Track mod not loading and textures null

Discussion in 'Tracks' started by formergamer3, Nov 21, 2018.

  1. formergamer3

    formergamer3 New Member

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    Hi,

    I tried creating a track but it wouldn't load. I even tried the following:

    Testing purpose only, so don't flame me.

    -Take a track that's already made. Export the .kn5 file to 3dsim
    -Loads up fine with all the texture
    -export to both blender and 3ds max
    -from there, re-export to kseditor

    Problems
    -textures are null (do we have to reassign ALL the textures individually? Time consuming)
    -track won't load up in game. Screen flashes a few times and takes me back to main menu
    -I even made a very simple track consisting of a large square. Assigned material in blender. Created the ai, ui, etc folders. Track still didn't load in game

    -I wanted to finish a track of a friend of mine. He had the fbx files and the other required folders. I was able to load that up into kseditor and export as kn5 and it worked. I didn't do any different.
    -I just don't know why when I take a pre-made track, do a few exports and imports and it doesn't work.

    Thanks
     
  2. luchian

    luchian Administrator Staff Member

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    If you did not generate an ini file, then yes.
    Imagine how long it took to actually make the track from scratch.. :rolleyes:
     
  3. Johnr777

    Johnr777 Active Member

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    Sounds like you are all over the place dealing with FBX format, blender, 3ds max, 3DsimED...

    Highly recommend you read the tutorial pinned at the top of this forum, there's more to it than just "a square and a material" to get it to work... there are naming conventions, spawn objects, etc. Get the basics down, understand whats required first, IMO.
     
    luchian likes this.
  4. formergamer3

    formergamer3 New Member

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    Yeah, I was trying a few programs to see if it made any differences. I have read and watched the tutorials many times. I did do the naming conventions for the roads, pits, ac_start, etc. I used two cubes and placed them at least 1 m above ground and named them the spawn points.
     
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