AC Modding Questions Thread

Thank's for the reply! I got so far that I extracted the .fsb file from the .bank file and now I have several .wav files which is exactly what I needed. The problem is that both sound mods use different filenames for the same sounds, for example the file "onboard_load_high.wav" has the name "ob l on high.wav" on the second mod and that's just an easy example for people who read this and don't understand what I mean. Many files have way different names, so I can give up unless I can somehow find out which file is the counterpart for the other file. IF I can find out the names, I can just simply create a new project with FMStudio and create my own .bank file am I right?
Doesn't really matter what the files are called. Just listen to them and place them in the project and experiment. Helps to record the working car going up and down the rev range and you can usually pick out where each sounds is and at what RPM.
 
I have a car mod that is crashing for everyone else except the creator and myself. Logs show nothing of note and it appears to be 3D related, as swapping out the model works.

It's not:
Anything data related, I think
Not fonts related
Multiplayer related, crashes in SP too
Shader patch related
Not related to the special multimap shader, or the chrome shader
Not a driver model issue

Any ideas?

Logs have absolutely nothing of note, unlike other crashes, only:

CRASH in:
OS-Version: 6.2.9200 () 0x300-0x1
d:\dev\dev_pc_master_race\acs\caravatar.cpp (1309): CarAvatar::initPhysics
d:\dev\dev_pc_master_race\acs\caravatar.cpp (896): CarAvatar::CarAvatar
d:\dev\dev_pc_master_race\acs\sim.cpp (1446): Sim::addCar
d:\dev\dev_pc_master_race\acs\racemanager.cpp (462): RaceManager::initOffline
d:\dev\dev_pc_master_race\acs\racemanager.cpp (174): RaceManager::loadSessions
d:\dev\dev_pc_master_race\acs\sim.cpp (320): Sim::Sim
d:\dev\dev_pc_master_race\acs\splashscreen.cpp (319): SplashScreen::postRender
d:\dev\dev_pc_master_race\ksgame\game.cpp (181): Game::onIdle
d:\dev\dev_pc_master_race\ksgame\game.cpp (210): Game::run
d:\dev\dev_pc_master_race\acs\acs.cpp (477): wWinMain
f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF79533DC4)
00007FFF79533DC4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF7B453691)
00007FFF7B453691 (ntdll): (filename not available): RtlUserThreadStart

However I can't derive the cause from just this.

So, what the hell is it?
 
I have a car mod that is crashing for everyone else except the creator and myself. Logs show nothing of note and it appears to be 3D related, as swapping out the model works.

It's not:
Anything data related, I think
Not fonts related
Multiplayer related, crashes in SP too
Shader patch related
Not related to the special multimap shader, or the chrome shader
Not a driver model issue

Any ideas?

Logs have absolutely nothing of note, unlike other crashes, only:

CRASH in:
OS-Version: 6.2.9200 () 0x300-0x1
d:\dev\dev_pc_master_race\acs\caravatar.cpp (1309): CarAvatar::initPhysics
d:\dev\dev_pc_master_race\acs\caravatar.cpp (896): CarAvatar::CarAvatar
d:\dev\dev_pc_master_race\acs\sim.cpp (1446): Sim::addCar
d:\dev\dev_pc_master_race\acs\racemanager.cpp (462): RaceManager::initOffline
d:\dev\dev_pc_master_race\acs\racemanager.cpp (174): RaceManager::loadSessions
d:\dev\dev_pc_master_race\acs\sim.cpp (320): Sim::Sim
d:\dev\dev_pc_master_race\acs\splashscreen.cpp (319): SplashScreen::postRender
d:\dev\dev_pc_master_race\ksgame\game.cpp (181): Game::onIdle
d:\dev\dev_pc_master_race\ksgame\game.cpp (210): Game::run
d:\dev\dev_pc_master_race\acs\acs.cpp (477): wWinMain
f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF79533DC4)
00007FFF79533DC4 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF7B453691)
00007FFF7B453691 (ntdll): (filename not available): RtlUserThreadStart

However I can't derive the cause from just this.

So, what the hell is it?
Full log please, as you omitted the one line that actually indicates where it crashed ;)
 
Full log please, as you omitted the one line that actually indicates where it crashed ;)
I showed the log around a bit, and the part that stands out is:

  1. LOADING COLLIDER MESH FILE: content/cars/bo_porsche_964_singer_300/collider.kn5
  2. LOADING MODEL content/cars/bo_porsche_964_singer_300/collider.kn5
  3. VERSION=6
Here, there's a DLC check because we replaced it with the KS 930 RSR collider, to see if it's something to do with that, and that collider ALSO crashes in addition to the custom one.
 
I have question about the istransparent parameter in sdk. For which objects should this be turned on? I kind of understand what it does (set draw order for transparent materials for overdraw situations?) but do you turn it on for trees, fences and alphatested materials? Are there situations where you don't turn it on for alphablended materials for example?
 
It's only used for materials that use 'alpha' blend, but not 'alpha test'. I only ever use it for groove or skid objects, glass objects, or any other materials that require varying levels of transparency.

Certainly not for trees, 3D grass, wire fences :)
 
I have my road white line material made with ksperpixelAT_nm with alphatest and I needed the istransparency on for those objects or they'd draw in wrong order. So there are situations when you need it on for alphatested materials as well? Or does the shader I used always default to alphablend?.. or maybe my depthmode is wrong (eOff)?
 
depthmode should be eDepthNormal for objects like that. If you set it to eOff then AC doesn't know the render order (hence you needing istransparent to make it show)

For ksperpixelAT_NM you should be using eDepthNormal, AT blend mode and istransparent=0
 
Can anyone tell me what's causing the purple/pink/white areas?

AMP6.png
 
Could someone please point me in the right direction how assigning materials for Assetto Corsa works?

I would like to learn how to assign different texture types to an object that only has a diffuse map assigned.

I did not see a way to do so in ksEditor and I also do not see a way doing it in Photoshop (3D) or in my preferred CAD system (Rhinoceros).

2019-04-10-122718-screenshot.png


Do I have to do it all manual assigning these textures in the fbx.ini file for ksEditor to recognize them or is there another tool for that?
 
I hope this is the right place for this:
Is there a way to look at a driver skin in Content Manager? Im able to open the driver.kn5, but I haven't fount out yet how i have to assign a skin to it.
 

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