"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." @Robert B grassFX is there so you dont need to fiddle with all that stuff in 3d, you just make the underground and use it in track config
"As you can see, they are suffering from some weird lighting issue." could also be that ksAmbient and ksDiffuse are wrong, maybe use 0.2 and 0.3 View attachment upload_2020-4-23_12-4-23.png
i corrected my post with the blender-script for trees with this important sentence: "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"
Trees should be using the proper object naming which makes the blender normals irrelevant. http://www.racedepartment.com/threa...n-track-making-plus-tips.122794/#post-2397224
Trying your script, it did not make a difference. Changing ksAmbient and ksDiffuse values also made no difference. The only thing that 'fixes' my issue is using a different shader, such as KsGrass or KsPerPixelAT. Should I accept defeat and switch to a different shader? View attachment Annotation 2020-04-23 120929.png The shadows seen in this picture are from the "top shadows for trees" tutorial. I am not worried about these, I know they are not causing my shading issue because it still persists when disabled.
I think I figured it out. The mesh of my Y trees was all wrong. I had it in 2 parts instead of 3, if that makes any sense .
Did you read the post earlier that suggests naming the trees correctly and setting their pivot points to the bottom? Its the only way they are going to look correct.
Hello, First, thanks for the well explained guide, it's a huge help when building tracks ! I'm currently working converting an rF2 track to AC, I made almost everything working, but one thing I struggle with is pitbox orientation. I've read that object local Y must point up, and object local Z points forward. Currently, my AC_PIT_0 is sitting like this : View attachment Capture.PNG As it is, it is working fine in AC. But everytime I try to rotate it to make object local Z axis point the way I want, when I load the track in AC, my car crashes on the ground (or worse). I've tried moving the box up, down, many rotation angles, exporting with +Z Forward,... but I'm not able to make it work pointing the way I want. Another (maybe related ?) issue I've saw is that, on the working version, when I go to pits, I can see the red markers delimting the edges of the pit box far, far away, like the pitbox is the size of a building ! If anyone as an idea what I'm doing wrong ?
Well... now I feel dumb, I spent an entire evening searching online a solution, and read many pages in this thread and others, but looks like i havn't searched hard and well enough Anyway, thanks a lot for giving me the answer, it was indeed the issue, after scaling all my objects to 100, applying scale then exporting with Apply scaling FBX All set, now it works fine ! Once again, sorry for not finding what was already explained and many thanks !
I don't know if this thread is still working, but i have a problem with assetto corsa SDK. Does someone know why is that circle around the camera? I don't see it in the video, and i don't know how to fix it. View attachment upload_2020-5-1_2-30-48.png
set shadows for all the other stuff in your track, there is none maybe that single shadow over you goes away then - just kidding, i have no idea where it comes from, but indeed you dont have shadows in your pic if you use ksEditor, just edit your persistence file "...fbx.ini" and replace all CAST_SHADOWS=0 with CAST_SHADOWS=1 View attachment upload_2020-5-1_12-51-12.png
well then undo what you did, make it cast_shadows=0 again and only set it for the objects you want in ksEditor... View attachment upload_2020-5-1_13-25-19.png