great tutorial! just followed what you did for the shadows of removing the spoiler, and i still have some of the shadows, is this fixable? so desperate to make this car right haha
I just ran into the same problem. 3:53 When he shows what to do with the txDiffuse, also do the same thing for the txMaps file. When I just did the txDiffuse, I still had some lighter shadows remaining. After looking at the .DDS files I could see that the "_MAP" file also had the old shadows in it. Regenerating both the txDiffuse *and* the txMaps file got rid of all the shadows. Extra thing that might not matter: On my car, there had been a separate object for the rubber gaskets that go between the wing and the decklid. In Blender I had completely deleted that object. When I imported the .FBX into KSEditor that old object was apparently gone, but I noticed the deleted object still had a section referencing it in the .INI file. I manually deleted that section, but it didn't have any apparent effect so it might not actually matter. What actually fixed the problem for me was the txMaps file.
Whenever I try to calculate an ao map and save it as a dds I get an error message saying I miss nvidiatexturetool.dll despite the fact I have it installed. File is saved but it is just an empty dds. Do you know where it could come from and how to fix it. Texture tool may be installed on a different drive.
hmmm, Im not sure honestly! The best thing I can do to help you is to direct you to my discord and I have a DDS plugin download in my tips and tricks server pinned
@@fvmods1128 no. Unless you extract in png and then work with that in your editing software and save it as dds after, but I never tried myself because I hve very little time to play already.
@@waider Oh okay yeah I get that , I figured out what I was doing wrong turns out It was just a showroom setting error , now the .dds saves as it should.
Great tutorial! just one problem im running into at the very end. For context: I modelled a completely original car body and have fully UV mapped the car in 3ds max, assigned all the textures in ksEditor and imported it to Content Manager. This is where i encounter the problem: when i click "Calculate AO Map" in the CM Showroom it renders a completely black image with nothing in it... Is this a common occurrence? ive noticed that it isnt just my car's problem because all of the original Kunos cars have this same issue. Any idea what it could be? Thanks in advance for your time... im really anxious to finally make my car come to life in this incredible game, i just need this last step and im done!
Well typically when the ao map is black it could be that the material is also tied to another object that is in the interior or something and just covering the whole thing. Make sure that the car body is using a material that is only for the car body and no other objects
@@MamiyaMotors Just double checked everything, there are no other components on the car that share its same material. I also unpacked a random kunos car in 3ds to see how the UV mapping was and it was fine, i re-imported it in the game and it has the same issue blacked out ao map... i saved this ao map and imported it to photoshop but its just an empty transparent file :\ Think it could be something related to an update or a certain CSP?
Before you pull the AO map do you see a screen that you can adjust the lighting values? I feel like maybe the diffuse lighting might be set super low maybe causing no light to be used for the ao map
thanks so much man i was so confused on how i was supposed to generate an ao map thought you had to make it from scratch or sum
Can you do a tutorial in which you show how to change wheels of the assetto corsa gt86 and also changing the rear spoiler to a ducktail
Well I have a tutorial on how to swap wheels and once you know that then that’s the same process of swapping any other parts
great tutorial! just followed what you did for the shadows of removing the spoiler, and i still have some of the shadows, is this fixable? so desperate to make this car right haha
I just ran into the same problem.
3:53
When he shows what to do with the txDiffuse, also do the same thing for the txMaps file. When I just did the txDiffuse, I still had some lighter shadows remaining. After looking at the .DDS files I could see that the "_MAP" file also had the old shadows in it. Regenerating both the txDiffuse *and* the txMaps file got rid of all the shadows.
Extra thing that might not matter:
On my car, there had been a separate object for the rubber gaskets that go between the wing and the decklid. In Blender I had completely deleted that object. When I imported the .FBX into KSEditor that old object was apparently gone, but I noticed the deleted object still had a section referencing it in the .INI file. I manually deleted that section, but it didn't have any apparent effect so it might not actually matter. What actually fixed the problem for me was the txMaps file.
Can you share your showroom?
showroom ?
Whenever I try to calculate an ao map and save it as a dds I get an error message saying I miss nvidiatexturetool.dll despite the fact I have it installed. File is saved but it is just an empty dds. Do you know where it could come from and how to fix it. Texture tool may be installed on a different drive.
hmmm, Im not sure honestly! The best thing I can do to help you is to direct you to my discord and I have a DDS plugin download in my tips and tricks server pinned
@@MamiyaMotors i'll check that out. Thanks
@@waider I'm having the same issue also , were you able to find a solution? Thnks
@@fvmods1128 no. Unless you extract in png and then work with that in your editing software and save it as dds after, but I never tried myself because I hve very little time to play already.
@@waider Oh okay yeah I get that , I figured out what I was doing wrong turns out It was just a showroom setting error , now the .dds saves as it should.
Great tutorial! just one problem im running into at the very end.
For context: I modelled a completely original car body and have fully UV mapped the car in 3ds max, assigned all the textures in ksEditor and imported it to Content Manager.
This is where i encounter the problem: when i click "Calculate AO Map" in the CM Showroom it renders a completely black image with nothing in it... Is this a common occurrence? ive noticed that it isnt just my car's problem because all of the original Kunos cars have this same issue. Any idea what it could be?
Thanks in advance for your time... im really anxious to finally make my car come to life in this incredible game, i just need this last step and im done!
What shader are you using in kseditor for the car’s body? Ksperpixel, ksperpixelmultimap, etc
@@MamiyaMotors the great majority is a ksperpixelMultiMap, then i have ksTyre, and ksSimpleReflection for the windows if im not mistaken...
Well typically when the ao map is black it could be that the material is also tied to another object that is in the interior or something and just covering the whole thing. Make sure that the car body is using a material that is only for the car body and no other objects
@@MamiyaMotors Just double checked everything, there are no other components on the car that share its same material. I also unpacked a random kunos car in 3ds to see how the UV mapping was and it was fine, i re-imported it in the game and it has the same issue blacked out ao map... i saved this ao map and imported it to photoshop but its just an empty transparent file :\
Think it could be something related to an update or a certain CSP?
Before you pull the AO map do you see a screen that you can adjust the lighting values? I feel like maybe the diffuse lighting might be set super low maybe causing no light to be used for the ao map
Your not even tellling is how to bloody do it!!!!!!
I suggest you find my tutorial on ao mapping