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Project cars go kart.track.mod
Project cars go kart.track.mod




project cars go kart.track.mod

Select all faces (Ctrl+Tab -> Faces, A) => probably normals are facing the opposite direction. Also make sure to uniform all at 1:1 scale before exporting (example for Blender, select object while in object mode, then go to Object > Apply > Scale. => check the scale of objects in your 3D program. #2: car/objects/track are not proportional => next thing to check is the distance from the ground (1 or 2 m should be enough closer might create problems). after rotating your object, DO NOT use object>apply, otherwise rotation is lost. if Y is not pointing up (and probably not), make it (typically by a 90 rotation on X axis). in object tab, under Display, check the display axis (you should now see in the viewport what is what) If working in Blender, to be able to see the axis orientation you can: => make sure the pivot point of spawn objects is pointing Y up and Z forward. #1: my car has broken wheels when I load my track ingame More often than not, you skipped/forgot one step or one setting. Do note, this is only the "trigger" position, you will need to link it to a sound and some characteristics - and for this, you must use the file audio_sources.ini, located in DATA folder (see above).​Īs a general rule, the first thing to do when something is not working => read the guide AGAIN. Example: sound of water near a river, sound of crowds near grand stands, sound of birds near a forest. Even though you could get away with more.ĪC_AUDIO_suffix - use it to place external audio sources at various positions on track. In order to avoid unexpected issues, they work best when used on objects with simple geometry, and devs recommend not having too many (not more than 15 iirc). The trigger will be an imaginary line from the center of the object to the other side (not visible obviously)ĪC_POBJECT_suffix - use this format as name if you'd like to have colidable/movable objects in your scene (cones, for example). Same rule about left and right but it will became the first intermediate. This must be placed on the RIGHT side of the start/finish This must be placed on the LEFT side of the start/finish These objects don't need the axis orientation like the spawn objects

project cars go kart.track.mod

This is VERY important for 3dStudioMax users, where usually Z axis is UP and Y axis is Forward, beware. In general anything related to a position must follow this rule: the Y axis of the pivot point must point UP and the Z axis must point forward and will determinate the orientation of the car. AC_PIT_n (n must be 0, 1, 2, 3, 4 etc) DON'T name it AC_PIT_01 (01 is different from 1)






Project cars go kart.track.mod