Maybe the face is other way, you can check that in blender or whatever u r using. Also, maybe try to download any random normal map, and try it on. Maybe that helps?
I´ve checked. The normals of that geometry are facing up, as they should. It´s maybe some issue with the export of the dds of maybe the settings in the shader inside kseditor... don´t know.
Ok, after a few laps, I´ve discovered a weird thing: It´s not the crosswalk looking terrible in game, what I´m seeing in game is the white paint and... the empty space of the environment beneath my feet!! I mean, the alpha is letting me see-through not only the crosswalk object, but the tarmac too!! WTF!!
Ok, found the solution after a lot of googling, it was a shader setup issue. The material for this DDS texture with transparency should be: ksperpixel Blend mode Alpha Test Transparency off (which doesn´t make sense to me, but... ok) Now it works like a charm:
Ok, I´m starting to build the environment for the track, and there´s one thing I´m struggling with. I have this object which is the terrain, but it just doesn´t show up in kseditor. Why?? EDIT: Nevermind, the object was set to "inactive". Silly me EDIT 2: So, when I export the track, the car starts to "crash" and get hit by... nothing, so you can´t drive. The world mesh is moved to the bottom so it doesn´t intersect with the track. Any tip?
Hello, im having a problem with pits. everytime i enter the game my car spawns at x0 y0 z0. I have these cube names, AC_PIT_0 AC_PIT_1 AC_START_0 AC_START_1 PLS HELP :')
Read the first page of this thread? We also need more details... cube axis orientation correct? Is the road the car spawning on named correctly? 1ROAD, or 1PIT, etc...
Is cube orientation important enough to make my car spawn at x0 y0 z0 if not done right? I usually skip rotating the cube, mb thats the problem
Everything thats important is explained on page 1. Skipping things is not the correct way to create content for AC
So I´m having a lot of problems with the AI line. To be precise with trying to set track cameras. I´m supposed to set where I want the start/end of any cam by clicking in the AI line. Problem is, when I click the AI it picks a random point, sometimes it more or less sets itself at the correct place, sometimes it does nothing, sometimes it sets a mark somewhere far from correct. It´s driving me crazy. And yes, my road mesh is set in the 0,0,0 origin and the local axes are correct (y up, z forward). EDIT: Found the solution. There seems to be something tricky in the fbx export for, apparently, any software. Just load the kn5 into 3dsimed and export as fbx. Load the new fbx into kseditor and load also the ai line. It will work just fine. When you have your cameras all set, you can delete the fbx, since it was just a temporary file to make the cameras work.
Maybe dont use ksEditor for that, but this instead. Use "new auto 'camera....' ". And maybe CamInfo after that to refine individual cams. Oh you found a solution, nice!
Wow... didn´t know about that. Looks like a simpler solution than kseditor. I will definitely have a look on that. Anyways, here are the cameras I set up:
Hi, I´m porting the applevalley speedway from rfactor2 to AC and it´s going very well, almost finished. The only thing is the road is way too bumpy. You can see the suspensions going up and down like it´s a stone road or something. I´ve checked the geometry and it´s all flat and smooth, there isn´t any strange value in the surfaces.ini and the 3d objects don´t have any extreme position.
I´ve checked. There is no duplicated or overlapping geometry. I cleaned in Blender just to be sure, and it´s ok. All the transformations are applied in the model, etc... I don´t know if it´s related, but... I´ve noticed when I enter the game, the car "bumps" into the track, as if it were up in the air a little and then it lands. That won´t happen in other tracks I´ve made.