Please check the last post on this page and Marek's response on the next for the rim blur issue.
Hello there.
It's time to do the neeews!
A couple pictures will do that just well. After 4 hours struggling tonight. The time keeps passing me by...
And now is the time where i ask for help
I left 3dsmax and my safe zone and went to a dark unknown road... ksEditor.
As you can see, i managed to export a basic model into the game. (i kept it simple for now)
I can't launch a race though (i guess it's missing too many things suspensions etc.), but the showroom works.
I read the PDF included in the sdk files, i watched few tutorial online, but it's still a little blurry.
So i guess i got the basics right. Scale of the scene, doing hierarchy, naming, although the blurry alloys are showing, so maybe i didn't do that well?! And where did the seats go...
I took the sample car fbx with all the dummies in the sdk folder.
and linked everything before importing to the editor
I duplicated the caterham academy mod for now, and renamed it, as well as the ui file, car.ini lods etc. to match the new name. It doesn't show any error so far. (*success kid*)
I have questions regarding how to proceed. Maybe you have a link to a good tutorial, written or video, that would advise me!
I guess the general message i'm trying to send is...
- Is there a way the ksEditor will detect the maps i use in 3ds max ? Or will i have to relink everything there manually ?
- does the mesh need to be renamed, or just the dummy+hierarchy is enough ? (i saw two different things on tutorial, was it patched at some point ?) >
(like geometry83 should be Wheel_LF_001 ?)- What is the best plan of action now ? Is it better to start some test exports now, or finish the model properly first ? (i still have few things left to do, like belt and small details, or can i finish that later)
>> in a general matter, all the things useful to do first not to waste time afterwards... (for example the order: finish 3D model in order for a proper unwrap and then baked textures) and other things i wouldn't know because i've never done them- if i copy the formula_k template, the game shows an error at launch, is there a template up to date?
- is there a debug or logs somewhere to show me the errors ?
boy it's already eleven.
Thanks in advance for your time...
The showroom is independant of physics and will simply show your FBX scene (that's why the Caterham Academy is so high on its wheels in the showroom but not ingame). So if anything physics related isn't correct, the showroom works and ingame will not. See below.And now is the time where i ask for help
I left 3dsmax and my safe zone and went to a dark unknown road... ksEditor.
As you can see, i managed to export a basic model into the game. (i kept it simple for now)
I can't launch a race though (i guess it's missing too many things suspensions etc.), but the showroom works.
ksEditor will not detect any materials you've set (apart from name main texture file applied). Whatever work you've done in Max has been useless for AC sadly.Is there a way the ksEditor will detect the maps i use in 3ds max ? Or will i have to relink everything there manually ?
Dummies are all that matter (apart from some stuff like mirrors or needles which need the object name rather than parent name? Not quite sure). Anything parented to RIM_LF will be recognized as the left front rim.does the mesh need to be renamed, or just the dummy+hierarchy is enough ? (i saw two different things on tutorial, was it patched at some point ?) >(like geometry83 should be Wheel_LF_001 ?)
My advice is to try and get it working ingame. This will give you something to play with and might give extra motivation to do all that tedious work you've never done before - like UV mapping. I wouldn't go into details with shader settings yet, because when you change the 3d model again (be it object names or material names), the persistance file sometimes cannot work out what's what and will fail to load the settings for the altered object. But a rolling chassis is great to have ingame, even if it's just a plain grey car.What is the best plan of action now ? Is it better to start some test exports now, or finish the model properly first ? (i still have few things left to do, like belt and small details, or can i finish that later)
>> in a general matter, all the things useful to do first not to waste time afterwards... (for example the order: finish 3D model in order for a proper unwrap and then baked textures) and other things i wouldn't know because i've never done them
I think the template is up to date, but it features a lot of stuff you don't need. For instance, there's a whole section for heave suspension that isn't used on a Caterham, so that's a thing to look out for. Then stuff like digital_instruments.ini (or analog_instruments.ini) can contain stuff you don't have, so will turn up with errors. The lods.ini might contain names that you don't have, animated suspension might be enabled while you have no animation files, etc.if i copy the formula_k template, the game shows an error at launch, is there a template up to date?
/Users/My Documents/Assetto Corsa/logs/is there a debug or logs somewhere to show me the errors ?
You are doing a great job! First time export into a game is always a pain, but if u know how to do it, it´s easy ( i think )After tonight i probably start seeing the whole picture of making a mod aha!
,
I retried, like in the video published by Kunos, to copy paste the formula_k without touching anything, and the game shows an error loading XD
My son is just getting into Assetto Corsa and he had a ride in a Caterham at the Dunsfold Supercar event last month. This is his most eagerly awaited mod now and I'm pretty keen on it too!! . Looks gr8!!