Hi all just started making my first track and have an issue where when loading into KSeditor and AC it only loads half of the track. All of the track shows in Blender fine not sure what's going on, any help? Thanks. View attachment c60260325936505999ff7b25b8b7929b.png
You didn't get any error message? probably you have cameras/lights/curves exported? or one of your meshes has more than 64k tris/data, could be lots of other things too
No errors whatsoever, its strange as the oval is one mesh and any of the infield is a separate one but it loads part of the infield but not the rest
Hi All! Firstly, what an amazing forum and thread! I'm currently working on my first track, because I don't have a circuit in me local area, and lockdown prevents me travelling, I am making Llandow circuit in Wales. I have the track in a decent state, grass etc. I have some concrete that is a runoff area for the chicane. I have named it 1ROADCUT, in my data/surfaces.ini I have the following... [SURFACE_0] KEY=ROADCUT FRICTION=0.99 DAMPING=0 WAV= WAV_PITCH=0 FF_EFFECT=NULL DIRT_ADDITIVE=0 BLACK_FLAG_TIME=5 IS_VALID_TRACK=0 SIN_HEIGHT=0 SIN_LENGTH=0 IS_PITLANE=0 VIBRATION_GAIN=0 VIBRATION_LENGTH=0 But when I drive over it, it doesn't mark it as a track cut. When I drive onto any grass it marks it as a cut though. Feel like I must be missing a tiny thing, I have to put a whole bunch of other concrete around that I would like to use this surface for too. Any help would be greatly appreciated. Thanks
Ok just a quick update, so the circuit that is missing in KSEditor shows up if you go underneath the track but when you go above it disappears and vice versa for the track that shows when you're above it. I've converted it all to one mesh so not sure what's happening
select only the concerned faces, this is basic knowledge https://www.katsbits.com/codex/flip-normals/
@luchian hello, i've created my very first track. It goes well until i found a bug. When somebody cut / overshoots that specific corner, lap wont count and then blue flag shows once you cross the finish line. I already made that corner a runoff area, redo AI path. I dont know what to do now, please help me. Thank you.
Timing objects should not be near the track. They should be beyond a wall so you cannot go around them. If you go around them the lap won't count.
Wow, thanks i think its on the sector 3 checkpoint. Im so stupid. Thanks a lot. I think this will solve my problem
Bit of a simple but weird one, my car starts on the track fine no falling through etc but the lollipop guy is upside down, any clues?
Hello guys, could use some help here. I've tried to edit the model of Imola in Assetto Corsa and reimported it. I got the scale and position and stuff right, but my car keeps freaking out as soon as I load in. It starts spinning like crazy and so on. Also, would I need to convert all the textures from the kn5 to png before reimporting it into AC? Because the transparency didn't work afterwards anymore. Thx in Advance
Edit? What did you do to it? Regarding transparency, when you export from KN5 to FBX, you need to ensure there's a persistence.ini file, it will save all material and shader properties. Once you load the track back in kseditor, if there is a persistence file, it will be transparent.
I changed 1 3d model and gave some 3d models new materials. None of them are near the pitlane though. I guess you only get a persistence.ini if you use 3DSimED? 'Cause I use kn5converter
I found out what's actually up with the persistence.ini Still trying to figure out the spinning issue