Featured TUTORIAL Build your FIRST track - BASIC GUIDE

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

  1. Johnr777

    Johnr777 Moderator

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    Boolean can be messy... another way is using a Max compound tool called shape merge...

     
    luchian likes this.
  2. wmialil

    wmialil New Member

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    Hello all,

    I'd like to improve my texturework so I'm trying to get the multilayer shaders to work but every time I load my image files (either mask or diffuses) it seems to come up as nothing at all in KsEditor and the material just shows up black.

    Below is a pic of the mask image file coming up as having no pixels and no kb...

    [​IMG]

    Anyone know what I'm doing wrong? Thanks in advance
     
  3. wmialil

    wmialil New Member

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    seems to have started working now...
     
  4. Ternal

    Ternal Member

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    Hi guys, probably it was already asked but i can't find it so:

    There's a way to make (on a city track like monaco) the road outside the "white" line as out track (like it was grass and the time get cancelled) but keeping it as ROAD?

    I don't know if i explained what i want to do in a right way or not hahahaha
     
  5. Johnr777

    Johnr777 Moderator

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    The road outside that line has to be its own object, ie: 1OUTSIDE

    Then you can add that object's surface properties to your track's surface.ini like this:

    [SURFACE_1]
    KEY=OUTSIDE
    FRICTION=0.95
    DAMPING=0
    WAV=
    WAV_PITCH=
    FF_EFFECT=NULL
    DIRT_ADDITIVE=0
    BLACK_FLAG_TIME=0
    IS_VALID_TRACK=0
    SIN_HEIGHT=
    SIN_LENGTH=
    IS_PITLANE=0
    VIBRATION_GAIN=0
    VIBRATION_LENGTH=0

    then make sure the IS_VALID_TRACK is set to "0"
     
    luchian likes this.
  6. Ternal

    Ternal Member

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    Thanks for the jelp Johnr777 ;)
     
  7. Ternal

    Ternal Member

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    I created 3 type of road

    1ROADxxx for the main asphalt which is the "race track"
    2ROADxxx and 3ROADxxx for the outside part of the racetrack which the lap should be invalidated.

    In the surface.ini i put this

    [SURFACE_0]
    KEY=KERB
    FRICTION=0.96
    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

    [SURFACE_1]
    KEY=1ROAD
    FRICTION=0.98
    DAMPING=0
    WAV=
    WAV_PITCH=0
    FF_EFFECT=NULL
    DIRT_ADDITIVE=0
    BLACK_FLAG_TIME=0
    IS_VALID_TRACK=1
    SIN_HEIGHT=0
    SIN_LENGTH=0
    IS_PITLANE=0
    VIBRATION_GAIN=0
    VIBRATION_LENGTH=0

    [SURFACE_2]
    KEY=2ROAD
    FRICTION=0.8
    DAMPING=0.1
    WAV=
    WAV_PITCH=0
    FF_EFFECT=0
    DIRT_ADDITIVE=1
    IS_VALID_TRACK=0
    BLACK_FLAG_TIME=0
    SIN_HEIGHT=0.04
    SIN_LENGTH=0.5
    IS_PITLANE=0
    VIBRATION_GAIN=0.2
    VIBRATION_LENGTH=0.3

    [SURFACE_3]
    KEY=3ROAD
    FRICTION=0.8
    DAMPING=0.1
    WAV=
    WAV_PITCH=0
    FF_EFFECT=0
    DIRT_ADDITIVE=1
    IS_VALID_TRACK=0
    BLACK_FLAG_TIME=0
    SIN_HEIGHT=0.04
    SIN_LENGTH=0.5
    IS_PITLANE=0
    VIBRATION_GAIN=0.2
    VIBRATION_LENGTH=0.3

    [SURFACE_4]
    KEY=PIT
    FRICTION=0.95
    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=1
    VIBRATION_GAIN=0
    VIBRATION_LENGTH=0

    But once in game it seems not work right, im doing wrong something? Thanks in advance :)
     
  8. Johnr777

    Johnr777 Moderator

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    You can’t use 1ROAD in the surface.ini file, the “1” number is just to be able to use multiple files. The surface file should say “ROAD” only...

    But don’t use ROAD for the outside, use something like 1OUT.001 and 1OUT.002 then in the surface.ini make one entry called OUT.

    That way there’s no confusion and the game will not do weird things
     
  9. Ternal

    Ternal Member

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    But the OUTSIDE zone is not delimited by walls, is a free zone, if i don't call it ROAD the car will fall into a blackhole or not?
     
  10. Johnr777

    Johnr777 Moderator

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    Not if defined in surface.ini
     
  11. Ternal

    Ternal Member

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    [​IMG]

    [​IMG]

    1ROAD117 should be racing line, the 3ROAD103 should invalidate the lap time
     
  12. Ternal

    Ternal Member

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    there's a specific way to define it or i easily call the 3ROAD103 as OUTSIDE1 and create the surface entry like this one

    [SURFACE_5]
    KEY=OUTSIDE
    FRICTION=0.95
    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=1
    VIBRATION_GAIN=0
    VIBRATION_LENGTH=0


    ?
     
  13. Johnr777

    Johnr777 Moderator

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    That’s right, should work.
     
  14. Ternal

    Ternal Member

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    Thank you so much for your help, i'll try it immediately :)
     
  15. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    Cheers, I've looked but can't find a similar option in maya :( apart from using another road to cut a boolean hole I could just leave it as the elevations do feel on point.
     
  16. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    So another weird Issue how come the car is spawning in the middle of the track? I've made sure all my pit dummies are in the pit area and there's no dummies in the middle of the track
     
  17. Johnr777

    Johnr777 Moderator

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    Check the pivot point of the dummy object... looks like its not centered correctly
     
  18. LockeNessMotorsports

    LockeNessMotorsports Active Member

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    In maya the pivot is default y up, it could be the transforms though I'll try freezing all transforms on the dummies and see if that fixes it.
     
  19. Johnr777

    Johnr777 Moderator

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    Yeah I don’t work with Maya... but the end result should be like this no matter what software is used, each object should have a pivot point in its center. ac_pit-objects.jpg
     
    luchian likes this.
  20. Kibbutz

    Kibbutz Member

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    I cannot get the kseditor to work with my textures. They're all 512x512 png (converted to dds aswell), and they work fine in 3dsimed and in rhino (where they've been modeled into). I really have no clue about what I'm doing wrong, anybody got a similar problem ever?
    Sketchup cube buildings works as they should with terrible textures, while these one that should be done properly aren't working...
    Here are 2 screenshots

    on Rhino
    [​IMG]

    on kseditor
    [​IMG]
     
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