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TUTORIAL Build your FIRST track - BASIC GUIDE

theEmirez

New Member
The LOD system is simpler for tracks, you use the LOD IN and LOD OUT parameters in kseditor.

Most quality tracks at the very least use LOD OUT on heavy objects, which will remove the object from the scenery at a give distance. like a tirewall at 300 meters, etc.

But you can also use a lower detail object and swap it using these same distance parameters.

Example:
High detailed object
LOD IN: 0
LOD OUT: 150

Low detail object
LOD IN: 150
LOD OUT: 400
Thank you for the heads up! I think it clears it quite a lot

Though, some more questions if you don't mind:

1. Does this mean I have to place the LOD objects at the same place as its original objects? What could be tidier way to do this in Blender; perhaps separating the LODs on different collection groups so I can turn the view off and on in case I need to?

2. How many LODs that are ideally needed for a single object?

3. What's the best way for applying LODs for long objects like wall barriers? Ideally for how many times in certain length do we need to split long barriers?

Once again thank you
 

Johnr777

Moderator
Thank you for the heads up! I think it clears it quite a lot

Though, some more questions if you don't mind:

1. Does this mean I have to place the LOD objects at the same place as its original objects? What could be tidier way to do this in Blender; perhaps separating the LODs on different collection groups so I can turn the view off and on in case I need to?

2. How many LODs that are ideally needed for a single object?

3. What's the best way for applying LODs for long objects like wall barriers? Ideally for how many times in certain length do we need to split long barriers?

Once again thank you
Im a 3dsmax user, so hopefully blender guys jump in.

But yes, you would need objects in the exact position, and pivot point / origin in the same spot as well.

Not sure if more than one is needed, I think most of Kunos' stuff is just one extra object.

And theres not really a best way of doing is... its more of a trial and error, hopefully no pop-ups, not obvious switching happening in view. At the end of the day, its all about a good balance.
 

theEmirez

New Member
Im a 3dsmax user, so hopefully blender guys jump in.

But yes, you would need objects in the exact position, and pivot point / origin in the same spot as well.

Not sure if more than one is needed, I think most of Kunos' stuff is just one extra object.

And theres not really a best way of doing is... its more of a trial and error, hopefully no pop-ups, not obvious switching happening in view. At the end of the day, its all about a good balance.
so I finally tried applied the LOD technique and it do work, yes, but it doesn't do anything near to boosting my performance and all it took were just tribune models :(

It baffles me how Kunos OG tracks and some professionally made mods like Pinwheel Circuit can be run with at least 24 fps framerate speed with all the complexities they had and mine can went as low as 10 fps haha (low-end gaming moment here)

I just my track to run fairly smoothly on my own deice before anyone elses so I really want to make this work... My current suspicion is now I'm still checking if sharp edges do actually make issues on my models. Dunno what else to do atm :p
 

Mitch9

Member
so I finally tried applied the LOD technique and it do work, yes, but it doesn't do anything near to boosting my performance and all it took were just tribune models :(
Performance depends mainly on the total object and draw call count, texture count and size next. Lods will only help if you have a really high poly object somewhere, but they only help locally.
 

theEmirez

New Member
Performance depends mainly on the total object and draw call count, texture count and size next. Lods will only help if you have a really high poly object somewhere, but they only help locally.
I see
I already keep my texture count low overall, and using lots of tree objects doesn't seem to eating big chunks of frame rates. Maybe I need to deal with draw call counts here? Then again there might be other factors here that I'm not really sure I'm aware of..

I might want to check if there's like, idk, an example file for a wholefully working track that is publicly uploaded somewhere for learning purpose?
 

Mitch9

Member
I see
I already keep my texture count low overall, and using lots of tree objects doesn't seem to eating big chunks of frame rates. Maybe I need to deal with draw call counts here? Then again there might be other factors here that I'm not really sure I'm aware of..

I might want to check if there's like, idk, an example file for a wholefully working track that is publicly uploaded somewhere for learning purpose?

If you´re using Y trees you should just stick to the standard KSTREE naming, this will make the ksEditor group them automatically and optimally. But I imagine trees arent the only thing in your scene so you might want to check in other places too. Having too many movable objects like cones and such is also a drag on performance.

I don´t know of any reference blend or max scene for this and don´t know how usefull it would be anyways; you just need to find a good balance for your track´s requirements. I think a good number for DIPs is about 1000, 500 or less for textures and for objects start with as little as possible, especially if its a big open field were most of the track can be "seen" at once.
 

theEmirez

New Member
If you´re using Y trees you should just stick to the standard KSTREE naming, this will make the ksEditor group them automatically and optimally. But I imagine trees arent the only thing in your scene so you might want to check in other places too. Having too many movable objects like cones and such is also a drag on performance.

I don´t know of any reference blend or max scene for this and don´t know how usefull it would be anyways; you just need to find a good balance for your track´s requirements. I think a good number for DIPs is about 1000, 500 or less for textures and for objects start with as little as possible, especially if its a big open field were most of the track can be "seen" at once.
where can I check for the DIP numbers? thanks for the tips btw
 

JonnieLP

New Member
Hey guys, quick question. Currently working on a track extension that adds a layout to another track. Files all work great and as intended, but when I zip it up and try to import it through Content Manager, it starts behaving weirdly. So, how do I have to set the folder up for it to work. And another question: Is it possible to replace a texture just for a specific track layout without having to edit the kn5/creating a skin, or is creating a skin the only way to do this?
 

JonnieLP

New Member
Hey guys, quick question. Currently working on a track extension that adds a layout to another track. Files all work great and as intended, but when I zip it up and try to import it through Content Manager, it starts behaving weirdly. So, how do I have to set the folder up for it to work. And another question: Is it possible to replace a texture just for a specific track layout without having to edit the kn5/creating a skin, or is creating a skin the only way to do this?
the question on packaging is resolved, it was just CM acting up.

Still, the question "Is it possible to replace a texture just for a specific track layout without having to edit the kn5/creating a skin, or is creating a skin the only way to do this?" remains and I have another question, one I couldn't find answers to anywhere:

How do I create/add crowds to tracks?

Help would be greatly appreciated
 

JonnieLP

New Member
you can make extra cfg in addition to
1. mytrack\extension\ext_config.ini
just make
2. mytrack\layout2\extension\ext_config.ini
put replacement.dds in 1st ext.. folder

use it in the 2nd cfg:

[SHADER_REPLACEMENT_...]
MATERIALS = the_mat
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = replacement.dds

View attachment 7484

edit:
"How do I create/add crowds to tracks?"
https://www.assettocorsa.net/forum/index.php?threads/camera-facing-crowd-how-to.27910/
Thx a lot :D That really helped :D
 

quetillo

Member
I wanted to know if there is any system so that when you put the sound of people, at various points, it does not cut off when you pass with the car and it sounds again, I do not know if you can put a sound radio or you have to put several sources followed by sound, but I see that it is very repetitive because they do not end.
 

quetillo

Member
I have a sound and I put it in several points of the track, at 3mts each, total about 3 or even 4 points, but when passing is not a prolonged sound, but dry sound, because it cuts one, the next one is activated, then the next one always starts from the beginning, so the playback does not follow but everyone starts when passing through that point, but if you put outside camera it seems that it sounds somewhat better but with those cuts and beginnings of sound, like a repetitive sound. Apart he placed them off the track
 

Fuzo

Member
I have a sound and I put it in several points of the track, at 3mts each, total about 3 or even 4 points, but when passing is not a prolonged sound, but dry sound, because it cuts one, the next one is activated, then the next one always starts from the beginning, so the playback does not follow but everyone starts when passing through that point, but if you put outside camera it seems that it sounds somewhat better but with those cuts and beginnings of sound, like a repetitive sound. Apart he placed them off the track
I guess you need to set properly your custom sound tracks in fMod, add some 3D properties to it, length, fading distance, fix the loops etc... Just check the original fmod project in sdk directory for reference. Then when you will rebuild your bank and use proper CSP config, it should work as you want. But be careful, in F3/F7 camera mode custom sounds are a little buggy, I mean they are playing at full level regardless of the distance from the source. But the fix for it should come soon.
 

Johnr777

Moderator
I guess you need to set properly your custom sound tracks in fMod, add some 3D properties to it, length, fading distance, fix the loops etc... Just check the original fmod project in sdk directory for reference. Then when you will rebuild your bank and use proper CSP config, it should work as you want. But be careful, in F3/F7 camera mode custom sounds are a little buggy, I mean they are playing at full level regardless of the distance from the source. But the fix for it should come soon.
I thought there was a bug too, but was told I wasn’t using fmod correctly.

If you use the tatus external sound properties, it works perfect in every camera.

https://streamable.com/ze9iuw
https://streamable.com/1cv5h7
 

Fuzo

Member
I thought there was a bug too, but was told I wasn’t using fmod correctly.

If you use the tatus external sound properties, it works perfect in every camera.

https://streamable.com/ze9iuw
https://streamable.com/1cv5h7
I mean exactly this, maybe when I tried it I copied wrong values, I don't know now, it worked in first person view but no in F3 cameras, but the idea is clear, it has to be set properly in fmod :)
 

TXRACER41

New Member
I have quite a few problems with my track.
The most important one is that the track is WAY bigger than it should be.
I meant for it to be 400 meters long
I measured it as 900 meters in blender
When I export it to kseditor, it's over 7000 meters just from the center to the starting line
I have all the recommended export settings; what could be the issue?
 
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