TUTORIAL Build your FIRST track - BASIC GUIDE

Discussion in 'Modding' started by Luchian, Jun 13, 2014.

  1. AndreaTadde

    AndreaTadde Guest

    Hi guys this is my first "track" made with Blender, I know there's nothing, but it's a starting point. I've downloaded Blender 3 days ago and I'm having some problems with scaling. This "track" is the main road of my little city. I used GIS data as reference, but as soon as I've compared to google earth data the measures were not corresponding. I had to scale it up and everything in Blender was ok. I've made a 6 meters wide road and exported to FBX with scale 1.00, but in Assetto Corsa everything was bigger, so I tried to scale it to 0.01 and it worked. I have 2 questions; It is ok to use GIS to import Google Earth data or do you use else? What could I have done wrong with scaling?
     
  2. you maybe for scaling accidentially put in:
    x=0.01
    y=0.01
    z=0.1
    ?
     
  3. AndreaTadde

    AndreaTadde Guest

    The 0.01 is reffered to the scale that blender asks when exporting to FBX, I apply scalings to all local View attachment set.PNG

    Edit: Scale 1.0 works with Apply scalings -> FBX All
     
  4. This is a small Blender script for trees, 3d-grass, spectator, sky-boxes (or tree-trunks if you use them), dont apply to other geometries.

    It makes all normals of all selected objects point up, so shadows look better with this; althought it would be better to have bottom vertices of trees not pointing up. I should note that it only works for all vertices you selected before in edit mode, but script works in object mode for all selected objects. So if you select all the top-vertices only before using the script, the bottom vertices are not changed.

    Just paste into Blenders python console and hit enter; tested with Blender 2.79 and the new 2.8 too.

    Code:
    import bpy
    objs = bpy.context.selected_objects
    for o in objs:
      me = o.data
      me.use_auto_smooth = True
      # Normal custom verts on each axis
      me.normals_split_custom_set([(0, 0, 0) for l in me.loops])
      # Set normal for selected vertices
      normals = []
      for v in me.vertices:
        if v.select:
          normals.append((0, 1, 0))
        else:
          normals.append(v.normal)
      # make csn's all face up.
      me.normals_split_custom_set_from_vertices(normals)
    proof after that: violet "split normals" indicator do point up in edit-mode (turn on in overlay menu, Blender2.8):

    [​IMG]
     
    Last edited: Apr 23, 2020
    1 person likes this.
    • Hey, I came into track making just recently and it mostly worked for me until just now, when I tried to make another track and tried to import it in the SDK. I used a cube, flattened it out and added a texture ripped from google maps. Added a path, added a shrinkwarp mod, created another cube as the road and everything worked fine. added the pit and start spawn points and edited the terrain a little bit. Any other track I made didnt look much more different except for general quality. But for some reason, the exported FBX file just wouldn't import in the SDK. It just keeps freezing, which should not happen for like at least 5 mins for a 3MB file. Importing my older track (which is about 2MB) worked perfectly fine and only took about 5 seconds. Importing a bigger 33MB track also took long, but it finished after just about a minute. Did I do something wrong in blender?
     

    Attached Files:

  5. dont export camera, light and that nurbspaththing
     
    Last edited: Apr 9, 2020
  6. Doesn't seem to work, same problem. The older maps did use the cam and light and that worked for some reason.
     
  7. R8 Gordini

    R8 Gordini Guest

    Hello everyone,

    how do you find out your exact ingame track length?
    I know Stereo's Odometer App is one way.
    Any other ways known?

    Thanks
     
  8. its written in log.txt every session, line starts with:
    TRACK LENGTH:
     
    2 people like this.
  9. R8 Gordini

    R8 Gordini Guest

    You made my day, thanks :)
     
  10. Robert B

    Robert B Guest

    hi guys

    I am currently learning how best to use grass fx. to assign different values to certain areas, I decided to first define them with meshnames. Unfortunately, this creates a sharp shading edge that does not look pretty. I have 2 Questions About this: is it possible to use two objects , or more, so that they are shaded as 1 object? the other idea is to put another mesh that is invisible and without physics on it. would such a mesh affect performance?

    edit:i use blender
     
  11. Johnr777

    Johnr777 Guest

    Very confused, please share an image of your issue
     
  12. Robert B

    Robert B Guest

  13. Robert B

    Robert B Guest

    the idea was to dublicate the three meshes for grass fx adjustments without physics and invisible.and keep the visual mesh in one piece.or make the shading act like they are one object.
     
  14. Johnr777

    Johnr777 Guest

    ok, but why are you creating new meshes for grass fx? adjustments can be made through the ini file.
     
  15. Robert B

    Robert B Guest

    to define different [GRASS_FX_ADJUSTMENT_...] for different areas.that was my first starting point to do that.and to make that by MESHES = xxx is better than MATERIALS = xxx.
     
  16. Johnr777

    Johnr777 Guest

    Seems like a lot of unnecessary work. Meshes is not better than materials if the track is built correctly. Is this your track?
     
  17. Robert B

    Robert B Guest

    yes,its mine
     
    Last edited: Apr 22, 2020
  18. Pingypoker

    Pingypoker Guest

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