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"
-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
Thanks a lot. I could creat it. I have new problem with materials and map... Could you help me about it?
-select one face so it gets white, and another face so you cover the road-width: -then hit "U" in 3d-viewport ->Unwrap -then it looks like this, below UV-editor:
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 !)
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
use "ksPerPixelAlpha" shader and settings like this groovemat.dds is basically black in rgb channels, only the alpha channel has something and set all the meshes to:
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
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.
making fast_lane.ai, you need that anyway for a fully working track: https://assettocorsamods.net/threads/red-line-track.1806/#post-13007 Blender import addon for fast_lane.ai: https://github.com/leBluem/io_import_accsv
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
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 2. My track-groove in Assetto Corsa 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 Image 4. Working circuit's groove (after export) in KS Editor Image 5. Working circuit's groove (after export) in Assetto Corsa Please, I would appreciate some thoughtful and comprehensive help!
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 2.A The groove in 1.A exported as kn5, in Assetto Corsa
in-game, use the object inspector app and click on the groove mesh (left ALT + click) . Lets see what is says
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?