Discussion in 'Tracks' started by luchian, Jun 14, 2014.
Doesn't seem to be the issue; I'll try some other things
Hello everyone! I have recreated a rental karting track near me (only the basics - road, walls, bridge) and the track includes an overpass bridge. The problem i am having is although the road under the bridge is visible, i fall right through it. Is there is something to do with the bridge being so low? Maybe anyone knows a fix for this? Picture from blender:
Picture from ksEditor:
Separate the bridge part as its own mesh, if its all one continuous road mesh, it does this...
Thank you for answering but the catch is that the bridge is its own road mesh (picture below)
I was wondering if anyone can help me with a small issue I am having trying to make physical meshes work properly in AC.
I recently created my first track in AC which is a small kart track. I tried to follow the instructions from the track mods guide on how to name physical meshes to the best of my ability, but I am still getting it wrong.
My issue currently is that the track can load in AC almost just fine and the pits area seems to be drivable and as expected, but as soon as I drive into the main road of the track the car just falls off as there is no driveable surface underneath. My questions are:
1. When you define the names of physical meshes, does AC create a mesh somewhere in the folder structure that defines the driveable properties?
2. When I have, let's say, about 10 asphalt areas that need to be defined as driveable what is the best way to name the mesh? Is 1TARMAC1,1TARMAC2 etc or 1TARMAC,2TARMAC?
3. My asphalt runoffs are defined as driveable TARMAC surfaces but when loaded in AC don't even show up. Is that a graphical issue (although in AC editor they load fine) or a physical naming issue as well?
Apologies if my questions sound silly and thanks a lot everyone in advance. Any suggestions where the problem lies is more than welcome.
Again thanks a lot.
would both be fine, but you must mention TARMAC in
if you would have used the default/predefined ROAD, it would have worked right away...
Thank you so much for your reply. I will try that and see what happens
Unfortunately, I don't know what to do. I have tried to create my son's master kart track in AC.
For this I have drawn the track in Blender (minimal to test first) and then in the kseditor.
However, when I try to start the track in CM, I get the error message Main track damaged.
Does anyone know where my problem lies?
-call the final kn5 like your track folder should be "kartmotodrom.kn5" according to the name of your zip file
-the empties have to be rotated around x by 90°, so z points "forward"
4 grid/pit spots (probably in the wrong place)
added pits to surfaces.ini
separated blend/fbx/textures into "_src" folder
used this for export from blender, note the 0.01 down scaling
map still is wrong
Thank you very much! At least the map opens and the game no longer crashes!
So was the kn5 file correct and only wrongly named? Or what exactly were all my mistakes.
When the track is finished I have to make 2 more for my son
yes first the filenamewas wrong, but also important the downscale on export, and also the rotation of the AC_dummies
Hi, I'm new to track building, and currently working on a local karting track. These forums have been a great help so far. For which I would like to thank all of you! I am however running into an issue which i can't figure out by myself. Tried searching the forums, but it doesn't seem to have been posted before, so here goes;
The track i'm building has the pit boxes beneath a roof. So i've placed my AC_PIT_XX empties (0.01 scale) accordingly. When entering the game however, the actual pit location is ON the roof. Anyone has any idea how to fix this?
The roof is a non-descibed suface plane (so no road, wall collision or anything like that). And i've tried setting it to transparent in KSeditor. I've also tried changing the scale and the location of the PIT empties, but also no cigar.
I can ofcourse just remove the pit roof... but i'd very much like it to be acurate
Any help would be very much appreciated.
Whats the roof object name
edit: Changed it to 9VISUAL_ROOF, to make sure it wasn't matching on the _PITS part to the PITS surface. Same result.
Yeah, that is seen as a physical mesh.
No numbers in front, no words like PITS, or ROAD, etc... if you want the mesh to be guaranteed not physical.
Name it something like visual_pt_roof or something
But ofcourse. Thanks!
My car falls under the road, can you help me?
Not sure if hyphens work in surface names. Try with simpler names (1ROAD, 1MAIN, 1PITA).
Keep phys meshes lower than 25000 verts as well - not the 65000 limit - otherwise there will be holes.
ja mudei os nomes e o carro cai igual
Separate names with a comma.