• “Just being a mediocre driver has never been my ambition. That's not my style” ― Michael Schumacher
  1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Dear Guest. Follow RaceDepartment on Twitter, Facebook, Instagram, Twitch, Steam and YouTube.

General The Dumb Questions Thread

Discussion in 'Assetto Corsa Modding Discussions' started by GT VIRUS, Dec 9, 2016.

  1. GT VIRUS

    GT VIRUS

    Messages:
    159
    Ratings:
    +94
    Thought I would start a dumb questions thread for my own personal stupidity, but also a place for people to ask the quick questions without starting a new thread (Mostly so I stop flooding the forum with the questions I'm starting to have)

    So my first 2 questions:
    1. How to do you set up the editor so that it loads in something other than B/W / Fog
    2. I'm crashing the editior when changing my tree names to KSTREE_GROUP_test_1 - 1100 (Yes, prob too many tree's for the moment), am I doing anything wrong?
     
    • Like Like x 1
  2. Stereo

    Stereo

    Messages:
    2,459
    Ratings:
    +1,495
    For 1, click the Utilities Menu, Data Editor, change the default weather & PP, and save data.
     
  3. NightEye87

    NightEye87

    Messages:
    271
    Ratings:
    +211
    For 2: 1100 trees aren't too many. You can easily import 5000 or more as long as your vertex count doesn't go over 65536.
    Are you sure it is crashing? Sometimes loading a lot of models can take a while. My grass FBX took 20 minutes to load :p
     
  4. GT VIRUS

    GT VIRUS

    Messages:
    159
    Ratings:
    +94
    It's definitely crashing, the .exe disappears from task manager.
    Does the tree's have to be done on it's own? They are currently getting exported with the whole track
     
  5. LilSki

    LilSki
    Premium

    Messages:
    1,026
    Ratings:
    +2,614
    How big is the file for this track?

    Either way it might be a good idea to put trees in their own kn5. That is how I have done it since my first track and it has worked out great.
     
    • Agree Agree x 1
  6. GT VIRUS

    GT VIRUS

    Messages:
    159
    Ratings:
    +94
    Might try again when I redo the tree's, they are temporary anyway. The few base objects worked so I can't explain.

    Another issue, this time with my start lights. I would like to have have proper start lights, however they don't appear to work right. This is how the look ingame with 3 red's on

    Screenshot_ks_ferrari_488_gt3_00TB_11-12-116-21-16-59.jpg
    This is how I want them to look
    Light1.jpg

    Semaphore file is attached
     

    Attached Files:

  7. DM2zzion

    DM2zzion

    Messages:
    59
    Ratings:
    +115
    Dumb questions? There you go:
    How do I create previews for skins that look exactly like the original ones from Kunos?
     
  8. garyjpaterson

    garyjpaterson

    Messages:
    1,422
    Ratings:
    +2,559
    assettocorsa\sdk\dev\ksPreviewBuilder\ksPreviewBuilder.exe

    Follow the instructions :)
     
    • Like Like x 1
  9. GT VIRUS

    GT VIRUS

    Messages:
    159
    Ratings:
    +94
    • Like Like x 1
  10. NightEye87

    NightEye87

    Messages:
    271
    Ratings:
    +211
    Yeah this is somewhat stupid. Semaphores don't work as you'd like, by adding a piece of geometry in front. It simply "enhances" the ambient value for whatever object there is. So there is no way to have them black when off and red when on. Atleast, from what I remember. Not too long ago I did a few pit lights on my track and ran into the same issue. It never was an issue before (dunno, pre AC1.5-ish?) as the semaphores would emit light (a black texture could emit red light, as the light was not texture dependant), it now is :(
     
  11. GT VIRUS

    GT VIRUS

    Messages:
    159
    Ratings:
    +94
    Seems wierd that drag racing still works like that though. Maybe an editor update broke it?
     
  12. NightEye87

    NightEye87

    Messages:
    271
    Ratings:
    +211
    I doubt that. Perhaps the semaphore ini layout changed and we're trying an older format? :p
    That's worth a further look. Will report back later :)
     
  13. Ben O'Bro

    Ben O'Bro
    Premium

    Messages:
    383
    Ratings:
    +970
  14. DM2zzion

    DM2zzion

    Messages:
    59
    Ratings:
    +115
    It's me again :D
    If I can remember right, there was a tutorial on how to create a "Kunos like" road mesh out of a normal one somewhere. Does anyone know where exactly I can find this tutorial?
     
  15. Ben O'Bro

    Ben O'Bro
    Premium

    Messages:
    383
    Ratings:
    +970
    something to do with quadrify mesh+noise modifier+mesh smoothing or relax tool (using 3dsmax) someone posted screenshots in one of the Track WIP, but i can't remember which one.
     
    • Like Like x 1
  16. AccAkut

    AccAkut

    Messages:
    965
    Ratings:
    +948
    • Like Like x 1
  17. DM2zzion

    DM2zzion

    Messages:
    59
    Ratings:
    +115
  18. DM2zzion

    DM2zzion

    Messages:
    59
    Ratings:
    +115
    So I've exported a first version of a road mesh with blender, but I can't open it with ksEditor. When I try to open the .fbx, it says:
    "ERROR, FOUND SCALING ON NODE : RootNode"
    This are my export settings:
    Unbenannt.PNG
    Could the problem be, that all the road is a single mesh with several 100k Tris? Do I have to split it even to do a quick test run?
     
  19. LilSki

    LilSki
    Premium

    Messages:
    1,026
    Ratings:
    +2,614
    Make sure you apply scale on all objects. Highlight the object and hit CTRL+A and choose scale. This will set the scale back to 1.0 on all axis.
     
    • Like Like x 1
  20. DM2zzion

    DM2zzion

    Messages:
    59
    Ratings:
    +115
    I've done this, but I still get the error message :(