Need some advices to start ( workflow)

Discussion in 'Tracks' started by pixsim, Oct 10, 2021.

  1. pixsim

    pixsim Member

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    Hello Guys
    After many weeks, I admit than I need help to put a track in AC.
    I have seen some tutos on youtube also read the great post "Build your first track" Basic guide tutorial".
    But my first experiences are not positive.
    The mains issues:
    the car fall through the track in game. OK I have seen that it could be due to the object naming versus the name writed in the surface.ini
    the object have this name 1ROAD_RaceSurface01 , so for me it's look good.
    I also thought to a wrong AC_START_0 position , even with 2-5-10 m high , i have the same case.
    I start to think about a wrong workflow.

    First I meet some pb with AC editor , than I found really not ergonomic.

    My workflow
    1- from my 3d scene I extract the mesh in an obj ( so the 1ROAD_RaceSurface01.obj)
    2- import the obj in 3dsimed ( so all the initial mesh needed AC_START_0; AC_PIT_0, etc .. )
    3- set all the material needed
    4- export all the scene in kn5 file
    5- launch the game

    So my first questions
    any one use the same workflow with 3dsimed to build the first track structure ) ?
    is it really necessary to work with AC editor to mod for AC ?

    Thanks in advance for all advices
    ;-)
     
  2. Johnr777

    Johnr777 Moderator

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    KsEditor is the official modding tool for AC, so yes, it is necessary. Especially if you want a decent result.

    A good workflow should be = Modeler -> FBX export -> KsEditor -> KN5

    Nothing against 3DSimEd, but it should not be used when building a new track…
     
    EKO Sim-Racing likes this.
  3. pixsim

    pixsim Member

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    Hello
    sorry again to ask few advice, but I come from Rfactor 2 modding, so I need to clear understand the AC modding process.
    Following your last advice I have start to take a look on KS editor , but still some questions than I don't found the answer.
    I like modding step by step , implement first track, grass, and after. And add after one by one by the rest of the other object and test it in game.

    So with KS editor , it's look like you done it in one batch ( one time ) , I don't find the way ( option ) to save the scene , add new object (fbx) in the KSeditor , save the scene again.

    It's look like you export all the scene from the 3d editor in one fbx object ,
    in Ks editor , I have not found the button to save the scene , the option to give me the possibility to add others object later in the process.
    ( actually I have a pb with my scene the global export in fbx crash)
    be great if you have some advices
     
  4. luchian

    luchian Administrator Staff Member

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    Hi @pixsim,

    Would you be interested in a live exchange?

    We can schedule a meeting on Discord, I answer all most* your questions. And you tell me a few things about rF2. I have been looking for some time to get 1 track in rF2, but did not manage to.

    * in the limit of my abilities :D
     
  5. pixsim

    pixsim Member

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    hey @ Luchian
    yes. a live exchange will be great ,
    we can organize something like this ;),
     
    luchian likes this.
  6. Ze70r

    Ze70r New Member

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    I have the same problem with 3dsimed . I did what is written in the tutorial i renamed the road objects with 1Road_(name of the obj) and my car still fall through the track.Is there any solution , or could that be related to Axis?.I am trying to convert a fictional track from rF , i did assigned AC_PiT_0, car spawns corectly but cant manage it to stay on the road......
     
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