W.I.P. Mexico 67 Conversion/Scratch Project

Discussion in 'Tracks' started by Ricardo Rey, Aug 7, 2017.

  1. Norseman

    Norseman New Member

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  2. Cobra

    Cobra New Member

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    Love it! Can't wait for it! :)
     
  3. Cobra

    Cobra New Member

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    Ok, I have separated the surfaces (gonna check the PIT) and made their own object, using the AC Naming Convention, next steps: eliminate bumps then add the primitive cubes and finally export it to FBX and fire up KsEditor :)
     
  4. Norseman

    Norseman New Member

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    That would be tremendous LilSKI! Your Riverside and Bridgehampton tracks are my all time favorites for historic racing on AC. I would guess that I've driven Riverside twice as much as all other AC tracks combined. So thank you for your tremendous contributions.
     
  5. Cobra

    Cobra New Member

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    Ok, I was able to export the track from Blender, and import into ksEditor with no errors, Whoooho! :)

    nOOb error I have made:
    For the ksEditor to automatically assign the textures You have used in Blender, place the *.fbx file in the root directory of Your track! (I have placed in data, bad intuition :D ) I think it would be good to add this to the Tutorial, or maybe I have missed it :lol:

    Todo List:
    1. Test Run for checking
    2. Define PIT Surface
    3. Add 2 more timing points for Qualy/Training modes
    4. Add Starting Grid Spawn Points on the track
    5. Re-Texture the whole track, as it's not so pleasant to look at :lol:
     

    Attached Files:

  6. Cobra

    Cobra New Member

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    I have noticed that the tire marks/ideal line transparency is bad, fixed it, yet it still renders weird, is that normal? Also I don't really like those "holes" in it...
     

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  7. Johnr777

    Johnr777 Moderator

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    How does it look in the editor?

    It flickers and looks weird in the modeller because it’s an object probably an inch above another object, the game and the modeler have a hard time with that from a distance, but should look ok up close
     
  8. Cobra

    Cobra New Member

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    It looks even weirder in ksEditor, did I miss something?
     

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  9. Johnr777

    Johnr777 Moderator

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    A few things actually...

    1) raise the groove object in blender slightly, we are talking about an inch or 2

    2) use a DDS texture with an alpha channel, NOT a png.

    3) use ksperpixelAT and enable the transparent line under objects in kseditor
     
    Cobra likes this.
  10. Cobra

    Cobra New Member

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    Thanks Sir for Your help! :) I've raised the groove, and it looks pretty hilarious :lol:) 1 inch is pretty high here :lol:

    I have a backup of the track underneath :)
     

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  11. Johnr777

    Johnr777 Moderator

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    you imported the mesh with the incorrect scale, its too small. Thats why the objects are flicking too.
     
    Last edited: Jan 8, 2019
    luchian likes this.
  12. Cobra

    Cobra New Member

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    Oh crap! Thanks for the headsup, and for Your past/present/possible future patience! :)

    Can I Re-Scale the imported mesh, so I don't need to re-assign all the textures, or should I start from the beginning?

    Edit: I have a backup, I have just realized, sorry, I'm really tired today, I think it's a good tactic to leave this for tomorrow :)
     
    Last edited: Jan 8, 2019
  13. Cobra

    Cobra New Member

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    I think the scale looks good now :) Gonna add textures to the other objects and start to build the surface. I have never done this before (just like anything else about track making :) ), it could be a long time before I finish it :)
     

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    Tibor Solyom likes this.
  14. Cobra

    Cobra New Member

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    I'm happy to announce, that this project is not abandoned! I have realized during the year, I'm not able to bring this track into AC without help so I have found 2 people who help me! Thanks for them, the project is progressing fast, an initial conversion is already done, a from scratch created mesh is on the way! :)
     
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