Featured TUTORIAL Build your FIRST track - BASIC GUIDE

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

  1. zakofftrack

    zakofftrack New Member

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    Hi, reminder to MAKE BACKUPS ONCE IN A WHILE, you dont wanna lose everything you've been working on for the past two weeks due to a badly timed power outage while saving a file :banghead:

    Taking this as a sign to start a new project, but only after i wallow in self pity for a couple hours.
     
  2. luchian

    luchian Administrator Staff Member

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    That's actually good advice. Sorry you had to learn it the hard way :oops:
     
  3. zakofftrack

    zakofftrack New Member

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    Hello, I've been trying to add spectators to my track using the camera_facing.ini file, but have not been able to. I then realised that the problem seemed not to be due to an error in the file, but due to some other issue i haven't identified. I realised this because when i load a kunos track on AC, the spectators aren't there either. I checked CSP, and spectators are not set to hidden. Does anyone what the issue might be?
     
  4. fughettaboutit

    fughettaboutit aka leBluem

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  5. zakofftrack

    zakofftrack New Member

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    Thanks so much!! Was starting to feel like i was losing my mind
     
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  6. zakofftrack

    zakofftrack New Member

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    hi! does anyone know how to get rid of the weird lines appearing over distant treelines? I've tried messing with the shader but cant figure it out. Screenshot 2021-12-21 134456.png
     
  7. VladK

    VladK New Member

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    I am fixing this by moving upper UVs just a bit lower (e.g. set V coordinate to 0.99 instead of 1.0). The issue is happening because of texture interpolation and pixels from the bottom are leaking to vertices that have exactly 1.0 V coordinate. (Maybe there is a way to set texture interpolation params in the shader, but I'm not aware of this)
     
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  8. fughettaboutit

    fughettaboutit aka leBluem

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    Yes, uv mapping must be adjusted, no shader param to fix

    ...althought there is this setting with CustomShadersPatch config, you would still have smoothing in Vanilla AC...
    Code:
    [SHADER_REPLACEMENT_...]
    MATERIALS = your_mat
    FORCE_POINT_SAMPLER = 1   ; forces pixel texture sampler, if you have tiny texture and you
                              ; want to make it sharp and pixelated, not blurry
     
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  9. zakofftrack

    zakofftrack New Member

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    Does anyone know how to use the nePerPixelMultiMap_windows shader? I think it makes windows look like they have lights behind them.
     
  10. zakofftrack

    zakofftrack New Member

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    Hi! Is there a way to make camerafacing.ini spectators not disappear in hotlap mode? Planning on uploading a wip version of the track to racedepartment but it feels quite empty without them.
     
  11. quetillo

    quetillo Member

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    one behind another that you look like me, hahaha
    First of all, the line that comes out above the trees is from the cut of the texture, surely when you put it in kseditor you modify it, the spectators must create a base and on that base they stand alone, that if only for running not for practice I do not know what you mean about the windows, for lights it would have to be transparent and place a point of light.
     
  12. fughettaboutit

    fughettaboutit aka leBluem

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    dont use ....KSLAYER... naming scheme on them
    other than that, this makes them dissapear:
    upload_2021-12-24_14-40-9.png
     
    Last edited: Dec 24, 2021
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  13. fughettaboutit

    fughettaboutit aka leBluem

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  14. zakofftrack

    zakofftrack New Member

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    I remember seeing a forum post about an issue with track cameras where when you right click the ai spline the marker appears in the wrong place. However, I cant find the post so id really appreciate if someone could link it if they know where it is :)
     
  15. zakofftrack

    zakofftrack New Member

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  16. GRLap

    GRLap Member

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    I am having a new issue - when I load my new track into AC the car is bouncing around on the pavement, as if there's no gravity, and it also goes through the PIT / ROAD mesh. The AC spawn points are all Z forward and Y up on their local origins (blender, shown). The pit mesh are named 1PITS and track mesh are named 1ROAD, all defined in surfaces.ini.
    I don't understand and can't debug this. I've looked/compared with working tracks and there's no difference I can detect.
     

    Attached Files:

  17. fughettaboutit

    fughettaboutit aka leBluem

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    where is your 0,0,0? you should center you map around origin!!
     
  18. GRLap

    GRLap Member

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    all origins are at 0,0,0 and all rotation at 90, 0, 0 degrees, except the AC "spawn" have different rotation to make Z forward in local axis. for example, the pit and start nodes are rotation 90, 0 -90 degrees so that Z is forward and Y is up.

    i really don't understand what has happened. At one time the track loaded and worked no problem. I've made many changes - but not to surface names, AC spawn, etc., and now it gives me this issue. I feel like I've lost two months of work and i don't have stomach to go back.
     
    Last edited: Dec 28, 2021
  19. fughettaboutit

    fughettaboutit aka leBluem

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    What i mean is the whole track should be around 0,0,0 when you zoom out, NOT like on the right side, where the whole track is offset from 0,0,0: upload_2021-12-28_14-36-10.png
     
  20. GRLap

    GRLap Member

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    I am using a models.ini file, with data:

    [MODEL_0]
    FILE=recetrack.kn5
    POSITION=0,0,0
    ROTATION=0,0,0

    [MODEL_1]
    FILE=trees.kn5
    POSITION=0,0,0
    ROTATION=0,0,0

    [MODEL_2]
    FILE=grass_bush.kn5
    POSITION=0,0,0
    ROTATION=0,0,0

    [MODEL_3]
    FILE=collision.kn5
    POSITION=0,0,0
    ROTATION=0,0,0

    [MODEL_4]
    FILE=actiming.kn5
    POSITION=0,0,0
    ROTATION=0,0,0

    All of the objects in models 0-3 have rotation equal to 90, 0,0. Should those values be entered in the models.ini above? I ask, because in the tracks i've looked at on line, e.g., Bridgehampton, the models.ini has 0,0,0 entered for rotation even though its objects have rotation 90,0,0
     
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