SOLVED How to make the groove 3d?

Discussion in 'Tracks' started by Frank Alexandre, Feb 23, 2015.

  1. fughettaboutit

    fughettaboutit aka leBluem

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    which part exactly? show screenshot of progress
     
  2. Ariel Suraniti

    Ariel Suraniti Member

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    This...

    oh and after that you must
    -make a copy of all the ground layer-stuff
    -join it all together, call it "shrinktarget"
    -then add a shrinkwrap modifier to "fast_lane.ai" with target "shrinktarget"
    -play with "Offset"
     
  3. fughettaboutit

    fughettaboutit aka leBluem

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    -select all road parts where the groove is above -> Shift+D (duplicate), return or click to confirm location
    -Ctrl+J (Join)
    -F2 (rename) -> "shrinktarget"
    -select fastlan (your new groove mesh)
    -add shrinkwrap modifier
    -set "Snap mode" to "Above surface"
    -set "Target" to "shrinktarget"
    -play with "Offset", depending on your unit settings in blender, 0.01 is 1 cm above the surface
     
  4. Ariel Suraniti

    Ariel Suraniti Member

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  5. fughettaboutit

    fughettaboutit aka leBluem

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  6. fughettaboutit

    fughettaboutit aka leBluem

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    -select one face so it gets white, and another face so you cover the road-width:
    [​IMG]

    -then hit "U" in 3d-viewport ->Unwrap
    [​IMG]

    -then it looks like this, below UV-editor:
    [​IMG]
     
  7. fughettaboutit

    fughettaboutit aka leBluem

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    now this new uv-area must be aligned to be perfectly rectangular, in UV-editor hit "W" to get this menu used:
    (if its already looking square-ish - dont let the looks fool you, its probably not !)
     
    Last edited: Aug 9, 2021
  8. fughettaboutit

    fughettaboutit aka leBluem

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    then back to 3d-viewport, select all with "A" then "U" again
    but now -> "follow active quads":


    done!
     
  9. Ariel Suraniti

    Ariel Suraniti Member

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    I could do it. Now I have a problem with materials and textures. When I open it in the kseditor, the texture does not appear. There is the groove, but transparent. You can't see the gumming.
    How do I assign a transparent material to it? Thanks
     
  10. fughettaboutit

    fughettaboutit aka leBluem

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    use "ksPerPixelAlpha" shader and settings like this
    upload_2021-8-13_17-49-55.png
    groovemat.dds
    is basically black in rgb channels, only the alpha channel has something
    upload_2021-8-13_17-51-47.png
    and set all the meshes to:
    upload_2021-8-13_17-53-52.png
     
  11. Ariel Suraniti

    Ariel Suraniti Member

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    Thanks to everyone who helped me. I can do it easily on all tracks. This community is of great help for those of us who, without having too much technical knowledge, dare to try it. I celebrate that. Greetings
     
    fughettaboutit likes this.
  12. GRLap

    GRLap Member

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    Happy new year.
    New year, but as usual I'm completely confused.
    I am developing a new track and want to create the AI "fast lane" and "pit lane".
    I see tutorial videos making these lanes w/ AC content manager developer tools and "driving around". However, based on this thread it would appear you can produce the two "lanes" from the 3D model. I've made this track so I have the 3D model and would like to produce the lanes in Blender.
    I don't understand the workflow as described here. I could create a curve or mesh object that follows the fast line but I don't see how those would be turned into "fast lane.ai" and "pit lane.ai," particularly since the .ai file type is not recognized by blender and I would have no clue how to export an .ai file.

    Also, as these all seem related to a fast or racing line, can someone please explain what are:

    "groove.txt" in data folder
    "groove.kn5" in main folder
    "ideal line.ai" in data folder

    and how these are related to or different from "fast lane"

    thanks in advance.
     
    Last edited: Jan 4, 2022
  13. fughettaboutit

    fughettaboutit aka leBluem

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  14. GRLap

    GRLap Member

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  15. fughettaboutit

    fughettaboutit aka leBluem

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    see tracks\ks_barcelona\layout_gp\data\groove.ini
    (not .txt :) )
    lists all meshes acting as groove, and some params for alpha value to make it dynamic

    edit: the name of your kn5 can be whatever, as long as whatever is mentioned in models.ini
     
  16. GRLap

    GRLap Member

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    I've been all through this thread - countless hours of work - and I can't make the groove work.
    I extruded a groove along a modified fast_lane.ai converted to a curve.
    The groove sits 1.8 centimetres above the track object.
    The shader and object settings are as in #50 above; you can see them in image. The texture is from an existing track.
    In KS editor the groove is a dark path; looks completely unrealistic and nothing like the grooves on other track mods (see image 1.).
    Worse still, in Assetto Corsa the car is immersed in the groove, as though it's in six inches of mud (see image 2.). And this is despite the groove object sitting 0.00018 metres above the track surface.

    1. My track-groove in KS Editor
    nh_groove_kseditor.jpg

    2. My track-groove in Assetto Corsa
    nh_groove_AC.jpg

    I'm at my wit's end here and need help!


    As an experiment, I examined the groove on a track that works "properly" in Assetto Corsa. The groove in this circuit "works" (see image 3.) I then extracted its groove 3d object, texture and persistence files. But when I import those extracted files directly into KS Editor - with no changes - and export them back to .kn5, I get a similar result as in my disaster, i.e. a patchy "painted" groove in KsEditor (see image 4.) and the same in Assetto Corsa (see image 5.)

    Image 3. Circuit with working groove in Assetto Corsa
    croft_AC.jpg


    Image 4. Working circuit's groove (after export) in KS Editor
    croft_groove_kseditor.jpg

    Image 5. Working circuit's groove (after export) in Assetto Corsa croft_groove_AC.jpg


    Please, I would appreciate some thoughtful and comprehensive help!
     
    Last edited: Jan 7, 2022
  17. Johnr777

    Johnr777 Moderator

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    The blend mode for your groove material is set to opaque...

    Change to alphablend
     
  18. GRLap

    GRLap Member

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    John,
    Thank you. And when I changed to alphablend and saw the result (image 1A. here) I thought Eureka!
    But when I exported that as a kn5 and opened in AC, I'm getting the same crap result (image 2.A). How is that even possible? Honestly, I feel like Charlie Brown.

    1.A In KSEditor with alphablend
    nh_groove_kseditor.jpg

    2.A The groove in 1.A exported as kn5, in Assetto Corsa
    nh_groove_AC.jpg
     
  19. Johnr777

    Johnr777 Moderator

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    in-game, use the object inspector app and click on the groove mesh (left ALT + click) .

    Lets see what is says
     
  20. GRLap

    GRLap Member

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    Okay, I figured out object inspector and this is strange. Many of the settings in KSEditor are not carrying over when I export the kn5. For example:

    Shader is “KsPerPixelAlpha” in the editor but “KsPerPixel” in-game

    Transparent is “True” in the editor but “no” in-game

    Blend mode is “eAlphaBlend” in the editor but “opaque” in-game

    KsDiffuse is “0.2” in the editor but “0.1” in-game

    KsSpecular is “0.025” in the editor but “0.1” in-game

    KsSpecularEXP is “20” in the editor but “10” in-game

    And other differences as well.

    I tried deleting the existing kn5, saving it fresh, rechecked but still same issues.

    WTH?
     
    Last edited: Jan 7, 2022
: #track, #groove
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