Featured TUTORIAL Build your FIRST track - BASIC GUIDE

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

  1. GRLap

    GRLap Member

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    Yes, my model is centred over the 0,0,0 origin, more or less
     
  2. fughettaboutit

    fughettaboutit aka leBluem

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    thats all ok, but how it looks like in top view? with x and y axis visible?
    Other than that you may have switched axis on export by accident?
    upload_2021-12-28_14-57-20.png
     
  3. GRLap

    GRLap Member

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    here is a picture from top view. everything selected so can see origins at 0,0,0.
    Yes, I am exporting from Blender as shown in your photo.

    Untitled.jpg
     
  4. GRLap

    GRLap Member

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    I think the issue has to do with models.ini
    I ran the track with the AC spawn as objects within a single kn5, and it worked.
    I then ran the track as one kn5, along with a second kn5 for the AC spawn using the following models.ini:

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

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

    In this case it does not work, i.e. car spins around like it's in the movie Gravity. I don't know what's wrong (obviously), as the models.ini is exactly as in other AC tracks. I need to use a models.ini as a single model (file) is too large and complicated once trees, grass and everything else are included.
    My actiming.kn5 is just an .fbx export of all the AC_ objects, converted to kn5 in the editor. The origins are according to geometry and the local axis are z-forward, y-up. As noted previously, they "work" when embedded inside the track kn5, just not as a stand-alone kn5.
    Any thoughts?
     
  5. fughettaboutit

    fughettaboutit aka leBluem

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    make sure you export as track-kn5 not car-kn5 from ksEditor, sounds like you accidentially exported as car-kn5...
     
  6. Kardo

    Kardo New Member

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    Hi ^^
    I've been messing around and following tutorial but now i have come to a stop because of error i can't seem to fix on my own. After i compile my Blender track to a .fbx and load it into the ksEditor, several roads and grass objects appear black and can't be clicked on. Some other pieces are partly rendered while other are completly missing. Help ^^

    Pic from ksEditor with missing and black pieces (texture should be green as seen below)
    upload_2021-12-29_2-7-0.png
     
  7. fughettaboutit

    fughettaboutit aka leBluem

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    in Blender do Ctrl+A -> apply all transforms, if you have custom pivots, ksEditor doesnt find stuff , you can only select stuff in object-tree or materials-list then
     
  8. GRLap

    GRLap Member

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    Everything exported as “track”, not “car”.
    Bottom line; AC spawn work when integrated as objects in larger track model, but aren’t working when those same AC spawn objects are held in a separate kn5 using models.ini
     
  9. GRLap

    GRLap Member

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    For the objects that are “missing”, go to Blender and look at the normals; you likely need to “flip” them.
     
  10. Kardo

    Kardo New Member

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    You 2 are absolute legends ^^
    Spend half a day trying to fix that shit but thanks you you 2 i can work again ^^
     
    fughettaboutit likes this.
  11. Ternal

    Ternal Member

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    hey everyone, anyone have a solution for replacing the ksGrass to another shader having only as resource the txDiffuse and txDetail texture available? Unfortunately with ksGrass, the GrassFX via ext_config is not working.

    Thanks in advance
     
  12. Martin Zbíral

    Martin Zbíral New Member

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    Hi can i add to different textures in my ralycross track different grip(friction)?
    I have different textures on my track :
    TarmacLightCrackedAC
    GravelAC
    TarmacLightSmoothAC

    Is it possible to somehow do like this with surfaces
    TarmacLightCrackedAC FRICTION=0.95
    GravelAC FRICTION=0.7
    TarmacLightSmoothAC FRICTION=1 [​IMG]
     

    Attached Files:

  13. Ternal

    Ternal Member

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    Materials have no friction, only meshes can have, so you need to divide specific meshes with different names (and materials) and set the friction inside the surface.ini in data folder
     
  14. Martin Zbíral

    Martin Zbíral New Member

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    can you write exactly how you mean?
     
    Last edited: Dec 30, 2021
  15. fughettaboutit

    fughettaboutit aka leBluem

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    @Martin Zbíral
    example: ks_nordschleife\nordschleife\data\surfaces.ini:
    note: all kunos tracks use hidden physical meshes, those are from "25.kn5"
    note2: on the right its only a text editor
    note3: have fun splitting your track into so many pieces as you seem to want from that image in post #1632 :)
    note4: if you didnt know: a number infront of a meshname makes it "physical active"
    upload_2021-12-30_13-17-6.png
     
    Last edited: Dec 30, 2021
  16. Martin Zbíral

    Martin Zbíral New Member

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    I work in race track builder
    i edited in KSEDITOR 1ROAD3 TO 1SAND (in image below)
    and it works that road is like sand behind me is dust and i have less traction
     

    Attached Files:

    fughettaboutit likes this.
  17. zakofftrack

    zakofftrack New Member

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    Hello!!
    I've been having some odd issues and i was wondering if anyone knew how to solve them.
    1. The track markings fade as they get further from the camera. I'm using the ksPerPixelAT shader for them. I've tried using other shaders but cant seem to fix the problem. Screenshot 2022-01-02 121409.png
    2. There are odd lines that appear on kerbs using normal maps. I don't think it's an issue with the actual normal map dds but just in case I've uploaded a screenshot of it. Screenshot 2022-01-02 121514.png Screenshot 2022-01-02 145218.png
    3. All of the AC_POBJECT objects look fine in blender and in kseditor but once I open AC they are very warped. Very confused about this. Screenshot 2022-01-02 121717.png
     
  18. Martin Zbíral

    Martin Zbíral New Member

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    update:
    i change 1ROAD3 to 1GRASS0 (you can change whenever road you want 1ROAD1 1Road2 ...
    here is my code to my track you can edit
    GRASS friction is 0.75 you can edit to your taste
    Enjoy


    [SURFACE_0]
    KEY=1ROAD0
    FRICTION=0.975
    DAMPING=0
    WAV=
    WAV_PITCH=0
    FF_EFFECT=NULL
    DIRT_ADDITIVE=0.3
    IS_VALID_TRACK=1
    BLACK_FLAG_TIME=0
    SIN_HEIGHT=0
    SIN_LENGTH=0
    IS_PITLANE=0
    VIBRATION_GAIN=0
    VIBRATION_LENGTH=0


    [SURFACE_1]
    KEY=GRASS
    FRICTION=0.75
    DAMPING=0
    WAV=grass.wav
    WAV_PITCH=0
    FF_EFFECT=NULL
    DIRT_ADDITIVE=1
    IS_VALID_TRACK=0
    BLACK_FLAG_TIME=0
    SIN_HEIGHT=0
    SIN_LENGTH=0
    IS_PITLANE=0
    VIBRATION_GAIN=0.2
    VIBRATION_LENGTH=0.6


    [SURFACE_2]
    KEY=1ROAD2
    FRICTION=0.5
    DAMPING=0
    WAV=1sand
    WAV_PITCH=0
    FF_EFFECT=NULL
    DIRT_ADDITIVE=1
    IS_VALID_TRACK=0
    BLACK_FLAG_TIME=0
    SIN_HEIGHT=0
    SIN_LENGTH=0
    IS_PITLANE=0
    VIBRATION_GAIN=0.2
    VIBRATION_LENGTH=0.6


    [SURFACE_3]
    KEY=1ROAD5
    FRICTION=0.5
    DAMPING=0
    WAV=1sand
    WAV_PITCH=0
    FF_EFFECT=NULL
    DIRT_ADDITIVE=1
    IS_VALID_TRACK=0
    BLACK_FLAG_TIME=0
    SIN_HEIGHT=0
    SIN_LENGTH=0
    IS_PITLANE=0
    VIBRATION_GAIN=0.2
    VIBRATION_LENGTH=0.6

    [SURFACE_6]
    KEY=SAND
    FRICTION=0.75
    DAMPING=3
    WAV=sand
    WAV_PITCH=1.3
    FF_EFFECT=3
    DIRT_ADDITIVE=3
    IS_VALID_TRACK=1
    BLACK_FLAG_TIME=0
    SIN_HEIGHT=0.02
    SIN_LENGTH=0.5
    IS_PITLANE=0
    VIBRATION_GAIN=0.95
    VIBRATION_LENGTH=0.9
     
  19. Weezy

    Weezy New Member

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    How do i create grid without changing my texture and stuff? (Using Blender)
     

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  20. damo

    damo New Member

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    hi i need help with trak illumination..ive mesed with kseditor illumination but no effect ..still too bright.heres 2 pics showing what i mean
     

    Attached Files:

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