible (and physically not there).
Individually flipping the "normals" on these faces doesn't have any effect.
When I apply a "mirror modifier", it just replicates the entire building over an axis.
Most of these faces show in Material view if I change the lamp in Blender from "Sun" to "Hemi" but again nothing is fixed within the track editor.
Is this something to do with "seams" and "n-gons"?
Here are some pics of the different views and from within the editor: https://imgur.com/a/AbAzm
Thanks in advance for any help - I am very new to Blender.
FIXED by turning on "backface culling" (in case anyone else is also experiencing this problem)
Yes, but pay attention that game does not support double-face materials. So when you only see one face in 3d software, it's the same face that will be visible in AC (looking from opposite direction => invisible).
- on Tapatalk
so with trees I should duplicate the plane instead of 2-sided?
I am having some difficulty getting the alpha background to be seethrough...
- on Tapatalk
So I feel like I'm making strides here with my track-building (2 successful, if very ugly tracks so far!)...
I have made some buildings with normal maps behind them to create the fake 3d effect. In blender it all looks as it should - if I move a lamp around you can clearly see the bumps in the brick etc. However when I import to KsEditor, only the image texture shows and not the normal map.
Is there some way to blend the two into one texture or does AC simply not support normal-mapped textures?
Thanks in advance.
In AC Editor, change the shader of that object to one that supports normal maps (it will have an NM in the name) and assign your textures in their respective slots.
- on Tapatalk
I want to optimize things so I want to use as little materials as possible.
However, in Blender, I can't have two objects to use the same material. Blender renames on of them XXX.oo1 if I try to force it to use an active material in the scene.
Since I'm stuck with the matrial name from Blender once in the KS editor, I end up with many materials doing the same thing (calling same texture, etc...)
Joining objects, then spliting can work, but it causes problem with objects with a curve modifier (not appplied).
Is there something I'm missing here? Do I have to wait to the very end and apply my curve modifier to merge and split back to get same material name?
News to me.
I knew it.... I WAS missing something!
Many thanks for the quick answer.
Separate names with a comma.