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?
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.
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?
make sure you export as track-kn5 not car-kn5 from ksEditor, sounds like you accidentially exported as car-kn5...
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)
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
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
For the objects that are “missing”, go to Blender and look at the normals; you likely need to “flip” them.
You 2 are absolute legends ^^ Spend half a day trying to fix that shit but thanks you you 2 i can work again ^^
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
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
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
@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"
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
Hello!! I've been having some odd issues and i was wondering if anyone knew how to solve them. 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. 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. 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.
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
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