Hello Zak, You can improve things for number (1) by keeping the ksPerPixelAT shader, and setting the blend mode to eAlphaBlend. Then you need to go to your white line object, and set isTransparent to True. This will have slight performance cost I believe to using the regular AT shader, but should improve the issue with the white line vanishing so abruptly as per your screenshot. Not sure about no.2, but in Rhino I would probably weld the mesh to make sure the normals are smoothed between the faces, however I'm not sure in Blender what would be the right approach myself. John.
Hello All i have a Big Problem and i have never this bug , mabey anyone can help me im working on a new track , version v1 is all fine , but now i updatet the track , just some edits with texture i export to Ks editor , is all fine all pist fine nothing wat can made this error this coming in a smal window AC ran into a critical error: CANNOT HAVE 0 CARS IN RACE.INI i put my log file .. Almost thanks for Help me -----------END RACE INI----------- [SESSION_0] TYPE: 6 Audio log (AudioEngine.cpp:1198): AudioEngine.cpp Creating physics track: hx_yanbaru_circurit_jc [] ADDED TRACK SKIN OVERRIDE: default LOADING MODEL content/tracks/hx_yanbaru_circurit_jc/hx_yanbaru_circurit_jc.kn5 VERSION=5 Loading 78 textures DEBUG TIMER: TrackAvatar::init3D():121.698800 LOOKING FOR: content/tracks/hx_yanbaru_circurit_jc/ai/fast_lane.ai LOADING SPLINE: content/tracks/hx_yanbaru_circurit_jc/ai/fast_lane.ai Loading AI Spline: content/tracks/hx_yanbaru_circurit_jc/ai/fast_lane.ai AI SPLINE VERSION 7 LOADING VERSION 7 Points count: 0 LOADING GRID DATA Straight 0, start: 0.911242, length: 10.295246 Straight 1, start: 0.805265, length: 3.045029 Straight 2, start: 0.805265, length: 1.533179 Straight 3, start: 0.805265, length: 1.529616 Straight 4, start: 0.805265, length: 1.515343 Spline is at last version DEBUG TIMER: AISpline::calculateNormals:0.033600 LOOKING FOR: content/tracks/hx_yanbaru_circurit_jc/ai/pit_lane.ai NO PIT LANE FOUND: content/tracks/hx_yanbaru_circurit_jc/ai/pit_lane.ai Scanning 0 points SPLINE POINTS COUNT : 264 | PAYLOADS COUNT : 264 Hint file :content/tracks/hx_yanbaru_circurit_jc/data/ai_hints.ini not available DEBUG TIMER: INIT TRACK SPLINES:9.905000 DEBUG TIMER: TrackAvatar::initPhysics():652.538900 IDEAL LINE FROM AI LINE WARNING: TRACK :: NO POSITION DATA FOUND TRACK LENGTH: 401.458923 DEBUG TIMER: TrackAvatar::TrackAvatar:779.357300 [RACE] FIXED_SETUP: 0 [TEMPERATURE] AMBIENT: 26.000000 [TEMPERATURE] ROAD: 32.000000 [WIND] SPEED_KMH_MIN: 0.000000 [WIND] SPEED_KMH_MAX: 0.000000 [WIND] DIRECTION_DEG: 0.000000 [RACE] CARS: 1 [CSP SAYS] AC ran into a critical error: CANNOT HAVE 0 CARS IN RACE.INI CRASH in: OS-Version: 6.2.9200 () 0x100-0x1 ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE26424B59) 00007FFE26424B59 (KERNELBASE): (filename not available): RaiseException ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDC58DCE50) 00007FFDC58DCE50 (DWrite): (filename not available): LZ4_versionString ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDC57A3DFD) 00007FFDC57A3DFD (DWrite): (filename not available): DWriteCreateFactory ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDC50204BF) 00007FFDC50204BF (DWrite): (filename not available): snwprintf_s d:\dev\dev_pc_master_race\acs\racemanager.cpp (398): RaceManager::initOffline ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDC54CC6E3) 00007FFDC54CC6E3 (DWrite): (filename not available): lj_mmfholder_gc__ui d:\dev\dev_pc_master_race\acs\racemanager.cpp (174): RaceManager::loadSessions d:\dev\dev_pc_master_race\acs\sim.cpp (320): Sim::Sim ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDC55300CC) 00007FFDC55300CC (DWrite): (filename not available): lj_lightsource_dispose ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFDC553007E) 00007FFDC553007E (DWrite): (filename not available): lj_lightsource_dispose d:\dev\dev_pc_master_race\acs\splashscreen.cpp (319): SplashScreen:ostRender d:\dev\dev_pc_master_race\ksgame\game.cpp (181): Game:nIdle d:\dev\dev_pc_master_race\ksgame\game.cpp (210): Game::run d:\dev\dev_pc_master_race\acs\acs.cpp (477): wWinMain f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE28087034) 00007FFE28087034 (KERNEL32): (filename not available): BaseThreadInitThunk ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFE29182651) 00007FFE29182651 (ntdll): (filename not available): RtlUserThreadStart
Hi, I hope someone could throw some light on this problem. I have already all the minimum elements for a basic track I´m developing. Everything works excepting the intermediate timers (ac_time_xxx objects). Those are empties in Blender, named properly, placed above the track surface, etc... I can´t figure out why it´s not working. I attach the blend file in case someone want to take a look. Thanks in advance.
assign an image texture to the materials Material.006 and Material.007 though you didnt say whats not working exactly edit: then use "Open": edit2: guardrails have asfalto assigned too, remove:
you have to export with 0.01 scale edit: as working track folder: https://drive.google.com/file/d/1xpNUERuMC4ptVFS2zMIh5ctFir5Lxj5x/
The textures assigned are irrelevant, everything works as expected. I will take care of the texturing later. The problem is that the intermediate timing objects don´t work. About the exporting, I tried to export first at 0.01 scale, but the track got microscopic. I export using the "All to FBX" option checked. If you export it to kseditor and save as track, you´ll see the intermediates don´t work, and that´s the problem. I don´t know why it happens like that.
It´s weird because I remember from another tracks I started, the intermediates work from the beginning in practice sessions, but partial timings or delta are not working here. I think I will let it be until I create the ai line.
So... another question: I managed to place crosswalks in the track. Simple planes placed on top of the tarmac, uvmapped and textured with a png with transparent background. Once in KsEditor, the object and texture looks ok and it also catches the transparency from the png, but in game, it looks terrible. What am I doing wrong? EDIT: Nevermind, I´ve found that using the tree shader it works as expected
Don’t use PNG, use DDS with alpha channel. And don’t use the tree shader for road lines, you’ll have problems later
Using DDS will solve that problem? Can I open DDS as textures in Blender? About the tree shader: I see that the diffuse doesn´t react to dark/bright, it looks the same overall, I guess that´s how cardboard trees should work. What would be the procedure for this? Just using DDS?
Well, no luck at all. I replaced my textures with DDS dxt5 files and placed them into "texture" folder. Same results. The crosswalk texture is set as perpixel shader, with alpha blending mode enabled.
No, the tarmac texture is all flat, there´s no normal map. For some reason, the transparency in game appears as flat grey, don´t know why.