1 - Yeah, I'm gonna break the track down into more digestible pieces. 2 - Thanks for the link. I'll check it out. 1 - Yes indeed I haven't been often on the official website, I hope to find detailed information, I really need it. 2 - Effectively analysing in retroengineering the tracks of the game remains a sure value. Anyway today I'm still not clever enough to make a track alone and without occasional help, thank you for your attention it's very useful. I'm continuing my investigations and hope to be able to show you something presentable soon. One last thing, the latest Blender to Assetto Corsa Tutorial video is from 2014. I'm preparing an updated reboot for Blender 2.8 in the same spirit, can I share it here, and therefore on youtube, when it's done?
as promised the video Blender 2.8 to Assetto Corsa Tutorial if there is a problem or an issue with the video or its content please comment
Hey, Koke. I've taken Theodore's description (for mention of the author) in description of my video. with the link to his original post. Of course, I'm willing to mention Luchian. Do I have to do it in description, where how ? @luchian
No problem, share what you will, as long it is useful for the community. That is the only goal of this site. Matter of fact, the first video, which is in the opening post of my guide, does not belong to me or ACM. I don't even know the guy that did it. It was useful, therefore, I did not mind to post it. Good luck, have fun, take breaks
Hi, update with 2x speed and another thumbnail, the first one was deleted i added a link to Assetto Corsa Mods web site if this is a problem please tell me. cheers
good news, the research is slowly yielding good results. i'm now having fun with the ksMultilayer_fresnel-nm. so huge all with gimp no worries and no bugs so far, am'i lucky ?!!! I'm not getting into large-scale modeling yet. I'm just testing and finding out without pressure. kseditor is so awesome, thanks kunos developer
Hello modder community. Today I'm trying to understand how to align the layout map correctly. The X and Z coordinates as you can see are at zero In the yellow circle the map shows me in the position marked by the letter A when in reality I am in B. I'm looking for info to correctly align the map in size and position with respect to the car's path would you have a link that could help me please? Cheers! EDIT: I found the information I was looking for here. Thank you for taking the trouble to read me and have a nice day tip n°1 > https://assettocorsamods.net/threads/track-map-help.823/ tip n°2 > https://assettocorsamods.net/threads/how-can-i-make-ai-path.234/
here is the summary of Luchian's post (taken from lilsky) on the advanced road shader *if there were errors or inaccuracies, remarks or elements to be corrected do not hesitate to point it out. see here for the original > https://assettocorsamods.net/threads/photo-quality-road-surface.834/
hello, today the continuation of the advanced shader. I'm following in the footsteps of LilSki and it's not easy. based on his information i tried to reproduce and understand the use of the ksMultilayer_fresnel_nm only difference being the normal map with the same dimensions as the main track to match the road wears what I don't understand is that the rendering is not as sharp and clean as at LilSky maybe I should have a sharper road texture and a softer alpha? I still don't understand all the subtleties of the ksMultilayer_fresnel_nm but I still get a result... imperfect all textures in dds, fbx, and kn5 file https://drive.google.com/drive/folders/1LkYAWJH4ZkXXwhZg5ZMVR7R_qvJ4l7A-?usp=sharing see instead ashpalt-main asphalt-main-mask ashpalt-main-details cracks ashpalt-main-noise_NRM
Hello, Always hoping to better understand the advanced shader I created a working base to understand the influence of the ksMultilayer_fresnel_nm node. Linked a 7zip file with the useful files to reproduce the example. (dds-fbx-blend file) https://drive.google.com/file/d/12lgekstLYnFgFwJOQTOGl9fwJgO248tW/view?usp=sharing
txDetailA is the alpha channel of the mask texture, so you technically get the option to use 4 detail maps (if the alpha is white). In your example, you are using the main diffuse in that slot. You shouldn’t, just load up another detail map, or use a small NULL texture.
hello, Today I do not understand why the car appears with damage. I tried several things to find the origin of the problem such as changing the geometric origin of the road so that it is at the center of the world or even of the mesh but none of them gave results. I'm at a dead end. Do you have an idea? Have a nice day!
seems like the spawn point is broken...check if the AC_START_0 or AC_PIT_0 dummy is too low or rotated the wrong way...
the empties are approximately 1 meter from the ground. the road is not perpendicular, because of the shrinkwarp it slopes slightly down the valley. when the auto spawn it seems that it suffers instant damage as if it was falling from above. I tried to place the start at different heights but the problem persists. this is very strange...
Few things. From what I understand - No Y rotation on your spawn objects. They should spawn ok even on angled ground (?) but any Y rotation destroys the car - I dont think timing objects have to be placed on the ground like that. They can float in the air. Might save a bit of time -Your pit object (spawn object) has the wrong scale and thats why the pit box is too big... I speak from experience on that one.
Hello to all Looking for a deeper understanding of ksmultilayer_fresnel_nm I am looking for documentation on the use of the txDetailA channel [6]. I have a basic understanding of points 1 to 7 except 6 Would you have a link to help me understand this element better, when and how to use it? Thanks for the help
Its the alpha channel from your mask texture (Red - Green - Blue - Alpha) Works just like the other 3 channels, so you can have a 4th detail map if needed
Wow easier than I thought Thanks for the quick answer Johnr777 With this information I understand that to have a very detailed track 5 textures are enough and as many masks as needed for various declinations see infinite knowing that for each added mask it will be necessary to count one more material in kseditor is that right ?