Eeeep!Almost done!
This is all a bit beyond me, but progress is progress, and its always a welcome sight!I'm pretty happy this morning, as I think I have cracked Time Attack gates. Once I had worked out the principle, I was able to add my gates at the exact point I wanted, at the correct angle, at the correct height, within 10 minutes
To make this possible you need to have your track's .FBX model orientated correctly in the KsEditor, as you need to use the same method as for adding track cameras. If you use 3ds max, the easiest way to ensure your model is correct is to import your .KN5 into 3dsimed and export a temporary .FBX to load into KsEditor (this is necessary because you will need to work with the fast_lane.ai and that only works when your track model is orientated correctly).
So, step 1 is to load up your .FBX and your fast_lane.ai - it will be easier if your AC timing dummys are included in your track model. Step 2, add a track camera where you want each of your Time Attack checkpoints to be (I used the Start line, Split 1 point and Split 2 point). Drop the camera right down to the track surface and then rotate it so you are looking back up the track, in the opposite direction that you drive in, directly in-line with the AI spline (otherwise your checkpoints will face the wrong way). Click "Set from here" to set this as the position of your new track camera. Copy this procedure for the other two Time Attach checkpoints. Then, once you have created your three new cameras, save your camera file as a new camera .INI file
In Notepad, open up both your new camera file and your overlays.ini file. Copy and paste POSITION from cameras to WORLD_POSITION in overlays. Same with FORWARD from cameras to ORIENTATION in overlays. This will set the correct position and rotation for your checkpoint, and the tilt of the checkpoint comes from the camber of the spline (I assume).
You now have three checkpoints in almost the correct position. The only thing you will probably need to adjust is the side-to-side position of each checkpoint across the track. When you added each camera, its position came from the AI spline, and that spline is almost never in the centre of the track. You can adjust this in the OFFSET line of your overlays.ini
Double click the first camera in KsEditor to jump to its position, and then raise the camera directly up so you are looking straight down onto the track. Then select the AI spline at the point your camera was (where you want your gate to be). On the next screenshot, notice the position the spline is with regard to the edge of the track (marked with the green rectangle). In the "current point" info on the left you can see this distance is 3.150024 metres from the track edge to the centre of the spline. The centre point needs to be moved to the left by about the same amount to place it in the centre of the track (marked with the red rectangle). For this checkpoint to be in the middle of the track I have entered an offset of -3.127 in the OFFSET section of the overlays.ini, and a second amount of 3 for the height above the track.
Do this for the other two checkpoints, save your overlays.ini and check your track in-game. You might need to experiment with the X offset a little to get it right. I ended up taking a screenshot looking down in the editor, working out the exact distance the offset needed to be compared to the width of the track (in Adobe Illustrator) which only took a minute and eliminated any guesswork.
I hope this hasn't been documented anywhere else on the AC forums, or I'm going to look very foolish
I'm pretty happy this morning, as I think I have cracked Time Attack gates. Once I had worked out the principle, I was able to add my gates at the exact point I wanted, at the correct angle, at the correct height, within 10 minutes
To make this possible you need to have your track's .FBX model orientated correctly in the KsEditor, as you need to use the same method as for adding track cameras. If you use 3ds max, the easiest way to ensure your model is correct is to import your .KN5 into 3dsimed and export a temporary .FBX to load into KsEditor (this is necessary because you will need to work with the fast_lane.ai and that only works when your track model is orientated correctly).
So, step 1 is to load up your .FBX and your fast_lane.ai - it will be easier if your AC timing dummys are included in your track model. Step 2, add a track camera where you want each of your Time Attack checkpoints to be (I used the Start line, Split 1 point and Split 2 point). Drop the camera right down to the track surface and then rotate it so you are looking back up the track, in the opposite direction that you drive in, directly in-line with the AI spline (otherwise your checkpoints will face the wrong way). Click "Set from here" to set this as the position of your new track camera. Copy this procedure for the other two Time Attach checkpoints. Then, once you have created your three new cameras, save your camera file as a new camera .INI file
In Notepad, open up both your new camera file and your overlays.ini file. Copy and paste POSITION from cameras to WORLD_POSITION in overlays. Same with FORWARD from cameras to ORIENTATION in overlays. This will set the correct position and rotation for your checkpoint, and the tilt of the checkpoint comes from the camber of the spline (I assume).
You now have three checkpoints in almost the correct position. The only thing you will probably need to adjust is the side-to-side position of each checkpoint across the track. When you added each camera, its position came from the AI spline, and that spline is almost never in the centre of the track. You can adjust this in the OFFSET line of your overlays.ini
Double click the first camera in KsEditor to jump to its position, and then raise the camera directly up so you are looking straight down onto the track. Then select the AI spline at the point your camera was (where you want your gate to be). On the next screenshot, notice the position the spline is with regard to the edge of the track (marked with the green rectangle). In the "current point" info on the left you can see this distance is 3.150024 metres from the track edge to the centre of the spline. The centre point needs to be moved to the left by about the same amount to place it in the centre of the track (marked with the red rectangle). For this checkpoint to be in the middle of the track I have entered an offset of -3.127 in the OFFSET section of the overlays.ini, and a second amount of 3 for the height above the track.
Do this for the other two checkpoints, save your overlays.ini and check your track in-game. You might need to experiment with the X offset a little to get it right. I ended up taking a screenshot looking down in the editor, working out the exact distance the offset needed to be compared to the width of the track (in Adobe Illustrator) which only took a minute and eliminated any guesswork.
I hope this hasn't been documented anywhere else on the AC forums, or I'm going to look very foolish
I keep thinking of things to add it means I can put off hitting the "Upload" button and saying to myself "It's finished"