• Dear visitors,

    The email issue seems to have been finally solved.
    Thank you for your patience and happy browsing.

    Team ACM.

TUTORIAL Your FIRST car in Assetto Corsa - Basic Guide

GASCORE99

New Member
Hi there! I hope I'm not too late at the topic, I recently started doing blender car modeling and I was wondering about getting them exported to AC. Reading this topic helped me a lot, but honestly I'm a little lost with the shading proccess, so here's the deal:

-What are the materials I should consider in order to identificate them after export from blender?
-I have over 20 shaders in each model, is that much??
-What about PBR textures? Does KSEditor read the UV mapping from Blender?

-And about the scale: Blender works in meters, my models are 1:1 scale in Blender. Is that accurate in KSEditor?

I hope not to look that noob but in fact I am :(:(:(

All the feedback is welcome!!

Thank you all.
 

denis370

Active Member
Ciao! Spero di non essere arrivato troppo tardi sull'argomento, di recente ho iniziato a modellare le auto di Blender e mi chiedevo se esportarle in AC. Leggere questo argomento mi ha aiutato molto, ma onestamente sono un po' perso con il processo di ombreggiatura, quindi ecco l'affare:

-Quali sono i materiali che devo considerare per identificarli dopo l'esportazione dal frullatore?
-Ho più di 20 shader in ogni modello, è così tanto??
-E le trame PBR? KSEditor legge la mappatura UV da Blender?

-E sulla scala: Blender funziona in metri, i miei modelli sono in scala 1:1 in Blender. È accurato in KSEditor?

Spero di non sembrare quel niubbo, ma in realtà lo sono:(:(:(

Tutti i feedback sono i benvenuti!!

Grazie a tutti.
hello.. if you don't have any experience with kseditor and blender, it's difficult to be able to explain everything to you..
Anyway...
blender, if it's not already, you should set it to meters, but cars and everything loaded into AC is 0.01 scale
In case you have loaded an auto kunos or other mod in blender, most likely you will have scales 1.0 in blender, you will have a huge 3D and it will not be loaded in AC or kseditor, or if it is loaded you will not be able to see it probably because it is huge..

To restore the right scale you must select everything with the A key, export the fbx by setting the export scale to 0.01 (by default it is 1.0 in export).
now close the project and in a new blender window load the new fbx which will now have the right dimensions.

In your case you have a scale of 1.1, you should select everything with the A key, apply a scale by pressing (ctrl->A->scale), now you should have everything at a 1.0 scale, now export the fbx setting an export scale to 0.01
Now loading the new fbx you should have the correct scales at 0.01 with the correct dimensions.

Modifying scales, applying scales to emptys such as wheels, in AC can cause problems in loading or wheel proportions\positions, so it is always better to have the correct hierarchies and scales of an empty before parenting it with another empty.

To understand if your dimensions are correct you can upload an example fbx file that you find inside your folder "assettocorsa\sdk\dev\car_pipeline_2.0rev\car-pipeline-1.03\EXAMPLE FBX" and upload the file "TEMPLATE_CAR_demo_V1.fbx" .
This file contains a simplified 3D of an example car, you will also find the correct hierarchy of all empty and orientations and scales.

Each mesh, before importing the project into kseditor, must have a UV projection that you will have to do in blender, to give a correct position to the textures that you will later apply in kseditor, and each mesh must have a material assigned in blender, the Material name has no importance for AC operation.
when you have assigned a material to each mesh and made the right UV projections you can import the project into kseditor.
In kseditor you will have to assign each material a shaders, and to each shaders you will have to give the right values and depending on the assigned shaders and the mesh, you will have to assign the right textures, and give transparencies in the case of glasses and lights.
in the pipeline document that you always find in "assettocorsa\sdk\dev\car_pipeline_2.0rev\AC_Pipeline_PUB_Rev2.0.pdf" you can still find some guides, rules and examples.
 

GASCORE99

New Member
hello.. if you don't have any experience with kseditor and blender, it's difficult to be able to explain everything to you..
Anyway...
blender, if it's not already, you should set it to meters, but cars and everything loaded into AC is 0.01 scale
In case you have loaded an auto kunos or other mod in blender, most likely you will have scales 1.0 in blender, you will have a huge 3D and it will not be loaded in AC or kseditor, or if it is loaded you will not be able to see it probably because it is huge..

To restore the right scale you must select everything with the A key, export the fbx by setting the export scale to 0.01 (by default it is 1.0 in export).
now close the project and in a new blender window load the new fbx which will now have the right dimensions.

In your case you have a scale of 1.1, you should select everything with the A key, apply a scale by pressing (ctrl->A->scale), now you should have everything at a 1.0 scale, now export the fbx setting an export scale to 0.01
Now loading the new fbx you should have the correct scales at 0.01 with the correct dimensions.

Modifying scales, applying scales to emptys such as wheels, in AC can cause problems in loading or wheel proportions\positions, so it is always better to have the correct hierarchies and scales of an empty before parenting it with another empty.

To understand if your dimensions are correct you can upload an example fbx file that you find inside your folder "assettocorsa\sdk\dev\car_pipeline_2.0rev\car-pipeline-1.03\EXAMPLE FBX" and upload the file "TEMPLATE_CAR_demo_V1.fbx" .
This file contains a simplified 3D of an example car, you will also find the correct hierarchy of all empty and orientations and scales.

Each mesh, before importing the project into kseditor, must have a UV projection that you will have to do in blender, to give a correct position to the textures that you will later apply in kseditor, and each mesh must have a material assigned in blender, the Material name has no importance for AC operation.
when you have assigned a material to each mesh and made the right UV projections you can import the project into kseditor.
In kseditor you will have to assign each material a shaders, and to each shaders you will have to give the right values and depending on the assigned shaders and the mesh, you will have to assign the right textures, and give transparencies in the case of glasses and lights.
in the pipeline document that you always find in "assettocorsa\sdk\dev\car_pipeline_2.0rev\AC_Pipeline_PUB_Rev2.0.pdf" you can still find some guides, rules and examples.
Thank you very much for your response!! In fact, I had experienced scale issues in kseditor after I import my meshes, It looked like I was inside a giant car, there was no way to saw it fron the outside, no matter how much I zoomed out, so I suppose that should be solved scaling to 0.01.

Thanks again!!
 

GASCORE99

New Member
Thank you very much for your response!! In fact, I had experienced scale issues in kseditor after I import my meshes, It looked like I was inside a giant car, there was no way to saw it fron the outside, no matter how much I zoomed out, so I suppose that should be solved scaling to 0.01.

Thanks again!!
hello.. if you don't have any experience with kseditor and blender, it's difficult to be able to explain everything to you..
Anyway...
blender, if it's not already, you should set it to meters, but cars and everything loaded into AC is 0.01 scale
In case you have loaded an auto kunos or other mod in blender, most likely you will have scales 1.0 in blender, you will have a huge 3D and it will not be loaded in AC or kseditor, or if it is loaded you will not be able to see it probably because it is huge..

To restore the right scale you must select everything with the A key, export the fbx by setting the export scale to 0.01 (by default it is 1.0 in export).
now close the project and in a new blender window load the new fbx which will now have the right dimensions.

In your case you have a scale of 1.1, you should select everything with the A key, apply a scale by pressing (ctrl->A->scale), now you should have everything at a 1.0 scale, now export the fbx setting an export scale to 0.01
Now loading the new fbx you should have the correct scales at 0.01 with the correct dimensions.

Modifying scales, applying scales to emptys such as wheels, in AC can cause problems in loading or wheel proportions\positions, so it is always better to have the correct hierarchies and scales of an empty before parenting it with another empty.

To understand if your dimensions are correct you can upload an example fbx file that you find inside your folder "assettocorsa\sdk\dev\car_pipeline_2.0rev\car-pipeline-1.03\EXAMPLE FBX" and upload the file "TEMPLATE_CAR_demo_V1.fbx" .
This file contains a simplified 3D of an example car, you will also find the correct hierarchy of all empty and orientations and scales.

Each mesh, before importing the project into kseditor, must have a UV projection that you will have to do in blender, to give a correct position to the textures that you will later apply in kseditor, and each mesh must have a material assigned in blender, the Material name has no importance for AC operation.
when you have assigned a material to each mesh and made the right UV projections you can import the project into kseditor.
In kseditor you will have to assign each material a shaders, and to each shaders you will have to give the right values and depending on the assigned shaders and the mesh, you will have to assign the right textures, and give transparencies in the case of glasses and lights.
in the pipeline document that you always find in "assettocorsa\sdk\dev\car_pipeline_2.0rev\AC_Pipeline_PUB_Rev2.0.pdf" you can still find some guides, rules and examples.
I have 1 year experience in Blender, anyway, I figured out almost everything. I could import my car to the game but I still having some issues to do a proper shading to the cars. Colors still look like "plain". What shaders should I choose in KSEditor for glasses and car paint and chromes? Thanks for the help
 

denis370

Active Member
I have 1 year experience in Blender, anyway, I figured out almost everything. I could import my car to the game but I still having some issues to do a proper shading to the cars. Colors still look like "plain". What shaders should I choose in KSEditor for glasses and car paint and chromes? Thanks for the help

You can use for paint if you want to implement dirt as well, but it requires more work: ksPerPixelMultiMap_damage_dirt

Otherwise always for paint without dirty effects, but also for plastics and fabric materials you can use: ksPerPixelMultiMap

For glass you can use: ksPerPixel or ksPerPixelReflection setting the Alpha blend and the transparency

For chrome you can use: ksPerPixel or ksPerPixelMultiMap.

What matters so much, more than the shader you use, is creating good textures, good UV maps, and using the right textures, the right texture maps and normal maps.

With content manager you have the possibility to look in the CMshowroom how the other mods and auto kunos are made, the shaders that have been used, the values of shaders and the textures used, use it to learn
 

GASCORE99

New Member
You can use for paint if you want to implement dirt as well, but it requires more work: ksPerPixelMultiMap_damage_dirt

Otherwise always for paint without dirty effects, but also for plastics and fabric materials you can use: ksPerPixelMultiMap

For glass you can use: ksPerPixel or ksPerPixelReflection setting the Alpha blend and the transparency

For chrome you can use: ksPerPixel or ksPerPixelMultiMap.

What matters so much, more than the shader you use, is creating good textures, good UV maps, and using the right textures, the right texture maps and normal maps.

With content manager you have the possibility to look in the CMshowroom how the other mods and auto kunos are made, the shaders that have been used, the values of shaders and the textures used, use it to learn
Ok, that was really helpfull!! Thank you for your feedback denis!
 

GASCORE99

New Member
Ok, I was making lots of improvements in my model so far, sorry if I look too noob.
Is there any way to import the kn5 model in kseditor with all the shading info? I need to modify one particular material but I couldn't figure how to import my kn5 model so I don't need to reshade every mat again...
 

denis370

Active Member
Ok, ho apportato molti miglioramenti al mio modello finora, scusa se sembro troppo noob.
C'è un modo per importare il modello kn5 in kseditor con tutte le informazioni sull'ombreggiatura? Ho bisogno di modificare un particolare materiale, ma non riesco a capire come importare il mio modello kn5, quindi non ho bisogno di ricolorare nuovamente ogni tappetino...
in kseditor you have to import "fbx" file not kn5
 

denis370

Active Member
next to the ".fbx" file you have a file with the "fbx.ini" extension this .ini file contains the information for the kseditor.

when in kseditor you have assigned to your mod (your.fbx file) the materials, textures, transparencies, click on "file" at the top of the kseditor menu and in the drop-down menu select "save persistence" and it will be generated the .ini file.
if later you need to reload your fbx, kseditor will also load all the assignments you made of shaders, textures etc.
 

denis370

Active Member
if you unpacked a kn5 of an existing mod or kunos with content manager, content manager has already created the .ini file for kseditor.
of course the two files .fbx and .fbx.ini must be in the same folder and named in the same way to be read... example:
my_car.fbx
my_car.fbx.ini
 

GASCORE99

New Member
next to the ".fbx" file you have a file with the "fbx.ini" extension this .ini file contains the information for the kseditor.

when in kseditor you have assigned to your mod (your.fbx file) the materials, textures, transparencies, click on "file" at the top of the kseditor menu and in the drop-down menu select "save persistence" and it will be generated the .ini file.
if later you need to reload your fbx, kseditor will also load all the assignments you made of shaders, textures etc.
Denis, you're a legend!!
 

Kumquaaat

New Member
Hi, I am currently trying to make a mod following your guide (very helpful btw, thanks a lot for these informations), but I seem to have a problem somewhere with the wheels, they appear way too big and changing width, radius and rim_radius in tyres.ini does not change anything...
The car litteraly undriveable, as the ride height is negative for some reason
misplaced and too big wheels.pngupload_2023-2-28_21-9-19.png
Can anyone help?
Sorry if these are newbie mistakes, the only game i modded before is minecraft and I'm pretty much new to AC in general ahah..

Thanks in advance :)
 

Attachments

Last edited:

denis370

Active Member
you have to change these values in tyres.ini until you find the right size..
WIDTH=0.215
RADIUS=0.262
RIM_RADIUS=0.2286
you have to change them in both the front and rear tires in all the tire sets you have in tyres.ini
 

denis370

Active Member
Hi, I am currently trying to make a mod following your guide (very helpful btw, thanks a lot for these informations), but I seem to have a problem somewhere with the wheels, they appear way too big and changing width, radius and rim_radius in tyres.ini does not change anything...
The car litteraly undriveable, as the ride height is negative for some reason
View attachment 8009View attachment 8011
Can anyone help?
Sorry if these are newbie mistakes, the only game i modded before is minecraft and I'm pretty much new to AC in general ahah..

Thanks in advance :)
you have to change these values in tyres.ini until you find the right size..
WIDTH=0.215
RADIUS=0.262
RIM_RADIUS=0.2286
you have to change them in both the front and rear tires in all the tire sets you have in tyres.ini
 

Kumquaaat

New Member
you have to change these values in tyres.ini until you find the right size..
WIDTH=0.215
RADIUS=0.262
RIM_RADIUS=0.2286
you have to change them in both the front and rear tires in all the tire sets you have in tyres.ini
Thanks for the quick reply! Indeed it worked, guess I didn't save or something, however only it's fine only in showroom, only I noticed the wheels weren't as far apart as they should (but I guess this has to do with suspensions)..
upload_2023-2-28_23-19-38.png
on track, it still is big though
upload_2023-2-28_23-20-37.png
I changed for all different tire sets I had, nothing changes
 

denis370

Active Member
Thanks for the quick reply! Indeed it worked, guess I didn't save or something, however only it's fine only in showroom, only I noticed the wheels weren't as far apart as they should (but I guess this has to do with suspensions)..
View attachment 8012
on track, it still is big though
View attachment 8013
I changed for all different tire sets I had, nothing changes


unfortunately if you have used wheels from another mod and then resized them, you will always have aspect ratio problems in game.
to fix the wheels you will have to work on the NULL (empty) and do it like this:
each NULL must have a scale of 0.01, so you have to redo the whole relationship of the wheel, and before putting a NULL inside another NULL you have to give it the scale of 0.01.
also extract the tire and rim meshes and give them the right proportions before inserting them into the NULL.
this way you will solve your giant wheels problems in game.
hierarchy example:

WHEEL_LR (scale 0.01)
RIM_BLUR_LR (scale 0.01e goes inside wheel_lr)
RIM_LR (scale 0.01e goes inside wheel_lr)
TIRE_LR (scale 0.01e goes inside wheel_lr)

"only after finishing the hierarchy of each wheel with the scales 0.01 and the right positions in your project, insert the meshes inside each NULL, before inserting them you must already have positioned and sized them on your project"
 

Kumquaaat

New Member
unfortunately if you have used wheels from another mod and then resized them, you will always have aspect ratio problems in game.
to fix the wheels you will have to work on the NULL (empty) and do it like this:
each NULL must have a scale of 0.01, so you have to redo the whole relationship of the wheel, and before putting a NULL inside another NULL you have to give it the scale of 0.01.
also extract the tire and rim meshes and give them the right proportions before inserting them into the NULL.
this way you will solve your giant wheels problems in game.
hierarchy example:

WHEEL_LR (scale 0.01)
RIM_BLUR_LR (scale 0.01e goes inside wheel_lr)
RIM_LR (scale 0.01e goes inside wheel_lr)
TIRE_LR (scale 0.01e goes inside wheel_lr)

"only after finishing the hierarchy of each wheel with the scales 0.01 and the right positions in your project, insert the meshes inside each NULL, before inserting them you must already have positioned and sized them on your project"
I didn't export any wheel from any model, though I still tried what you told as best as I could understand it, as I do not have any blur or rim for the car.
upload_2023-3-1_15-18-0.pngupload_2023-3-1_15-18-22.png
But I am afraid I still am doing something wrong, as the giant wheels issue is still persisting...
I noticed that when in the CM showroom, the car looked fine but when pressing the "Align using data" button the giant wheels appeared, don't know if this information is useful but maybe it is for something?
upload_2023-3-1_15-54-13.pngupload_2023-3-1_15-54-35.png

Thank you for taking the time to answer, really appreciate it :)
 

denis370

Active Member
Non ho esportato alcuna ruota da nessun modello, anche se ho comunque provato quello che hai detto nel miglior modo possibile, poiché non ho sfocatura o bordo per l'auto.
[ALLEGA]8014[/ATTACH][ALLEGA]8015[/ATTACH]
Ma temo di fare ancora qualcosa di sbagliato, poiché il problema delle ruote giganti persiste ancora...
Ho notato che quando nello showroom CM l'auto sembrava a posto ma premendo il pulsante "Allinea usando i dati" sono apparse le ruote giganti, non so se questa informazione è utile ma forse serve a qualcosa?
[ALLEGA]8016[/ATTACH][ALLEGA]8017[/ATTACH]

Grazie per aver dedicato del tempo a rispondere, lo apprezzo molto :)
Yes, your problem is the null scale, it needs to be fixed. If you want, send me your car.fbx and car.fbx.ini file and I'll try to find the time tonight to fix them for you
 

Kumquaaat

New Member
Yes, your problem is the null scale, it needs to be fixed. If you want, send me your car.fbx and car.fbx.ini file and I'll try to find the time tonight to fix them for you
Thank you for doing so, the files are in the zip.
I have put the .blend file in the archive, if it is of any use.
I also put the texture folder for the materials used on the car.

Thank you again, greatly :)

edit: found the .fbx.ini file!
 

Attachments

Last edited:
Top