Featured TUTORIAL Your FIRST car in Assetto Corsa - Basic Guide

Discussion in 'Car Models | Physics' started by luchian, Aug 22, 2017.

  1. Johnr777

    Johnr777 Moderator

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  2. pawel12

    pawel12 New Member

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    @Johnr777
    how to do it ? I've never done anything like this. the car in which I have a problem with mirrors is the first one that I mod
     
  3. denis370

    denis370 Member

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    Johnr777 asked you for the mesh you have in 3D software, Blender, 3D max etc ... you showed in 3DSimed but you can't see anything there ..
    if you want the mirrors to work well you must have the meshes done as the pipeline document indicates, where you can see a demonstration of how the associated material should project "MIRROR_PLACEMENT.jpg"
     
  4. denis370

    denis370 Member

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    you must know how to use 3D Blender or 3Dmax software and import the FBX of your mod, but if you have no knowledge it is complicated
     
  5. pawel12

    pawel12 New Member

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    someone wants to explain to me step by step how to fix or do it?
     
  6. denis370

    denis370 Member

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    I know my answer will disappoint you, but if you don't know modeling with 3D software, import and export FBX, assign materials in kseditor and extract the kn5 of your mod, nobody will be able to give you a tutorial long enough to teach you all the processes. if you want to learn you have to follow some tutorials that you already find on the net for 3D modeling, then you will have to try, experiment a little at a time, but the road is long and complicated if you start from scratch without any basis.
     
  7. denis370

    denis370 Member

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    even this same basic luchian tutorial assumes that you know at least a little 3D modeling, and in fact teaches the first steps and the first fundamental concepts not to make a mod, but to understand the basics and create a first simple model that can work .
    My advice is to download Blender, it's free, it's immediate and you can find hundreds of tutorials, I don't want to spoil anything, but it's very easy to approach blender than other software.
    when you know how to use a little blender you will have to understand how to load a mod into it, and then from there another world will open that you will have to learn .. in short, you have to put your own because it is not easy and no one will ever be able to dedicate so much time to you ..
    I learned by myself, it took me 2 years, because you will run into problems continuously and you will have to understand, solve, try again ..
     
  8. Martin Lacina

    Martin Lacina New Member

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    Hello guys. I would like to ask you for a favour to explain me how the suspension relationship between the graphical wheels and numbers stored in suspension.ini. I supposed the values (WBCAR_TOP_FRONT etc.) are the coordination of that poins against the WHEEL_LF etc. dummies in 3D. But for example when i shift that empty axis back by 0,5m together with the 3d child wheel end export that model to kn5 the suspension points are highlighted in previous position not in the new one. Also when i see in Content manager that the physical wheels are not aligned with the 3d wheel but they are sunken under the road (3d wheel are touching the ground so they are ok). Which parameters in which file define the Z coordination (means global Z) of the wheels? Thank you so much for your answer.
     
  9. denis370

    denis370 Member

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    in content manager you have to select CMshowroom, then select "car params" (the symbol in the shape of a car) and then at the bottom of the wheels section check the "aling using data" box, and you will see that you will see the exact set-up that the your car, you will also see the shift you will make in the suspension by changing the data WBCAR_TOP_FRONT etc
     
  10. Martin Lacina

    Martin Lacina New Member

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    Ok. Thanks i got it. One more question. Im trying to align my model via suspension.ini to match as much as possible with visual wheels (size, wheel track and width) but still the visual wheels are approx 20cm above the physical ones given by susp.ini. Afterwards when i hit Align using data the visual wheels are going to try to align with the reference wheels but suddenly they disappear and the car body is sunken under the ground. In blender the wheels and the empty dummies has he same origin point and the wheels are touching the ground. Carbodies origin point is in the world's origin so also on the ground. All te meshes has scale 1, dummies has no scale at all, just a rotation 90deg around X. Everything seems to be performed properly but still im not able to see those wheels in the game. Thanks in advance.
     
  11. denis370

    denis370 Member

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    The car must be aligned with the data inside car.ini by playing with the values in the section
    [BASIC]
    GRAPHICS_OFFSET = 0, -0.56, -0.21.

    the wheels can be aligned by playing with the data in suspension.ini,
    [BASIC]
    WHEELBASE = 2.385
    CG_LOCATION = 0.62

    [FRONT] and [REAR]
    BASEY = -0.27
    TRACK = 1.550

    and also with the data in the section:
    [GRAPHICS_OFFSETS]

    tire sizes can also align the tires to the ground.

    In your case, however, it is likely that you have replaced the tires or changed the scales, and if so, you will never see the wheels in game unless you give the right scales.
    it doesn't matter if you have the scales at 1.0 and you export with a scale of 1.0, your tires may need a scale of 0.1, 0.01etc in the 3D software and then always export with a scale of 1.0
     
  12. Martin Lacina

    Martin Lacina New Member

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    I think in my case i scaled down everything (except dummies) to 0,01 scale and than in fbx export i chose Scale 1.0. In this case in KS editor the car has correct scale. Another way was to keep the scale in 3d so everything is in real dimensions but in exporter i choose 0,01 so again in KS it has correct scale. This scale mismatch between the 3d software and KS editor and AC game confusing me a lot.
     
  13. denis370

    denis370 Member

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    if you want to send me the project files I try to look at them, send me the FBX of the project and also the persistence file of the materials and the folder of the textures
     
  14. Martin Lacina

    Martin Lacina New Member

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    So ok. I found out the wheel are there but 100 times smaller. :-D but don't know what is wrong. Bellow i packed only just the wheels with suspension (FBX, Textures folder+ini persistance and also data folder). If you will find what is wrong i would be grateful. Thank you.
     

    Attached Files:

  15. denis370

    denis370 Member

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    if you don't send me the whole car I can size the wheels but I don't know how the rest of the car will be.
    and the whole folder I asked you to be able to try it if in game everything was ok.
    now you just sent me the wheels and the DATA folder
     
  16. denis370

    denis370 Member

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    however the dimensions of your wheels are correct if you export them in scale 1.00
     
  17. Martin Lacina

    Martin Lacina New Member

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    I didn't want to send you everything because the models are not my work so i don't want to get into troubles. :confused: Its only for my personal investigation. But i can send you as the personal massage or via email like link to dropbox.
     
  18. denis370

    denis370 Member

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    it does not matter, if you do not want to disclose the material it is not a problem, know that the wheels as size are ok
     
  19. Martin Lacina

    Martin Lacina New Member

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    Ok. Thank you for your help anyway. Honestly the bodywork does the same like just this suspension. If click Align in CM wheels are 100 times smaller and everything is going undreground. Perhaps finally i'll reveal right problem.
     
: tutorial, car mod
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