I'm not planning that far ahead, probably Sept-October.How much time do you figure I've got to finish the liveries?
Driver is just copied from the GT40 for now cause the car doesn't have a seat or anything. So I'll worry about that later.
I'm not planning that far ahead, probably Sept-October.How much time do you figure I've got to finish the liveries?
30cm, makes it a couple cm bigger than the average ffb wheel. it is only 2cm thick though, definitely on the thin side.that's a super tiny steering ! Must be quite touchy to drive
Still haven't figured out the popup headlights. Does the axis need to be Z forward or is that irrelevant?
When I tried to export both sides with separate axis Blender always moved the left light to the right on export.
the dummy used for animated part doesn't have to be anything regarding its orientation.
Since you animate it from 0 to x frames
in one hand you create a ksanim with that dummy alone with animation turned on at export
View attachment 383433 open fbx animation, doesn't open anything, it just creates a ksanim file if the FBX file has some animated keys
and on the other hand, you have that dummy part of the export of the car
so the game can then apply the ksanim to that said dummy
yes, same for all ksanim (like steering animation too). Stereo's blender plugin can actually directly export ksanim, no need to go through the KSEditor (makes testing much faster). Also newer Blender variants can't export the fbx format anymore that the Editor needs for animation.Thanks man! I never did the 'open fbx animation' part. So with my animation working correctly in Blender and as long as all the parts show up correctly in the editor this should work then. Same for the doors I assume?
yes, same for all ksanim (like steering animation too). Stereo's blender plugin can actually directly export ksanim, no need to go through the KSEditor (makes testing much faster). Also newer Blender variants can't export the fbx format anymore that the Editor needs for animation.
How come my instruments and steering wheel work even without the animation though? Or is that simply best practice and to ensure rotation limits?
all the instruments and steering are set by a dummy (maybe it's possible with just the object name, but anyways), and rotation are set on the ini files. Those dummies tho, need their xyz axis to be correct !
Citroen C15?
How did you create those rock formations? They look beautiful!I've been working on this since ~November or so. First attempt at track modding, still taking baby steps with Blender. Massive, massive thanks to @Fat-Alfie, @LilSki, @The-IC and @Johnr777 for all of their guidance, wisdom, patience and a few textures.
There's still a long way to go, but I'm quite pleased with how it's shaping up (especially for my first go at this) and I'm finally confident enough with it to show publicly.
View attachment 383570View attachment 383571View attachment 383572View attachment 383573View attachment 383574View attachment 383575View attachment 383576View attachment 383577View attachment 383578View attachment 383579View attachment 383580View attachment 383581View attachment 383582View attachment 383583View attachment 383584
Well, you should be in good stead, that's some track building royalty right there boss...Massive, massive thanks to @Fat-Alfie, @LilSki, @The-IC and @Johnr777 for all of their guidance, wisdom, patience and a few textures.
How did you create those rock formations? They look beautiful!
Well, you should be in good stead, that's some track building royalty right there boss...
This track will be a huge hit when it's released (imo). The layout has that classic vintage track design, where the surrounding terrain dictates the layout of the track, and not the other way round.
It has oodles of elevation changes, blind crests, fast swooping curves, hairpins, chicanes, a little bit of everything, really.
I've been lucky enough to have had my hands on this track since the early stages of its development, and it's been a real pleasure to watch it grow from a simple ribbon of tarmac floating above an empty terrain, to what will certainly be one of my favourite tracks in AC. I only wish I had designed it myself
Ah, was wondering if it was fictional of factual. Looks fantastic.This track will be a huge hit when it's released (imo). The layout has that classic vintage track design, where the surrounding terrain dictates the layout of the track, and not the other way round.
It has oodles of elevation changes, blind crests, fast swooping curves, hairpins, chicanes, a little bit of everything, really.
I've been lucky enough to have had my hands on this track since the early stages of its development, and it's been a real pleasure to watch it grow from a simple ribbon of tarmac floating above an empty terrain, to what will certainly be one of my favourite tracks in AC. I only wish I had designed it myself