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new to track moding, need some desparate help

Started by babakesky@hotmail.com, August 29, 2018, 07:57:41 AM

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babakesky@hotmail.com

Hi everyone.
Just started doing some track moding, well actually started about 3 months ago.
I have been using 3ds max 2016. Just finished everything off.
But not sure on a few things.
Do you need to make those spawn cubes in the pits/start/timing as the forums say in track mods for assett corsa? Or do you do that in tracked?
Also, will the export plugin 2010 for 3ds max work in the 2016 edition?
Thanks

Raise

I for one can't work out what assetto Corsa has to do with krp, but I guess to answer the question track ed is where you set pits and such. As for the plugin it isn't named 2010 for no reason dude, it only works in 2010

Steven

To export from 3ds Max 2016 you will need fbx2edf. It's in the track tools, like TrackEd as well. You can find it here: http://www.kartracing-pro.com/?page=downloads

babakesky@hotmail.com

Thanks for that guys.
I realised how stupid my question was after I posted about the 2010 pluggin.
I have been able to figure it out and have exported the files.
But when I review the track in mapviewer and tracked, some of the textures are only visible from up top and some only form below.
What am I doing wrong in 3ds max to cause this and how can I rectify it.
Thanks

Cory_Hayes

Quote from: babakesky@hotmail.com on August 30, 2018, 10:15:44 AM
Thanks for that guys.
I realised how stupid my question was after I posted about the 2010 pluggin.
I have been able to figure it out and have exported the files.
But when I review the track in mapviewer and tracked, some of the textures are only visible from up top and some only form below.
What am I doing wrong in 3ds max to cause this and how can I rectify it.
Thanks

Your problem is that you have some flipped polygons :)

babakesky@hotmail.com


Your problem is that you have some flipped polygons :)
[/quote]

Thanks for that mate. It sorted the problem.
Another question
How do you need to name buildings in 3ds max to have them come up in map viewer and tracked?
Thanks

Cory_Hayes

Nope, if they're in the scene they'll show up if you look in map viewer

babakesky@hotmail.com

So I have done everything as per the tutorials and have saved the file in the track section of game
But when I load the game up with that track everything is black.
What have I done wrong now?
Any help would be greatly appreciated.
Thanks

Cory_Hayes

All textures .tga's and 1024x1024 resolution? ( Or any power of 2 resolution )

babakesky@hotmail.com

I fixed that problem.
Now it loads but there seems to be too many objects, like grass, walls, signs. All at different heights, some in the air or some going through the track.
You can drive through them too.
And it all seems to be around the pit area.
Have I done something wrong in the exporting of the file
Once you can manage to get out of the pits and drive through all that rubbish then the rest of the track looks ok.

Raise

If you're using fbx to edf then that's probaly your issue I've never used that to export and not had issues

babakesky@hotmail.com

Quote from: Raise on September 02, 2018, 05:32:26 PM
If you're using fbx to edf then that's probaly your issue I've never used that to export and not had issues
Im new to all this.
If you shouldnt use fbx then what is the best way to export from 3dsmax 2016?

Raise

Put it into 3ds max 2010, you'll have to pirate it though