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TUTORIAL Build your FIRST track - BASIC GUIDE

MisterWink

Member
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
 

Weezy

New Member
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
If yore doing this one pit, rename it to AC_PIT_0 not AC_PIT_1
 

PAQUITO

New Member
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.
 

Attachments

fughettaboutit

aka leBluem
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
 

PAQUITO

New Member
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.
 

PAQUITO

New Member
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 :)
 
Last edited:

Johnr777

Moderator
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
 

PAQUITO

New Member
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?
 

Johnr777

Moderator
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?
DDS and correct shaders, yes.
 

Weezy

New Member
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.
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?
 

PAQUITO

New Member
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.
 
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