anything above 100MB per fbx maybe too much for ksEditor, you may have to split your objects into multiple fbx/kn5's
Hello mates! I have already done several track conversions and they all work perfectly but now I am doing a ROC track (Race Of Champions - 1 vs 1) and I have some problems / doubts: -This type of 1 vs 1 circuits have the characteristic that the 2 cars do not start at the same point on the track, although they share the start / finish line ... they pass the start / finish line twice to complete a entire lap ... how do I put AC_TIME_0_L, AC_TIME_0_R? If I put them only in the lane of the left car they will not count the laps of the car in the right lane well, but if I place them covering the left lane and the right lane I cannot make the AI line correctly because I pass twice on the start/finish line. -Some time ago I got it to work more or less but currently it only works for me in Practice mode, if I try to do a race I get an error from the Content Manager when loading the track. I do not know if I explained it well, it is somewhat complex in writing ... if you do not understand my doubt I make a video to explain it better. Thank you very much anyway
In case someone ever happens the same ... I have found the solution to my problem. I think it is a bug but what I don't know is if it is from Assetto Corsa, from Content Manager, from Custom Shaders Patch ... For RoC tracks (Race of Champions - 1 vs 1) we cannot put in the "ui_track.json" some "pitboxes" = "2" even if that is the correct number of cars participating in that type of racing and the necessary pits ... we must put "pitboxes" = "4" even if we have only two pits in our 3D file (AC_PIT_0 and AC_PIT_1). In addition, the race must be configured as follows in the Content Manager so that a crash / error does not appear: -The starting position should not be random, we have to choose 1st or last because if we choose random it is possible that the two cars appear occupying the same place. -The number of opponents must be 3, although there will only be 1 vs 1 on the track (because in our 3D file we only have 2 AC_PIT and 2 AC_START). -The number of laps must be 2, 4, 6, 8 ... always a pair number (so that both cars travel the same distance, because this is a special type of track where the track intersects). This is the solution I found, after doing a lot of testing with my track and with other RoC tracks. It's kind of weird and doesn't make much sense and I think it's a bug, but it's the only solution I found. I hope it helps if you ever do a 1 vs 1 RoC track.
Good morning, from Spain, they could explain to me how to create the cameras in assetto, I have the section, I get into assetto and I create the AI, I open the kseditor the typical line of the AI comes out, but here I don't know what to do in kseditor ,Thank you
Thank you very much, but that is the one that continued without result. I do not know if I have to create cubes or what I have to do, I only left the first camera, I tried only with 3 cameras and I only get the output camera. Thank you very much
are they your spawns per chance ? If yes, you have to select all the AC_ in batch within kseditor and say Renderable "false" or something like that
Thank you very much, I will do it, you will not know by chance how to put cameras, I saw a tutorial but there is no way. Thank you very much
A problem that has arisen is that when I reach the first corner by car it disappears in the warning, that it goes down the road, before it did not happen, I have to go back or in the kseditor I can solve it, to Thank you very much in the end, I have solved that of the cubes thank you very much.
For the cameras: first you need to make an AI above all, use AI helper and the AI app in AC, then only after you create this, you will be able to make the cameras. There are plenty tutorials on YouTube and here on the forum For your car falling through the road: check all your road surface meshes and make sure the prefix of all have 1ROAD_(then any name you wish after). Maybe you have a gap between 2 meshes and this is causing your issue.
You should never ever have to hide spawn or timing objects. If you do then you are doing something wrong. They are automatically hidden.
Really LilSKi ? I always had to... Please explain why? I never used a transparent texture or anything, it defaulted to NULL and then I had to remove rendering for them not to appear in game.
this is rfactor circuit passed to 3dsimed and kseditor only, i don't pass it by 3dmax. as nerick told me it turned out perfect
I've never once hidden a spawn point manually out of my 6 public tracks and countless others. I just assign a simple texture like null and export to kn5 and done.