Discussion in 'Tracks' started by luchian, Jun 14, 2014.
Should I copy surface.ini too? it seems a bit strange...
however tanks for now
Surface.ini is probably one of the most important files! It defines the surfaces your are driving on...
Ok thanks but when I copy surface.ini from another track what should I change of it? The materials I used in my project are different from those of the circuit I copied.
If you're using RTB you shouldn't need to change anything, just copy it as it is. RTB sets the surface type definitions as they should be for Assetto Corsa.
Se usi RTB non deve essere modificato, fai copia incolla e basta. RTB si occupa di definire i tipi di superficia in modo tale che funzionano con Assetto Corsa
No the project is done with blender but it is very simple, only the track and nothing around with a single texture (col, nrm, rgh) both for the track and for the pits. For this I tried to structure the folders in the simplest way possible.
No il progetto è fatto con blender ma è molto semplice, solo la pista e niente attorno con una texture (col,nrm,rgh) unica sia per la pista che per i pit, fine. Per questo avevo cercato di strutturare le cartelle nel modo più semplice possibile.
Now the track is shown in the menu but when i launch it an error mesage says "track not found".
Ok I found an error in the kn5 file and now i can load the track but one I play it tha car start flying and rolling around increasing and decreasing speed. I think there's a problem with the spawning points but I'm not able to find it.
Hello, first post here. Great info all around.
I'd like some more information on adding reverb. The way I understand it is:
Create object in 3D (I am using Blender)
In KS Editor set it to non-rendered
In audio_sources, add the object like so:
But sadly I get no reverb.
Why could this be?
I am using simple planes for reverb objects. Their origin point is the media point of their geometry (middle of the rectangle).
Some info about the track:
I'm trying to add reverb to a tunnel, so I have multiple reverb objects along the tunnel.
The track is quite large. Could the distance from the center of the map be an issue? This particular tunnel is 2.5km away from the track's center.
The object name is not just a "thing" . You need to specify the name of your mesh object there, respecting the name convention. For example, one that works:
where the name of your mesh would be AC_REVERB_1.
Also, I recommend to make the object an actual sphere, because the sound engine will work like that anyways - the effect will be audible in a sphere around the origin point of AC_REVERB_1.
What software are you using ? If Blender, your AC_PIT_0 & co, need to look like this (aka do NOT apply the rotation):
Ok, I figured it out. It was either the name (which by the way I was using the name of my mesh, but I named it like "Tunnel Reverb 1" not "AC_REVERB_1/2/3/4/..) or the fact I was using a plane and not a sphere.
So yes, thank you, whichever of your tip was seems to have fixed it
Getting more into it now, can you explain some basic options for the reverb? Max Distance I figured out. Whats Min distance?
Also what other options are there for PRESET?
thanks I accidentaly applied the rotation . Now everything work quite fine.
I followed this guide on making a track, but for some reason Assetto Corsa always crashes on my track. I have no idea why. I've been trying to figure it out for hours.
I have attached my track folder and fbx file
It would be useful to attach logs.
Here's the logs in Documents/Assetto Corsa/logs
I figured it out. The custom shaders patch required that my track had an AC_PIT_0 object, otherwise it would crash.
I'm having an issue getting my 1ROAD to show up in the editor. I have a large plane that I want to use as a road surface (it's an autocross style course, a parking lot with cones as a track).
I have my plane named "1ROAD". It shows up in the hierarchy on the left of the editor. I have the .png (ik, I'll get .dds once everything's together in the game) in /texture/, and I know the material works. It is applied to "AC_START_0", and shows up fine in the editor.
However, my track is invisible. My hunch is that it is because of the way I am UV mapping onto the plane. It is a large plane with only one face. I am selecting the 1ROAD object, entering edit mode, 'u' > "reset", 'u' > "Smart UV project". Could this cause issues? The tutorials I've seen always mention to "follow active quads", but I have no quads.
Everything else in my track looks fine, so big thanks to all those around here who've helped with that.
Any advice on an invisible road plane?
I flipped the normals (select object > edit mode > ctrl+n) and that looks like it's fixed it. I think I saw that here, so thanks to whomever mentioned it earlier!
There are 2 possible causes:
1/ AC does not support double faced materials, so assuming the normals are reversed (as mentioned above) it means you can only see the road from below, but not from above (and vice-versa).
2/ The scale is wrong : too big or too small - so zoom out or zoom in. Use CTRL+Arrow to move faster. Tip: in the hierarchy, double-click on the object and the editor will automatically zoom on that object.
Separate names with a comma.