Featured TUTORIAL Build your FIRST track - BASIC GUIDE

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

  1. luchian

    luchian Administrator Staff Member Pilot RLR

    Joined:
    Jun 3, 2014
    Messages:
    2,564
    Likes Received:
    1,140
    The "trick" is that the 65k is limit is not about verts, but about "values" (as named by Si3v, the Lead track designer at Kunos). And "values" include any piece of data that a mesh can have (coordinates, UV mapping, and what not - I would not know to name them all :).

    It is true that this info might be missing from first post (I'll check in detail), but it has been mentioned a couple of times otherwise.. :D here, there, here, there, here. Anyhoo - one more, does not hurt :nerd:. Good luck with the project, sorry you've lost time.. (ask the guys how come they "know" tho :lol:)
     
    fughettaboutit likes this.
  2. Pingypoker

    Pingypoker New Member

    Joined:
    Nov 24, 2019
    Messages:
    4
    Likes Received:
    4
    That makes sense. Are you suggesting that the reason my original mesh was causing problems is because it has a value that exceeded the limit? If that is the case, I would rather figure out which value that might be and address it, instead of splitting apart the mesh. Or do you agree with fughettaboutit that, for some mysterious reason, a driving surface needs to be below 32k values?
     
    fughettaboutit likes this.
  3. fughettaboutit

    fughettaboutit Moderator

    Joined:
    Jul 21, 2014
    Messages:
    97
    Likes Received:
    58
    as luchian said: mesh-data+uv-data+other stuff < 64k
    so you just cant rely on tri-count alone, idk how to figure exact data-size in any 3d-software
     
    luchian likes this.
  4. luchian

    luchian Administrator Staff Member Pilot RLR

    Joined:
    Jun 3, 2014
    Messages:
    2,564
    Likes Received:
    1,140
    ^This^ @Pingypoker
     
  5. xXxKOKExXx

    xXxKOKExXx New Member

    Joined:
    Dec 25, 2019
    Messages:
    2
    Likes Received:
    5
    Ey guys, im here since assetto corsa "early access". Years ago from today i tried to start to create my own track and some conversions, but my time flew up and i abandoned blender (2.76 those days) and modding time. Now, i feel i have time to retake that, and just have read the whole guide ( it took me more than one week) and for other side im learning how to use blender 2.80 ( i forgot all, include how to move the camera, :lol:). Next step will be to remember photoshop enough for editing dds files and then i will try to create/export a little scene to see if have the necessary knowledge about roads, trees, merging textures etc...

    Finally, during next months, my goal will be...



    Deep forest raceway ( my own old vision of it). I have a curious picture which can help me to start the layout ( for sure i will ask for help XD )

    But the actual reason of this post ( my first post here, just registered) is to be grateful with ALL OF YOU, to spend your time DURING YEARS helping all the people and creating this and other threads full of knowledge.

    Thx guys, i will try to dont dissapoint you. I must get my goal.

    And sorry for my english, i will try to express myself correctly.
     
  6. Carlos Cotão

    Carlos Cotão New Member

    Joined:
    Jan 1, 2020
    Messages:
    2
    Likes Received:
    0
    How do I know where to place the spawn objects? I don't know what they refer to. Obviously AC_PIT_0 is in the pitlane, AC_START_0 on the grid, but what about the others?

    AC_START_0
    AC_START_1
    AC_PIT_0
    AC_PIT_1
    AC_HOTLAP_START_0
    AC_TIME_0_L
    AC_TIME_0_R
    AC_TIME_1_L
    AC_TIME_1_R
     
  7. Johnr777

    Johnr777 Moderator

    Joined:
    Jul 26, 2017
    Messages:
    412
    Likes Received:
    306
    hotlap is where you want the car to start when you are in hot lap mode, usually a few corners back....

    time 0 and time 1 are your sector points, so... place them wherever you want time sector...

    L and R are where they go, left and right side of the track
     
  8. Carlos Cotão

    Carlos Cotão New Member

    Joined:
    Jan 1, 2020
    Messages:
    2
    Likes Received:
    0

    Thank you very much! I'm sure this is not my last post on this thread, but wish me luck!
     
  9. fughettaboutit

    fughettaboutit Moderator

    Joined:
    Jul 21, 2014
    Messages:
    97
    Likes Received:
    58
    @luchian i just looked through car-turorial looking for the "name restrictions" for names of track- and car-folders, but it was here in track-101, mayb put it there too? ;)
    (maybe delete this post after that)

    naming restrictions for track- and car-folders, from shared memory definitions:

    max length for track folder name: 32
    max length for additional layout folder name: 15
    max length for car folder name: 32
     
    Last edited: Jan 9, 2020
    luchian likes this.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice