How to add the track spline in ksEditor?

coolguy6432

New Member
I have been trying to make an AC map of some roads I drive on IRL. I have 2 FBX files in the folder below. The track.fbx is the world/track and the road_lane.fbx is where the car will be driven, so I need to somehow make road_lane.fbx the track spline. Any help would be appreciated. Honestly tho at this point, if you guys get it to work, can you share the KN5 file of the track, as well as teaching me how to do it, thank you.

https://drive.google.com/drive/folders/1_6k8Nhtzefkh9UhY47U2ht1YGJu-a_NQ?usp=sharing
 

fughettaboutit

aka leBluem aka Please Stop This
Moderator
You cannot do that in ksEdiztor.
You should record the AI line.

Though there is my Blender addon (for recorded/existing AI lines mostly) that "almost" exports a 'simple' AI line. Import that AI line into ksEditor, then save from ksEditor again, this will make a full AI line.

It might not have the correct details, the AI line in-game will be only yellow (no green/red parts). Thats why you should record the line with AI app.
 
Last edited:

fughettaboutit

aka leBluem aka Please Stop This
Moderator
looked at your files
note that the terrain meshes will all be triangulated in ksEditor, you dissolved all edges...
and the ai spline - you have a tube - should only have one edge, with ordered vertex indices
 

coolguy6432

New Member
looked at your files
note that the terrain meshes will all be triangulated in ksEditor, you dissolved all edges...
and the ai spline - you have a tube - should only have one edge, with ordered vertex indices
Here’s the issue I’m running into. I have an FBX file of my road (please see the folder below, the file has been updated). My goal is to import it into KS Editor, set it as the main layout, and then export it as a KN5 so Assetto Corsa recognizes it as drivable.

So far, I’ve simply imported the FBX into KS Editor and exported it as a KN5 without setting it as the main layout. When I try to load it in-game, I get this error:

Can’t launch the race: track main layout is damaged

From this, I understand that I must set the FBX as the main layout in KS Editor before exporting, but I have no idea how to do that. Any step-by-step guidance or video references would be hugely appreciated.

I’ve seen your suggestion about recording the AI line, but I can’t do that yet because I don’t have a drive-able version of the track. Any help would be greatly appreciated.

https://drive.google.com/drive/folders/1LY8CnqQERvUILn9-17KExliYrus4KkUF?usp=sharing
 

fughettaboutit

aka leBluem aka Please Stop This
Moderator
"Can’t launch the race: track main layout is damaged"
oh ok, of course one key thing is missing, the name of your road-meshes.
To make those physical, use a names like
1ROAD_1
1ROAD_2...

you would also want a 1PIT_... surface

 

fughettaboutit

aka leBluem aka Please Stop This
Moderator
and one more thing: ksEditor does not make layouts, thats done via "models.....ini" and ui/folder

edit:
and ksEditor is basically only for Shader/Material/Object settings regarding graphics
i.e. you cannot rename things...
edit2:
hint: use File>"Save Persistence", saves settings in a ....fbx.ini text-file, so that you dont need to set stuff again next timeyou load the fbx
 
Last edited:

coolguy6432

New Member
and one more thing: ksEditor does not make layouts, thats done via "models.....ini" and ui/folder

edit:
and ksEditor is basically only for Shader/Material/Object settings regarding graphics
i.e. you cannot rename things...
edit2:
hint: use File>"Save Persistence", saves settings in a ....fbx.ini text-file, so that you dont need to set stuff again next timeyou load the fbx
Hello Fughettaboutit, hope you are doing well bro.

I’m running into this error when I try to launch my track in Assetto Corsa: "failed to launch the race: track main layout is damaged"

I’m trying to make a driveable version of a real-life route. My workflow so far:

1. Imported my route shapefile into Blender.
2. Converted it to a mesh, applied a Solidify modifier to give it width.
3. Added a small plane for the pit/spawn area and positioned it at the first vertex of the road mesh.
4. Assigned dummy materials to both the road and the pit.
5. Exported as FBX from Blender.
6. Imported into KS Editor and exported as a KN5.
7. File structure in AC/content/tracks/home_to_rider:
- home_to_rider.kn5
- ai/ (empty)
- data/ with surfaces.ini and track.ini
- ui/ with dummy PNGs and ui_track.json
- Added models.ini referencing the KN5
8. Checked that the first vertex of the road mesh is physically at the same coordinates as the pit plane.
9. Used object names 1ROAD_1 for the road and 1PIT_0 for the pit as you suggested.

Even after all this, the KN5 still gives the “main layout is damaged” error.

I’ve attached:

- The zipped home_to_rider folder containing all files for the track.
- The FBX used to create the KN5.
- The dummy texture PNG (placeholder_mat) used during export.

Any advice on what I might still be missing would be greatly appreciated — I feel like I’ve done everything you suggested but it’s still not working.

Thanks!

https://drive.google.com/drive/folders/17GdW6CPrw5zvFO2yPBoF_Qki-l7tvM_H?usp=sharing
 

fughettaboutit

aka leBluem aka Please Stop This
Moderator
cant investigate more atm, but seems like your final
"home_to_rider\home_to_rider.kn5"
is way too small, there is something wrong, no 1ROAD... mesh to be found

and your surface.ini is wrong too
look at the "ks_..." tracks and their data\surfaces.ini
all sections start with [SURFACE_..]

the KEY=ROAD
has the name of your custom physical meshes
 

fughettaboutit

aka leBluem aka Please Stop This
Moderator
also your models.ini is wrong too, see also "ks_.." tracks, how they use "models_layout.ini"

if you only have one kn5 (called like the track folder)
then you dont need a models.ini
AC will load that one kn5

maybe you should read the first article here again:
 

coolguy6432

New Member
also your models.ini is wrong too, see also "ks_.." tracks, how they use "models_layout.ini"

if you only have one kn5 (called like the track folder)
then you dont need a models.ini
AC will load that one kn5

maybe you should read the first article here again:
Hello!

So I ended up post poning that project for now. For my first track, I need to do a simple one, just so I can get down how it works.

Anyway, long story short the CM is not showing the orange triangle on the right of the track bar while my previous map was, so I'm sure that's a good sign. But I'm still getting the same error (cannot launch event, main layout damaged)


I really feel like I am just missing one small thing. So I'm gonna attach my track zip, plus my blender and fbx file for the kn5.

edit: adding link

https://drive.google.com/drive/folders/1Q8f-DePbdKcaJ5oHIFIzhG9gfZCoVMDg?usp=sharing
 

coolguy6432

New Member
I actually got the track working? Just a couple things now
-the pit and start are not actually spawning me anywhere near I had the objects in Blender, how to fix?
-my 1WALL, 2WALL, etc, objects are not actually acting as walls/physically stopping the car. How to fix?
note: I have attached the most recent track folder if you need it

 
Top