Featured TUTORIAL Build your FIRST track - BASIC GUIDE

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

  1. Santi25s

    Santi25s New Member

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    i have same problem, you were able to fix it? My map I did with sketchup
     
  2. John Harding

    John Harding Active Member

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    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.
     
  3. MisterWink

    MisterWink Member

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    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::postRender
    d:\dev\dev_pc_master_race\ksgame\game.cpp (181): Game::eek: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
     
  4. Johnr777

    Johnr777 Moderator

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    The error itself is very self explanatory... looks like didnt export the AI spawn objects.
     
    MisterWink likes this.
  5. MisterWink

    MisterWink Member

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    i will try to made just one pit . thanks :)
     
  6. Johnr777

    Johnr777 Moderator

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    You need at least 1 pit and 1 starting grid spawn object I believe
     
  7. Weezy

    Weezy New Member

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    If yore doing this one pit, rename it to AC_PIT_0 not AC_PIT_1
     
  8. PAQUITO

    PAQUITO New Member

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    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.
     

    Attached Files:

  9. fughettaboutit

    fughettaboutit aka leBluem

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    assign an image texture to the materials Material.006 and Material.007
    though you didnt say whats not working exactly

    edit:
    upload_2022-2-20_16-33-33.png
    then use "Open":
    upload_2022-2-20_16-34-5.png

    edit2:
    guardrails have asfalto assigned too, remove:
    upload_2022-2-20_16-35-56.png
     
  10. fughettaboutit

    fughettaboutit aka leBluem

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  11. PAQUITO

    PAQUITO New Member

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    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.
     
  12. fughettaboutit

    fughettaboutit aka leBluem

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    i got timed after a lap, maybe intermediates work when ai line is done
    upload_2022-2-20_17-0-35.png
     
  13. PAQUITO

    PAQUITO New Member

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    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.
     
  14. PAQUITO

    PAQUITO New Member

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    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 :)
    [​IMG]
     
    Last edited: Feb 21, 2022
  15. Johnr777

    Johnr777 Moderator

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    Don’t use PNG, use DDS with alpha channel.

    And don’t use the tree shader for road lines, you’ll have problems later
     
  16. PAQUITO

    PAQUITO New Member

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    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?
     
  17. Johnr777

    Johnr777 Moderator

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    DDS and correct shaders, yes.
     
  18. PAQUITO

    PAQUITO New Member

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    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.
     
  19. Weezy

    Weezy New Member

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    If u use normal map for the other texture, try to apply it to the crosswalk texture
     
  20. PAQUITO

    PAQUITO New Member

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    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.
     
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