Hi everybody! Finally i make a working track, no more fails... or yes. That is the last step to start working perfectly, as you can see is the Chang International Circuit but it has a problem. Can somebody tell me what happend there? Here are some photos.
Hi,
Some possibilities but the one i see is the position of the sun.
If your track is to low the sun position will be up, like in reality, but in gpb the sun must be under the map.
+1 sun position in .amb file
I changed the values and replaced the + for a - or vice versa and the problem still there
What values i need to put here?
sun_position
{
x = 60
y = 100
z = 80
}
(https://s9.postimg.org/to3jxmswf/Sun_Direction.jpg)
Bit silly, but the .amb is named exactly the same as the track folder?
Quote from: h106frp on March 25, 2018, 03:19:40 PM
Bit silly, but the .amb is named exactly the same as the track folder?
Yep
Quote from: Grooveski on March 25, 2018, 03:13:40 PM
(https://s9.postimg.org/to3jxmswf/Sun_Direction.jpg)
A little bit difficult to understeand. Can somebody give me values?
do you have the origin of the model (lowest point and rough) center relative to 3D app 0,0,0 ?
Quote from: h106frp on March 25, 2018, 05:43:02 PM
do you have the origin of the model (lowest point and rough) center relative to 3D app 0,0,0 ?
I don´t know mate, what i need to do to know that?
Hi, when you place an object in the center of the track and at the lowest point you can decide where to put in x;y;z, and so you must have a grid in the window, which show you the center of the working map.
Just thinking your model might have a big offset in one or more planes that needs adding to the sun pos.
The other thing that controls brightness are the colour RGB (0 to 1) in .amb If these were close to 0 nothing would illuminate
Maybe that is the biggest problem no?
LOL ;D
A high altitude venue :)
Quote from: h106frp on March 25, 2018, 07:46:11 PM
LOL ;D
A high altitude venue :)
So i need to select everything and move it down?
Miight be the easiest thing to try, just back up the original model first.
Quote from: h106frp on March 25, 2018, 07:55:56 PM
Miight be the easiest thing to try, just back up the original model first.
Now i need to create the race data again? Because the game crashes
Certainly the .trp file - hopefully you saved the centreline, you can then load racedata to view and hopefully just save out with new heights
As far as I can work out the centre line is 'dropped' onto the model to calculate the track heights
Quote from: h106frp on March 25, 2018, 09:00:53 PM
Certainly the .trp file - hopefully you saved the centreline, you can then load racedata to view and hopefully just save out with new heights
As far as I can work out the centre line is 'dropped' onto the model to calculate the track heights
I will do everything from scratch because now the game is crashing, super sad hahaha
Ok. I made everything again, the track is working but i go some steps back. i have the same problem with the dark track. I don´t know what i need to do
Post the track and I will have a look and see if I can work it out
Quote from: h106frp on March 25, 2018, 10:34:52 PM
Post the track and I will have a look and see if I can work it out
Here you have. Thanks for all the effort
http://www.mediafire.com/file/29dsajr3w0cugdg/ChangInternational.rar
There appears to be a fundamental problem with the way you have textured the model and everything just has a default dark grey diffuse and no texture.
The model should have texture based material applied to all surfaces. If you can export and post a .fbx I might be able to look in Blender otherwise someone familiar with 3DS will need to look
Quote from: h106frp on March 25, 2018, 11:51:45 PM
There appears to be a fundamental problem with the way you have textured the model and everything just has a default dark grey diffuse and no texture.
The model should have texture based material applied to all surfaces. If you can export and post a .fbx I might be able to look in Blender otherwise someone familiar with 3DS will need to look
I think the problem is i imported the 3d into 3ds as .gmt and i exported it as .edf. I am going to save everything in fbx and then convert it to edf to test something different
If you are working in 3DS then you just use the exporter to create the .map and .trp, .edf is only used for the background strip.
You need to check your materials have the textures assigned to the diffuse channels. Think its the teapot icon (about the limit of my 3ds knowledge)
Quote from: h106frp on March 25, 2018, 11:51:45 PM
There appears to be a fundamental problem with the way you have textured the model and everything just has a default dark grey diffuse and no texture.
The model should have texture based material applied to all surfaces. If you can export and post a .fbx I might be able to look in Blender otherwise someone familiar with 3DS will need to look
http://www.mediafire.com/file/39ihc1vx19cy3ym/fbx.rar
Ok everybody i am looking at this tutorial http://forum.kartracing-pro.com/index.php?topic=196.0 and i see i make some wrong things with the textures so i am going to review that and post if i gain something. Thanks!
Working track folder :)
https://drive.google.com/file/d/1h1ORXm9qom7W98QQruTaXdrHY8va3O5_/view?usp=sharing (https://drive.google.com/file/d/1h1ORXm9qom7W98QQruTaXdrHY8va3O5_/view?usp=sharing)
New .fbx is in the folder as well.
New CL
New background to seal horizon gap
Added stall.edf
New racedata
Fixed surface definitions, split model down to fix objects etc
New fbx should be a good base for any further improvements you want to add.
Good luck :)
Quote from: h106frp on March 26, 2018, 07:19:28 PM
Working track folder :)
https://drive.google.com/file/d/1h1ORXm9qom7W98QQruTaXdrHY8va3O5_/view?usp=sharing (https://drive.google.com/file/d/1h1ORXm9qom7W98QQruTaXdrHY8va3O5_/view?usp=sharing)
New .fbx is in the folder as well.
New CL
New background to seal horizon gap
Added stall.edf
New racedata
Fixed surface definitions, split model down to fix objects etc
New fbx should be a good base for any further improvements you want to add.
Good luck :)
Do yo change something in the textures? Because if no i am making a disaster, thank you so much for the help!
Extracted your fbx 2010 but then had to re-pack as fbx 2013 to load into blender.
Loaded OK into Blender with textures correctly referenced in materials, fixed model and built track using 3dsmax and 64bit exporter.
Re-packed the .fbx with textures in the 2010 format the same as originally supplied for sending back to you - used Autodesk fbx converter for pack/unpack
You had some faulty model declarations which might not of helped but your model export must have been basically correct with material assignments so I am not sure where you are having problems exporting to .map/.trp
The supplied fbx is 'good' so you can experiment with the exporter and try to mimic the result.
Quote from: h106frp on March 26, 2018, 07:34:32 PM
Extracted your fbx 2010 but then had to re-pack as fbx 2013 to load into blender.
Loaded OK into Blender with textures correctly referenced in materials, fixed model and built track using 3dsmax and 64bit exporter.
Re-packed the .fbx with textures in the 2010 format the same as originally supplied for sending back to you - used Autodesk fbx converter for pack/unpack
You had some faulty model declarations which might not of helped but your model export must have been basically correct with material assignments so I am not sure where you are having problems exporting to .map/.trp
The supplied fbx is 'good' so you can experiment with the exporter and try to mimic the result.
Ok i will see. Thank you so much again. Now i am going to talk with the creator of the track to make a public release.