Discussion in 'Car Models | Physics' started by luchian, Aug 22, 2017.
find this information on the pipeline document in the assettocorsa dev folder
1) The collider should have no more than 40/60 triangles.
2) A material called “GL” must be assigned to the collider inside the editor. This is a special material specifically made for meshes that are not rendered. Meshes with this material are used only for collisions.
3) The collider must not extend with any vertex, under the floor of the car.
4) The collider must have no holes. The mesh must be closed. Once the collision mesh is done, simply save the fbx from the editor like a kn5 file, using name “collider.kn5”. The file must be placed in the same folder of the car LODs.
Ok but i doesn't understand why the car don't show up (i put the 2013 fxb
because you surely have the wrong stairs
send me the fbx
also il fbx.ini
i don'thave .ini for the fbx
if you want send me the FBX that I look at the stairs or the problem you have, otherwise you try
i can't because the website doesn't spport
sure, you have to send it with google drive for example
do you use blender or 3ds max?
if you use blender send me the .blend file
I DONE, YOU HAVE BOTH THE BLEND FILE AND ALSO THE FBX
So for the Collider what is need to do because i doesn't understand
you should read the pipeline inside the setup folder dev ... send me the collider too
The jbx is 4 Mo ? WTF ?
Separate names with a comma.