Featured TUTORIAL Your FIRST car in Assetto Corsa - Basic Guide

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

  1. 3RDNAX3LA

    3RDNAX3LA New Member

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    But i have no colider the collider files i make it's the car.jbx+the empty
     
  2. denis370

    denis370 Member

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    The jbx is 4 Mo ? WTF ?

    ???????
     
  3. denis370

    denis370 Member

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  4. 3RDNAX3LA

    3RDNAX3LA New Member

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  5. denis370

    denis370 Member

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    but which jbx do you say?
    you don't have jbx in assettocorsa
     
  6. 3RDNAX3LA

    3RDNAX3LA New Member

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    the jbx of the drive
     
  7. denis370

    denis370 Member

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    the fbx is 4K, you sent this to me ..
    it was huge and I reduced it to a standard size 0.01 that uses assettocorsa .. in this fbx there are only the geometries, the whole hierarchy of the mannequins is missing
     
  8. denis370

    denis370 Member

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    your fbx was 88K because it was huge in size, now it's half the size
     
  9. 3RDNAX3LA

    3RDNAX3LA New Member

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    So what i need to doknow
     
  10. denis370

    denis370 Member

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    in che senso cosa devi sapere?
    qual era il tuo problema?

    il problema che più sorge quando si importano modelli da altre fonti o mod di terze parti, è che estraendo l'FBX e caricandolo nel software 3D, avrà una scala 1.0, quindi sarà enorme e non lo vedrai in kseditor.
    l'operazione da fare è importare l'FBX nel software 3D, lasciare tutto selezionato, oppure selezionare tutto con il tasto "A" ed esportare impostando la scala di esportazione (che di default è 1.0) impostarla a 0.01 ed esportare nuovamente. quando esporti puoi anche nominarlo allo stesso modo e sovrascrivere il vecchio FBX. ora lo importi di nuovo e hai la scala corretta in tutto.
     
  11. denis370

    denis370 Member

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    in what sense what do you need to know?
    what was your problem?

    the problem that most arises when importing models from other sources or third-party mods, is that by extracting the FBX and loading it into the 3D software, it will have a 1.0 scale, so it will be huge and you will not see it in kseditor.
    the operation to do is to import the FBX into the 3D software, leave everything selected, or select everything with the "A" key and export by setting the export scale (which by default is 1.0) set it to 0.01 and export again. when you export you can also name it in the same way and overwrite the old FBX. now you import it again and you have the correct scale in everything.
     
  12. 3RDNAX3LA

    3RDNAX3LA New Member

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    do you have a gun. I would like to shut my head. I have said what you said and the car doesn't show
     
  13. denis370

    denis370 Member

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    the problem is the materials, it is not the structure that wants race trim ... where did you get this car from?
     
  14. denis370

    denis370 Member

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    the other problem is that you have all the meshes attached and for kseditor it is not readable.
    "A single mesh object shouldn't have more than 64k tris, you should still stay below 48k"

    Your largest mesh has 281K tris, this means you will need to separate many smaller meshes that have no more than 48K tris, otherwise the kseditor will not lay the model
     
  15. denis370

    denis370 Member

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  16. denis370

    denis370 Member

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    I put the files back in google drive, the FBX and the blend file inside the "orig" folder is your original with the dimensions already fixed, but with all the wrong materials.
    The FBX and the blend inside the "file ok" folder is the last one I changed, I removed all the materials and assigned only one slot, as per the racing setup structure.
    I am also attaching the 2 respective blend files.
    I also leave you the FBX file that I made in the video so you can load it in the editor

    https://drive.google.com/file/d/1T3rMdJJJnHkRRFyb_e_GBXgiAo6Iynsa/view?usp=sharing
     
  17. 3RDNAX3LA

    3RDNAX3LA New Member

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    Thanks you very muck
     
    denis370 likes this.
  18. denis370

    denis370 Member

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    I have separated all the meshes for you and put the files inside the "separate model" folder.
    now you can load it into the kseditor without any problems.
    I assigned 5 random materials, 5 colors and saved the persistence file, so now when you load it you will see the car clearly because it will be colored.

    https://drive.google.com/file/d/1gEp7btD9HilnUdh6rO6PJwvGcISDbvi0/view?usp=sharing
     
: tutorial, car mod
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