W.I.P. Shek O [Hong Kong]

Discussion in 'Tracks' started by sunfffd, Aug 21, 2015.

  1. liquido

    liquido Active Member

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    Give me one week and I try to get something better... I can export my self the FBX file to be able to see into AC engine.

    I try to make the full process for you, but if you like you should intall the BTB demo wich have 14 days to test an work in the spline before export it to blender.
     
  2. sunfffd

    sunfffd New Member

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    I fixed the starting point and added pit stop before the starting points.

    Fired up AC, start a practice session but it crashed. Where can I see the logs?
     
  3. luchian

    luchian Administrator Staff Member

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    You probably found them already, but if not : X:\Users\...\Documents\Assetto Corsa\logs
     
  4. sunfffd

    sunfffd New Member

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    I'm still trying to get the workflow right, when I launch the race session with my track, it just jumps back to the car/track selection UI.

    Checked the log file it said something related to "Could not run filter on timeofday"
    Am I missing something?

    Also when I import the track to AC editor the scale still looks strange, I can't have a good look of the track like in the demo video.
    I have assign a road texture to the 1ROAD object but in the AC editor it's still a just a blue surface mesh.
     

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  5. luchian

    luchian Administrator Staff Member

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    Hey @sunfffd
    It's the log.txt that is usually needed (or better yet all the folder). Ideally, you would clean the folder, try to run your track once, and then attache the logs here.

    The road can be blue:
    1/ either because the texture is not kept when assigning it in the editor
    2/ either because you have no UV map coordinates for it ?
    3/ because the scale of your track is totally off (like way too big/small) and the camera is very far away from the actual road (say distance in km) even though it might "seem" ok when simply looking at it (you have no reference point for your track in the sdk - only ingame you can compare it to the car for example).

    I propose you to post some screens (in 3d package, in sdk, ingame - if you reach that far).
    Also, what units are you using and in what 3d software ?

    LE: you could also try to rename/delete the "Assetto Corsa" folder under Documents, and at next launch a new one will be automatically created, resetting all the parameters.
     
  6. sunfffd

    sunfffd New Member

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    hey @luchian

    Here's my test track, I think it's in scale according to the dimensions
    Screen Shot 2015-10-16 at 9.44.09 pm.png
    I placed the AC object cubes around the origin

    Screen Shot 2015-10-16 at 9.44.32 pm.png

    Here's when I import to AC editor, seems ok, I'm not sure about the scale is correct.
    Screen Shot 2015-10-16 at 9.54.48 pm.png

    Firing up AC, and crashed, so here's is the log file, from the last few lines, looks like it crash from file not being found.

    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF8E268B9C)
    00007FFF8E268B9C (KERNELBASE): (filename not available): RaiseException
    h:\dev\devkn5\acs\timeattack.cpp (91): evaluateTimeFromTrackSpline
    h:\dev\devkn5\acs\timeattack.cpp (294): TimeAttack::TimeAttack
    h:\dev\devkn5\acs\sim.cpp (448): Sim::Sim
    h:\dev\devkn5\acs\splashscreen.cpp (296): SplashScreen::postRender
    h:\dev\devkn5\ksgame\game.cpp (185): Game::eek:nIdle
    h:\dev\devkn5\ksgame\game.cpp (210): Game::run
    h:\dev\devkn5\acs\acs.cpp (411): wWinMain
    f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF8E9913D2)
    00007FFF8E9913D2 (KERNEL32): (filename not available): BaseThreadInitThunk
    ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF90F35454)
    00007FFF90F35454 (ntdll): (filename not available): RtlUserThreadStart

    I'm running AC from Mac Bootcamp, not sure if it's the cause
     

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  7. luchian

    luchian Administrator Staff Member

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    Hey @sunfffd
    At a quick view, from the log file it seems the crash is provoked by some app (or maybe car ?) you are running, and not the track itself.
    Have you tried with other content ?

    You could try disabling all apps from the menu, and then run the game.
    Let us know the result.
     
  8. sunfffd

    sunfffd New Member

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    @luchian
    yes thats strange, I'm just using the stock lotus and I didnt have any apps enabled in the race screen.
    Other tracks are loaded properly too.

    I have included the track folder here, it also has the blender and kn5 file, can you give it a try maybe?

    https://dl.dropboxusercontent.com/u/91575902/sheko.zip

    https://dl.dropboxusercontent.com/u/91575902/sheko.blend

    Edit: alright after some troubleshooting and settings tweaks finally I got the track loaded :D

    But the track scale is obviously off, look how I'm in the middle of that two yellow lines, I checked blender over and over again, the track width should measure around 6 meters, but the whole track plane mesh is 200 meters, is that the cause?
    Screenshot_bmw_m3_e30_drift_sheko_17-10-115-14-11-18.jpg
    Screenshot_bmw_m3_e30_drift_sheko_17-10-115-14-1-11.jpg
     
    Last edited: Oct 17, 2015
    luchian likes this.
  9. luchian

    luchian Administrator Staff Member

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    I was looking at your file now. Good you've got it sorted :).
    Scale seems ok in Blender. Are you sure you've checked everything right when exporting ?

    [​IMG]
     
  10. sunfffd

    sunfffd New Member

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    hmm I'm exporting with +Z forward, does that matter?
     
  11. luchian

    luchian Administrator Staff Member

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    No, I don't think so. But running out of ideas :)

    Sent from my GT-I9100 using Tapatalk
     
  12. sunfffd

    sunfffd New Member

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    hmm, heres my export settings
    Screen Shot 2015-10-18 at 6.05.37 am.png
     
  13. luchian

    luchian Administrator Staff Member

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    Supported fbx type is 2012. Don't exactly know which version coresponds to it. Maybe try 7.2 also ?

    Sent from my GT-I9100 using Tapatalk
     
  14. sunfffd

    sunfffd New Member

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    oh man.. it's the Apply Unit checkbox..
    I unchecked it and the scale is correct now. Finally sorted it out LOL

    Screenshot_bmw_m3_e30_drift_sheko_18-10-115-6-35-57.jpg

    And the ACeditor got some updates just now.

    so I'd like to confirm a bit of things:
    1) does AC editor got any origin, if so is it the blender origin? or it's the average center point of the track?
    2) if I update my track in blender, maybe adding some trees or objects, do I need to import to the AC editor and assign all the shaders all over again? that seems quite counter intuitive, there could be like tons of objects to update
     
    Last edited: Oct 18, 2015
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  15. luchian

    luchian Administrator Staff Member

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    Great !

    1/ AC editor will respect whatever origin you setup in Blender. This will be especially important for trees and vegetation for examples, if you want the AC engine to handle normals automatically (and you DO want that :) ). See here for more info.

    2/ Just save the persistence. As long as you will keep the same name for the files, you'll be able to update it as many times as you wish, shader settings will be remembered. You can watch the intro video from Simone, that can be found in my track guide (section 2A).
     
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  16. sunfffd

    sunfffd New Member

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    Now I have constructed a path again along the google map terrain and have a plane with array and curve modifier applied. Is there a way to make all my planes facing upward (so the road is flat)? I got some funny roller coaster track along some of the corners with different elevation. :D

    And after that if I want to add some bank, what is the preferred way to do it? Cheers

    Screen Shot 2015-10-19 at 6.13.41 pm.png
     
  17. luchian

    luchian Administrator Staff Member

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    You need to pay attention to the normals orientation of your original bezier curve (look at it in 3D, not only 2D; and play with the handles to correct it).

    bezier_1.jpg
    bezier_2.jpg
    bezier_3.jpg

    Same aplies if you'd like to add some specific banking (and you know it from the start).

    If you'd liek to add the banking once the road is finished, one way will be to edit directly the road geometry [go to edit mode, go to vertex selection mode, enable proportional editing - and have fun :) ].

    Just in case you don't know the proportional editing button, here it is:
    proportional_1.jpg

    And for the mode select (you'll probably leave it on smooth initially):
    mode_1.jpg
     
    Willy Wale and sunfffd like this.
  18. sunfffd

    sunfffd New Member

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    :banghead: i used just a normal path
    I should be using nurbs curve so I can have tilt control :banghead:
    but overall I get the idea and my basic track can be loaded successfully!
     
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  19. sunfffd

    sunfffd New Member

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    Finally the first runnable version is ready :D
    Now it's time building the surroundings.

    I think the road surface is too smooth, is there any parameter to set the "roughness"?
    Also how can I make invisible walls? Must I use a transparent png texture?
     
  20. luchian

    luchian Administrator Staff Member

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    Nice ! :)
    Well, there isn't really a 1-click solution to getting the road rough. But you could play with the randomize modifier and then re-adding some smoothness. Be careful with the intensity, AC is very sensible even at small values (which will feel rougher than they look).

    2 pics, just for reference:

    flat.jpg

    rough.jpg

    For the second question, you just need to set the "render off" parameter for that object inside SDK editor. Normally should be automatically to Off, but just in case.
     
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