

This is the information that’s populated in the bottom left corner of the preview image below.Īn outline of your map with a transparent background This is various specific details you’re asked about the location of the track. The top two, though – I will need to explore the files of other, working tracks to see what information I’ll need to supply. The bottom two are rectifiable quite easily, they’re just pictures. I need to tell it where the track is, and also race information like where the pit stops, starting line, crash pads, timing sectors, marshall positions and cameras are. While I have the mesh in place, the game is not told where the actual track is: Assetto Corsa recognises that there’s a Cadwell track in its game directory, and gets as far as trying to start the game with it: this is good, something is working here. I’ve gone around the objects and given anything that doesn’t have a texture in the map (aside from the road and ground) a UV grid texture, as a placeholder so that everything in the level is assigned one. And found the elements in ksEditor that pertain to the actual parts of the track. As a test, I’ve applied a basic Asphalt texture to the track. I’ve previously imported the terrain data and satellite overlay, and the dark grey is where the road has been imported as 3D data I’ve imported the file above into the Assetto Corsa level editor to export it to the game, but there are no textures. Using blender-osm, I zoomed right in to the track and imported the data from its Latitude and Longitude. Not the chronological next day, but the second day where I can sit down and make progress: this project has been in my mind since I started thinking about it, so pieces of the jigsaw have popped into my mind. These are great for reference and in-game layout previews, but I’ll also need to consider heightmap and terrain data on the actual map I’m going to start smaller, but use the same process – I’m going to replicate a track I remember from my childhood days, family outings to Cadwell Park near Louth with my dad. You’ll see a lot of content on this page which is produced with the blender-osm tool with the Sheffield map. I need to start smaller, and I want to find a way to do it cheaply we are after all a shoestring budget studio. Only thing is, this is a large map with a lot of buildings without textures. We at least know that ksEditor is at least reading the file structure of the FBX, and it appears to be compliant.

But it’s right, the fitness store Decathlon doesn’t have a texture assigned to it because I haven’t worked on it yet. You click OK, and the application force closes. fbx file (a widely supported 3d model format) so that I could import it into ksEditor. I took my Sheffield map (‘Here’s one I prepared earlier…’) – this was created by using the blender-osm plugin. This is the video that piqued my interest, and especially towards the end confirmed that what I’m looking to do is possible.
