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TUTORIAL Build your FIRST track - BASIC GUIDE

Pixelchaser

Well-Known Member
names in your surfaces ini = wrong

[SURFACE_0] = name of road piece mesh
KEY=_rgbmap = (automatic key (ROAD, GRASS.......))

try
[_rgbmap]
KEY=Road
,

[roadf]
KEY=ROAD
 

luchian

Administrator
Staff member
Uhm, actually no :).

The [SURFACE_0], [SURFACE_1], etc are there to separate the blocks of properties inside your ini file.

The KEY would be the name you want to use for your surface. e.g. : KEY=TARMAC-MYTRACK

And when you will name your mesh that wish to behave like tarmac, you'll have:
1TARMAC-MYTRACK_[optional_suffix]
 

Vantage9

New Member
First off, thanks for this guide. Its really nice to see people willing to help guide the less technical get their feet wet.

I recently downloaded the Assetto Corsa SDK with the intent of editing my first track, but my goal is not to create one from the ground up. My motivation comes from having a ALMOST functional version of my hometown track that doesn't seem to be getting any further updates from the author. The only thing on the track I'm looking to fix is the Lap-Timer markers, which incorrectly counts your first Hot Lap pass over the Start line as a lap (usually 10-15 seconds or so, thereby screwing Personal Bests), and it also causes strange bugs in later lap times.

So. . . is it possible to edit an existing build of someone else's track, and if so, what would the first steps be?
 

luchian

Administrator
Staff member
Hello, welcome.
Yes, it is possible - and hoping you have original author's approval.

See this thread as a very basic starting point. And we'll continue from there :)
 

viktor elfving

New Member
I'm using Autodesk Maya for creating my track and i know it's not what you are using but maybe you're able to help me anyways.

I'm at the stage where I'm ready to export and import my track to the ACeditor, but I'm not able to import my track due to the error "External component has thrown an exeption".

I think it's due to my objects is not named correctly. You see, I'm not able to name my road to "1ROAD", it automatically renames is to "ROAD1" instead and I'm not able to correct this nor find a solution on Google.

So my question is, is there a workaround here, do you have any ideas on how to fix this?
 

luchian

Administrator
Staff member
Hello Viktor, welcome.

Actually, the error must be somewhere else. Because naming convention is only used by physics engine. The graphic engine (hence AC Editor) allows any type of object, regardless of its name. Also, I know I've seen people using Maya for track creation.

I would suggest 2 things to try out:
1/ make sure you are exporting to FBX 2012 format
2/ make sure all your objects have a material assigned

Let us know how it turns out.
 

viktor elfving

New Member
Thanks for the quick respond!

As far as i can tell I've already done those things. Here's a image as of what I've done and hopefully I'm just being really dumb and missing something easy.

 

luchian

Administrator
Staff member
Hmm.. that looks legit. How many verts does your road mesh have ? (one single object must not use more than around 65k)
 

luchian

Administrator
Staff member
Your exported FBX, does it load in other software ? Like Blender for example ?
Also, have you tried eliminating objects ? (leaving only road for example - it will not work ingame, but should load in AC Editor)
(I'm running out of ideas.. because your test track is very simple, should go smooth like butter) :)
 

viktor elfving

New Member
I tried deleting everything but the road. exported both as "Export selection" and "Export all", still not working.

I downloaded mudbox (Gonna use this for terrain anyways) and tried to import the FBX file there, worked like a charm. So there shouldn't be any issue with the FBX file.

I tried to export it from mudbox into a new FBX file, it did not work here either (I did not have the option to set it to FBX2012 here, so it was probably FBX2014 though)

I'm about to download blender now to see if it works from there since this seams to be a unsolvable mystery.



EDIT 1 : I figured it out. It was as simple as parts of the track was bellow the Grid due to some height changes i did earlier.

Once again, thanks for helping me and ruling out some of the issues it could have been

EDIT 2: Oh wait are you shitting me, I was wrong about the last edit. The real reason behind this was not what i mentioned. The real reason was that the path that the map was located on was for some reason not supported or correct. It was located in a folder on my desktop and once i moved it straight in to my hard drive it worked whether it was above or below the grid.
 
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luchian

Administrator
Staff member
Glad it's sorted out :). Next step will be shader settings. See the topics marked SHADER as a start point and don't hesitate to ask questions - we have an expert among us @Pixelchaser :D
 

xOwnage133

New Member
Thanks for this guide. It helped me a lot.

I have one question. How can I add a bollard or pole which has physics attached to itself? I'm able to create an object looking like a bollard thanks to a texture but whenever I collide with it (2_WALL_bollard) it acts like a wall and the object won't fly away or get knocked over as it's a static, solid object.
Do you have a solution for this?
 

luchian

Administrator
Staff member
Hello, welcome.

Yes, you should name that AC_POBJECT_NAME, where NAME can be anything.
Keep the colidable objects low poly and very few (like 10-15 for a track iirc).
 

xOwnage133

New Member
Hello, welcome.

Yes, you should name that AC_POBJECT_NAME, where NAME can be anything.
Keep the colidable objects low poly and very few (like 10-15 for a track iirc).
Thank you very much. I've named the object the way you've mentioned it. I can see it, as an object on the track but I can drive straight through it without the object being 'transformed'. What am I doing wrong?
http://gyazo.com/9af409088498d9949fcc1cf53158767e
 

luchian

Administrator
Staff member
Make sure to set the origin for the object. It will be used as (approximate) center of gravity.

Example:
example.png
 

tkp12

New Member
What is bare minmum for practise mode only track to work?

Does pits and start boxes sufficient for working track?

Do i need to have ac_pit_0 in upper case like this AC_PIT_0?
 

luchian

Administrator
Staff member
Hello, welcome to the forum.

If you are planning to use your track only in practice mode, you can go as low as defining only one spawn point: AC_PIT_0. (Yes, you need to use uppercase) :).
 

tkp12

New Member
Hello, welcome to the forum.

If you are planning to use your track only in practice mode, you can go as low as defining only one spawn point: AC_PIT_0. (Yes, you need to use uppercase) :).
Thank you.

I have another problem. Track crashes and its been crashing for two days now.

I have tried so many things and i am beginning to suspect it is because i am using 3dsimed to export as fbx and then open in kseditor which means 12780 materials.

Now what i tried to do is import to 3dsmax and do from there and then 3dsmax automatically merges many materials so the whole track becomea wrong textures applied.

Do you think 3dsimed is the problem?

Im begin to wonder if 3dsmax is the way to work with tracks because there you can edit names while in 3daimed its not the same feature for renaming and as you said naming is important.

i want to use 3dsmax but when importing the fbx it messes up materials.

I have all 9 pit boxes and the pivots are y-up z-forward and the rest of the track is 1 big object called "1ASPHALT" .

I think my problem is naming or size of track.

Its the whole las venturas san andreas map and is 300 mb

Can you help me?
 
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