THE ONLY TUTORIAL THAT HELPED ME! I saw/read over 15 and none of them helped me on how to make your track work exept from this! Thank you sooooo much. I bought race track builder (which as you know is expensive) so i game almost all of my money and when I realized how hard it is and how useless youtube tutorials are (all of them apart from this) I got really upse but when I saw yours I started to understand things and finaly made my simple track WORK! (As you can imagine im really happy now!!!) Thanks a lot!
Mind blown. Made a massive track using RTB and couldn't get it exported from us editor. Think may have not named things correctly. Made a smaller track using this tutorial and boom working track(not the greatest of track) superb tutorial now to start that big track again. Thanks for this info very well explained 👍👍
I've found ksEditor won't import if string objects are too long. what you said about collision physics being between 500-1000m ... well after massive frustrations ... i realized i need to keep string objects shorter, around maybe 500m difficult as with the track sections it gives you distances but not with the strings, so I improvise; I do 800m sections of track, layout the whole course then go over the course for imperfections on track joins and also correct any terrain graphical errors as I do each section i put in the string objects; even the guard rails i put in two or three sections of rail on each side of the track for that 800m section. so i go on and on for 100s of km, tedious, but it saves so ksEditor likes it. ...and now I've also discovered that an accidental double-click when placing nodes for string objects can create two nodes, one on top of the other, which will also cause it not to load. This happened due to a poor connection between wireless mouse and comp, low battery. yes it still takes forever to load into ksEditor; if ksEditor isn't displaying 'not responding' or throwing up error messages, then your track should be loading fine. I also keep a daily backup copy of my track folder from the RTB folder in My Docs; On a huge track the work goes from days to years; if I lose one days work due to an overly long string i can't seem to find, like wtf?? then i don't lose the whole track save, and months or years of work; just that day. I always have a backup (actually 2) that i know ksEditor will not reject before i do any new work. Once loaded into ksEditor, I immediately save it as kn5, and go play all working good i then make the new backup copy, replacing the previous one. I've done 100s of km through mountains with endless guard rails this way so far so good i guess i hope this helps everyone
Man thank you for making this, the amount of stuff I’ve learnt from watching this is ridiculous 😂 can wait to start again tomorrow knowing everything I do now
Nice tutorial - thanks for making it. I’m in the process of adding a couple of new features to Race Track Builder now for AI lines / Cameras and the end section of this tutorial has helped a lot. Just a couple of additional things I noticed.: 1. Instead of renaming objects to 1WALL_XXXX, you’re better off creating a Collision Wall in RTB (did I even have this feature when you made this video?). Collision Walls will be more efficient as they use few points/polys so AC can detect the collision more efficiently than when using a more detailed model. 2. If the AC editor starts crashing because files start getting too big, firstly you can use the 4GB patch. Secondly you can Export from RTB the components separately, process them in the AC editor, then use a models.ini file in AC to load them all into the one track. Thanks again!
I've been expecting you sir... I'm so glad that it's helping you work on RTB. When I made the tutorial the walls feature was brand new so I didn't have any confidence teaching how to use it. As for exporting components separately... That feature has been a godsend ever since it was added. Thank you for the continued work on your amazing program
you’re better off creating a Collision Wall in RTB - what are you talkin about collision wall?? ive tried all the wall types and i was still going through them
@@EthericBladeworks yah i think he's just meaning to use walls instead of string objects, i think you still have to rename and set it all up in ksEditor?
I'd like to help in development if you need anyone to test builds. Also, kinda unrelated but I'm def not angling to get a free copy of rtb. I have a plan to start adding entire cities into FiveM and thought maybe there could be a way to accelerate that process and figured helping develop such a tool could be a heckin ton of fun.
i will say this guys video is alot of help best one out there ,, there is stuff i had to figure out that isnt in the video so ill write them here for other that get stuck ...few things i had to figure out on my own that changed over the last 2 years.. not a single person would help me so i figured it out myself and now my tracks are in the game and ready for public play,, when importing to ks the file wont say fbx at the end so look out for that guys it just says 3d file... also i had to use kseditor (at mod tools), the one he uses wont load up any tracks .. and with this one i dont have to make walls it did it for me, all my objects do what they are suppose to do... another thing i got stuck on is him going from ks to the game to make ai spline,, i had to make a track folder with a kn5 files and ai, ui ect and put it in the game then i was able to make a ai spline. idk if he skipped that or what but ya. so i guess go to end of video do what he does there to have the track in game then go back to the point where he makes the ai spline and you should be all set.... good luck
My saving procedure doesn't just apply to the track sections and rails either; I placed a whack of trees one day with the lasso tool, ...and in doing so, I made it unloadble for kseditor. It was much easier just to load a previous backup than delete trees endlessly. I now completely avoid that tool; a thousand trees are not all gonna be the same size, or have the same orientation It's much easier to place, rotate and size trees individually, Plus, I've had so many issues with it selecting the wrong thing; It's much easier to do one at a time i find. I now try not to clutter my view as I go. Keeping it a simple as possible seems best. I begin with the terrain. I'm not using google. hmm I create my own terrain first; I've created as large as possible with no affect on performance. It doesn't seem to be an issue on any machine that can run properly modded out Assetto. I first adjust the elevations to reflect the kinda terrain I wanna drive on. Then I adjust the textures and base colours to achieve proper look. Example; I use sand texture and base white, gray and ultra light baby blue, Set at maximum density for snow capped peaks. I might use the bulldozer tool on low intensity with lots of clicking at this stage to plow out a surface just a bit larger than the track width. or use bulldozer on small area and max intensity to make peaks or gullies quickly you'll wanna mess with the size and density lots and play with your textures lots, find the texture editor. I then layout the 800m track sections; I put the ends close together but not touching. I layout whatever track i want to see, All the way around for a circuit track. If Its a 1km track or a 1000km track; I'll lay the whole thing out, each section only 800m. Then, when the all the sections are laid down, and fully all the way around, I then play connect the dots. 800m leaves lots of room to connect them and still be sure to stay under 1000m Brendon says you can make sections longer than 1000m, but I completely disagree. As I do I adjust the nodes slightly to remove graphic/terrain errors and even put in more terrain features and textures in each 800m section. When the track sections are all completely joined and it's kinda what i wanna see; Then I use the auto-drive feature. Spacebar works for me on this. Going at a slower speed this allows me to see anything I don't like. It could be a too harsh a corner, to steep a hill or sharp a peek of the hill, but also it allows me to see graphical errors, such as white lines at track joins and other nearby terrain changes or errors to be made or fixed. pressing space again enables fly-mode, allowing to see possible other possible issues from above. Pressing Escape gets me out of drive quick, i keep my finger on it as I go, and can quickly stop and correct the errors right there. Once corrections are made hit space (or 'D'? for some I guess?) To return to drive mode. The view must be above ground level or it won't work. It also help to have your starting view close to the track surface pointing in the direction you wanna go. The mouse scroll controls speed, and slower is better, I think hold right click and move mouse lets you look around as you move. It doesn't always really work with the most objects, walls, and strings to be adjusting track or terrain elevations later; seems to sometimes create gaps between wall and road, or building and terrain, i've had problems with those. So I'm patient, and focus on just the track until I'm happy all the way around, going both directions with autodrive Tip; zooming in and out with mouse scroll is to where your mouse pointer is located. If you are looking kinda downhill at your track and your pointer is on the grass beside it, it'll zoom all the way down the cliff quick if you 'shift-scroll' which is really annoying. You must have your pointer on the track to zoom. It should just zoom at screen center i think. pressing mouse scroll and moving is confusing, and often won't work if zoomed close it seems almost not at all if your pointer is on the track, I have to be on terrain? So when I'm happy with what I see the whole way around, with just the terrain and track; I then put it in the the Start/Finish line location, checkpoint location, and the Orange pit start car location, and the starting grid(s). I'll then be doing my first export; I'm sure that 'Tag as drivable when cut by Track' box is unchecked. this will you allow to drive most everywhere on the terrain, not just flail into oblivion if u go off track when in the game. I then export the track 'my_track'. I leave RTB running, (actually 24/7), and switch windows to ksEditor. I attempt to load into ksEditor (also runs 24/7) and if successful; I won't adjust anything, just save as whatever; 'my_track.kn5'. I then move the exported track folder with its new kn5 into the tracks folder and test in-game. I try my best to drive the whole loop, like if i were racing it, trying to find bad corners or no physics in places, and trying to remember the location to alter. When I do I go straight back to RTB and fix that spot. I go back and forth between RTB and Assetto allot. I'm not sure why, but sometimes I can just Alt-tab between Assetto and RTB, other times not. Sometimes it'll let me alt-tab or use the windows key to get out of Assetto, and lets me also return to it, other times I just can't get back into Assetto after, and have to close it. I'm not sure why really. Any ideas I'd love to hear. So... If ksEditor wont load it, a section is too long, then I must go back, and click on each track section until i find the one(s) over 1000m adjust it, either by moving the node from a shorter adjacent section into the overly long one, or by deleting the overly long section and replacing it with 2 or 3 smaller ones. I do days and days this way, finding and correcting errors in the track mainly. I'm very careful and observant when moving nodes, examining surrounding track and terrain for gliches, and fixing them too while there, as moving one node can create lots of surrounding problems sometimes. It's why it best to always keep an eye on track section lengths in the beginning. Even if ksEditor manages to load the track and you save and play it, it's no fun to drive to 5km fall into no physics, go back to RTB and fix then do all the re-export and try again, only to find another section at 14km with no physics to fall into and go fix, and then at 28km... and repeat and repeat. Much better to be sure each section is under 1000m before even your first export. Then, when the track circuit, or point to point, is drivable but still at the kind of challenge level I want; Are corners to sharp? no one wants to have to basically stop to make a corner right? Are there not enough corners? Endless straights forever are not fun either though. Are hills to steep? this can be a problem. test various cars on track in game, some can't do hills at all. Is the crest of the hill to sharp? Do cars launch off the track into nowhere? Sure, a bit of a jump is okay sure, but you really don't wanna go hang-gliding right? Also with blind hilly corners and terrain, perhaps things need straightening out or height adjustment. On super super long tracks, harsh corners make for an unenjoyable track if you constantly have to start from the pits because you always have so much trouble making it around the corner at the 145km mark out there somewhere and have to start again at the pits. If you're track is super-long, you'll never make it all the way around. My first big track I started I had driven over 18,000 km on before i finally made it all the way around. It better to know right away if it's gonna work or not, before walls and rail go in. Sure, walls and rails will go in later to help guide you, even stop from crashing, but at this point it's just the track, it needs to be driveable throughout the whole build. Once I've driven several, full, complete laps, and in both directions in Assetto, and everything feels right with the track, and I'm fully happy with only track and terrain, then I can start with walls and strings. as I've said, only doing each 800m section of track at a time and splitting that into 2 or 3 sections for strings and walls. I do the entire tracks walls and strings now, only 2-300m at a time. ITS REALLY IMPORTANT!! Seems to be the main reason ksEditor will reject a track. Again use the autodrive lots to look for errors (walls to high) and adjust. Export once at the end of daily work session to test. Once the walls and strings around the track are all in place and work I start placing all the objects. I start maybe around the Starting section, and place objects as I go, the largest first really. I put down the biggest of buildings, the smaller ones, then finally the even smaller objects such as trees, cones, whatever. There is no point in placing all your trees and then drop a building on top of them right? I'll update this page anytime I that feel I've learned anything new, different or possibly helpful. Feel free to ask me questions in the reply, I'll do my best to help always.
If you have some spare time and can be bothered to, i would love to see a free roam city map of london. I've always wanted a nice clean and well made city map of the UK but no one seems to have made one.
Hello, could you help me? I followed all the procedure, I just didn't configure the cameras. When trying to open the track in Content Mananger 2 errors are reported: - There is no RHM file (I believe it is from Real Head Motion) - Track does not exist I don't know what I should do Thanks.
He 1st showed how to do the AI 32:35, its a "little" thing you will realize watching all the vid. It ends the vid by telling that he Will do another vid explaining how to do the AI but the vid os self included on this vid...see timestamps on the description.
He 1st showed how to do the AI 32:35, its a "little" thing you will realize watching all the vid. It ends the vid by telling that he Will do another vid explaining how to do the AI but the vid os self included on this vid...see timestamps on the description.
Nesox... could u please do a liquids tutorial? like lakes, stream, rivers, lava? Also is there anyway to build earthen, dug out tunnels? like in the mountains, or the chunnel across the English Chanel? have terrain above the track somehow? please help. thanks. btw i think RTB is the sweetest racetrack tool ever. just takes some time to understand it all proper. it needs a Prima Strategy Guide really. RTB is the hardest, longest game i've ever played. But playing this game is actually productive lol It's frustrating a little at first, and the initial cost some say to high... But there is really no feeling like driving on what I created Its incredible, almost like owning, engineering, and building a real track. Race Track Builder Tycoon almost I really love this software, and I've had computers since the mid 80s (apple IIc with full color monitor '86. my mom paid $3000 used for that machine, already used. yikes in 86) hmm remember excitebike track builder? things sure have come a long way Anyway I wish you Cheers and happy building. 😊😊😊😊😊
when i load into assetto corsa the game crashes and then it comes up with a message saying "ASSETTO CORSA RAN INTO A CRITICAL ERROR, There cant be 0 cars in Race.ini". any help?
@@shroerletsplay5168 I found a solution! U have to do smaller roads, max 1000 meter. If u have to do a longer track u must join roads. Hope it helps m8
The only problem I noticed here is that when you started laying the track, the track was much wider than the image, and when you narrow the track it'll just stretch the terrain image that's on the sides of it (if I recall correctly). Shouldn't you have narrowed the first segment and then continued on with that section of the track that has that width?
Hello Nesox, im trying to load the google maps imagen, but it fails, i really need some help with this, im from dominican republic, and i want to make a tiny gokart track to my child. i made and check all that the API request, but i dont know what i doing bad.
thanks a alot. but when i load my track it wont load and I check the folder that i made it is correct so what would be the problem u think? please help me man
Thanks alot, tutorial really helped to get the track down, but man, when i export the tracck from ks editor, assetto says cant launch race, main track layout is broken. Any advice?
Hello, I loved the tutorial but I have a problem that you don't have and maybe you can help me. When placing the path, white lines appear on both edges that run along the entire length of the road and I cannot eliminate that. If you could help me, it would be great.
Great tutorial. I am having a problem. When I go to import my .fbx file into KS, it’s not there. But when I just open my track folder separately from the KS app, it is. Any reason for their? Thanks. 29:20
Check to see if any files get imported or if anything changed when you bring it into, KS. Sometimes the camera when you load a track isn't placed properly and you have to find your track. If nothing changes when you import though, the file you're importing is likely getting corrupted for some reason.
I built a track and faced the problem of the very low resolution of the google image, b3cause RTB limits this to,1024x1024 resolution, ev3n if you enable high detail. Youmhave the same problem in your track. If youmwant to,be really accurate, that resolution is not enough. I tried to build by hand an 8000x 8000 resolution jpg using better image frok google earth. But it is difficult to paste the xhunks together, and you also start to jotice that the geolocation changes a bit when you try to build the bigger 8000x8000 jpg (meaning that the track in the detailed view is slightly off vs the original 024x1024 one). I also thin google elevation data and image are off, so you will never get accurate track elevation with this method. I also noticed that AC will perform VERY slow if you upload the 8000x8000 jpg... so I had to channge back to the 1024x1024 before creating the kn5 for AC (but I was able to create a very accurate track using the 8000x8000 version temporarily... Any idea how to do this better? My workaround was too cumbersome... thanks for the video, great tutorial!
i have trouble getting the API key... they demand my credit card and billing info! Is there a way to get an API key without giving personal info like that?
From Edmonton, couldn't help but notice you're Stratotech track build in the video - Any possibility you or anyone you know who would be interested in mapping Castrol Raceway near Edmonton, AB? I've searched and searched, but can't find any reference to it existing in rFactor or AC. Thanks!
Hey! so i added the API's...enabled them and it still gives me the forbidden error. Brendon is useless to get help from. Wondering if this all still works?
i thought RTB was supposed to do the work for u basically with the data so the road follows the natural level etc .. guess not seems like a lot of work an bugs etc for a 60 dollar software
@@nesoxglass thank u bro, yeah i figured thats what happened, assuming i can always go back create track cams later, i could skip to 46. appreciate u bro, one more quick question, certain string fences have "WALL" in their names already, should i leave those alone? thanks again
@@nesoxglass yeah i saw the new wall tab, thanks for explaining and helping muuuch appreciated bro, i kist spent the night driving around my track modeled after a real place in PA that runs drift events and everything was working perfectly, followed your video step by step, cant thank you enough
@@nesoxglass are you still making track cams and maps the same way? does there need to be a map .ini in place prior? it worked for me but not a friend following the same steps
Just download the modded kseditor (v6) from here: yadi.sk/d/RuPNrcCurCm4Z unpack it with winrar/winzip run the kseditor.exe when you want to open kseditor.
I cant import my FBX File into the KS editor. I loads up to like a third and then i get an error saying "An extern component caused an exception" i click OK but it wont import further. I didnt find anything about it on the internet
That generally means the file can't be read by kseditor. Try re-exporting. If that doesn't work, try cutting back on the amount of string objects as those can overload kseditor. Annoyingly that error message is always incredibly unspecific so it's gonna take some troubleshooting to figure it out on your end. Hopefully it's something easy.. Good luck ^.^
Very helpful! I do have a question... can buy or obtain 3D objects made by others and add them to my xpacks? Is it a matter of coverting files?? I do see that the objects are xml. files, sooo, any advice? Regards, Eric. I am new to RTB.
Nesox Glass ok, so... I'll try to re exporting the rtb, then I'll modify it on KsEditor and then create the folder tutorial and "manipulate" it. Is it right?
Yea I'm pretty sure it would be something related to the ai file but I wouldn't be able to tell you how to do it sorry :/ Might wanna try to get in contact with the creator and try to learn his secrets ;)
First of all, thanks for the tutorial! This helped a lot with figuring out the basics and getting me going with creating my own track. Only question I have is, how do you edit the amount of multiplayer slots for a track? I exported mine to KN5 and can play solo all day, but trying to host my own server it just shows 0 slots available. I also noticed somebody else in the comments mentioned being able to use the KSEditor ACModTools version and all of the walls were automatically named correclty for them, but that doesn't seem to work for me. I have to edit the names of the walls every single time. It's actually kind of a pain because every time I export and do testing, I have to name them all over again if there's something about the layout I want to change. I'm making a course from scratch so it's not as easy as just tracing and making small adjustments.
did you ever find out more on this? I commented above about better string and saving technique. hope it helps - I'll respond if u ask me anything too i keep notifications for this on always
Ive got 2 questions, 1. I have a amd ryzen 9 processor and a 3090 vision card. Will I be able to do more string objects etc before file corruption? 2. Are there and xpack Kerbs that is available for download?? Also this is the only video that is helpful for creating a track.
Yes to both. RTB has been optimized a lot since I made this video. There's inbuilt walls that work much better. There are a few Xpacks out there but they're pretty scarce.
Hi. Thanks a lot for this video. Encouraged me to buy the RTB. Although I am stuck at AI path creation. How will I have the track in the game to drive for AI? Your video had the car ready. I cant see my track name in the list. I am a first timer.
Hi, I was wondering where to find objects like buildings, factories and other static vehicles, to be implemented in RTB. Thank you for your answer, I have tried but the only videos are yours, and I can not find other objects on the internet.
EBEALIEN THY the best way would be to make your own and make them into an xpack. Otherwise theres some default buildings and stuff in one of the pre provided xpacks. Go up to the top of rtb to edit or file not sure which. Go to the xpacks section and enable the Yorkshire one, the raceway one, and theres one other that I cant remember the name of right now. That should help
Hello and thanks, yes, I enable everything, and you can edit xpacks, I just thought that I could implement one of a third party, or that someone had prepared them. Thanks you are always very quick in helping, you are concrete, a good channel! +++++
Yes, I'm a mechanical 3D designer on PTC CREO, I should see if I can export with extensions. But the goal is to create a circuit using material, if I create all the buildings equal to the required area, I spend a lot of time.
Generally that's either an issue with the exporting process or something is messed up with the naming. The game knows to add collision from how the ground is named, which RTB does automatically. The name is stored in your surfaces.ini to change some attributes. Check out the name of the ground surface in kseditor and see if it's named properly.
@@nesoxglass probably the exporting process because it’s named correctly: The Names 1ROAD03 and 1ROAD04 are the names of the roads which I believe are correct
This is amazing, thank you for uploading this!. Do you know if it is possible to work on someone else's mod (requesting permission) and importe the assets from that mod to improve the track by adding details, refining graphics,etc?. Thanks.
that's certainly possible. A tutorial on this would be very beneficial I think. I planned to make one (text&images) myself, but haven't quite figured it all out yet and now postponed it.. possibly for quite some time.
I believe if you ask for their track folder and put it in your own files it could work. By the track folder I mean the save located in \Documents\Race Track Builder. Just get the compressed version and drag and drop. sadly there's no way to directly import an fbx so you'd need the original save file.
Nesox Glass you can use blender to add resources to RTB though. I'm not sure if you mentioned it in the video, but RTB's own (and add-on) resources are terrible. You could get trees, stands and whatnot from a track that has good stuff and add those to RTB.
Yea I know :) this is meant to be a bit of a simple video so I didn't touch on making xpacks from blender. Also trust me I know first hand how awful rtb can be for resource management.
@@franciscobuelna603 Yea I had that issue with a few tracks when I was using the cracked version. Only fix I found was to re-shade all the materials in kseditor..
What do you mean by track join? Like Respawn points? Or something else? This tutorial is a bit old so I wouldn't be suprised if there's some new features blender offers.
@@nathanjensenracing Oh there's a setting up in the top bar to add camber to tracks. It's by default set to 0.1. set it to 0 and you'll have a flat track.
Double and triple check that you setup the track folder properly and didn't mess up any of the names. If that doesn't work, try re-making the .kn5 as sometimes it gets corrupted in the export process. If neither of those work, find some basic track, and replace only the kn5. If you re-name your file to what the other tracks file was called, and load up the map, it should work fine.
@@nesoxglass the last step you wrote but now i want upload my upgraded version of my track but i m not so sure it will works if i will replace my replaced kn.5
@@nesoxglass yeah man i tried that but it still didn't show up - but I got it now though .. it was in system > assetto corsa > system and checked the developer apps box and and ... some how it came up .. weird .. but yeah thanks for the tutorial though man it helped a ton
@@nesoxglass yeah man i actually ran into a problem earlier where it kept giving me a error and not load up the track online so my crew could try it but it kept crashing until i just put a few cars and it loaded up ... but when i put too many even tho it says pit size is 40 ...it crashes if i put like 24 - but it works for 14 ..any ideas
@@EthericBladeworks As long as you have the right number of pitboxes in the ui_track.json it should work fine. It might be a server issue? I don't really work with servers but maybe something in there isn't numbered right? Sorry I can't be any more help.
Hi, may I know if you're interested in taking a paid commission to build a track? It will be a quick and easy project as we do not require super fine detail. We can also provide you with photos and videos of the track as reference if it helps. Looking forward to your reply :D
Hi guys, is anybody able to help me get around this annoying error message when you hit the Google Maps button once you have put in the coordinates... Google just does not seem to want to sync properly anymore like it used to & I haven't done anything to any settings apart from updates. "Can't load Google Maps image. The remote server returned an error: (403) Forbidden." I have tried all sorts like changing API Key's on my Google account to enabling more API apps & even disabling all my Anti Virus software protection on my pc as I noticed on the Steam forum that's what some people seem to be suggesting... however even with those changes things don't seem to be fixed. I am really enjoying designing circuits & I was even going to remake the Isle of Man TT circuit for Assetto Corsa as it's a world famous course. It's one I'm proud to be able to call my home circuit as it's where I was born & live. So until this is fixed it will have to wait sadly :( Many thanks! :)
@@nesoxglass its been about 8 months since i saw your video and ive made over 7 drift tracks lol and sold over 1k usd in race tracks Thats how much you've helped me bro
Google no longer allows using image or elevation APIs for completely free. You have to set up a google developer account, then get an API key for the APIs you want to use. You then get a 300 dollar monthly that gets used whenever the app requests data- 300 dollars is about enough for 5 projects a month if you use full resolution images.
@@adamjames2068 Nope, it's free until you reach essentially 300 dollars worth of data (I don't recall the rate google charges for it's API data). You would pay the overage, and then it resets the next month. You'd have to be putting out a lot of tracks to reach 300, however.
THE ONLY TUTORIAL THAT HELPED ME! I saw/read over 15 and none of them helped me on how to make your track work exept from this! Thank you sooooo much. I bought race track builder (which as you know is expensive) so i game almost all of my money and when I realized how hard it is and how useless youtube tutorials are (all of them apart from this) I got really upse but when I saw yours I started to understand things and finaly made my simple track WORK! (As you can imagine im really happy now!!!) Thanks a lot!
That "sunset on the other side" [32:05] is called... the sunrise LOL anyway, good video, keep it up!
Mind blown. Made a massive track using RTB and couldn't get it exported from us editor. Think may have not named things correctly. Made a smaller track using this tutorial and boom working track(not the greatest of track) superb tutorial now to start that big track again. Thanks for this info very well explained 👍👍
I've found ksEditor won't import if string objects are too long.
what you said about collision physics being between 500-1000m
... well after massive frustrations ...
i realized i need to keep string objects shorter, around maybe 500m
difficult as with the track sections it gives you distances
but not with the strings, so I improvise;
I do 800m sections of track, layout the whole course
then go over the course for imperfections on track joins
and also correct any terrain graphical errors
as I do each section i put in the string objects; even the guard rails
i put in two or three sections of rail on each side of the track for that 800m section.
so i go on and on for 100s of km, tedious, but it saves so ksEditor likes it.
...and now I've also discovered that an accidental double-click when placing nodes for string objects
can create two nodes, one on top of the other, which will also cause it not to load.
This happened due to a poor connection between wireless mouse and comp, low battery.
yes it still takes forever to load into ksEditor;
if ksEditor isn't displaying 'not responding' or throwing up error messages,
then your track should be loading fine.
I also keep a daily backup copy of my track folder from the RTB folder in My Docs;
On a huge track the work goes from days to years;
if I lose one days work due to an overly long string i can't seem to find, like wtf??
then i don't lose the whole track save, and months or years of work; just that day.
I always have a backup (actually 2) that i know ksEditor will not reject before i do any new work.
Once loaded into ksEditor, I immediately save it as kn5, and go play
all working good i then make the new backup copy, replacing the previous one.
I've done 100s of km through mountains with endless guard rails this way
so far so good i guess
i hope this helps everyone
Man thank you for making this, the amount of stuff I’ve learnt from watching this is ridiculous 😂 can wait to start again tomorrow knowing everything I do now
Can't wait to see you making tracks :D Glad it's helping out so much
me too!!! Im so happy I finaly understood how it works! But its fucking late so I have to make a good track tomorrow😂
@@nicksklatiniotis5973 ciao. Hai creato qualcosa in questo periodo?
Less than an hour and you have all the basics frome track to ai setup! Just thank you
Only 20 minutes in so far, fantastic video. Now onto the next 30 mins.
Nice tutorial - thanks for making it. I’m in the process of adding a couple of new features to Race Track Builder now for AI lines / Cameras and the end section of this tutorial has helped a lot.
Just a couple of additional things I noticed.:
1. Instead of renaming objects to 1WALL_XXXX, you’re better off creating a Collision Wall in RTB (did I even have this feature when you made this video?). Collision Walls will be more efficient as they use few points/polys so AC can detect the collision more efficiently than when using a more detailed model.
2. If the AC editor starts crashing because files start getting too big, firstly you can use the 4GB patch. Secondly you can Export from RTB the components separately, process them in the AC editor, then use a models.ini file in AC to load them all into the one track.
Thanks again!
I've been expecting you sir... I'm so glad that it's helping you work on RTB. When I made the tutorial the walls feature was brand new so I didn't have any confidence teaching how to use it. As for exporting components separately... That feature has been a godsend ever since it was added. Thank you for the continued work on your amazing program
you’re better off creating a Collision Wall in RTB - what are you talkin about collision wall?? ive tried all the wall types and i was still going through them
Were i can find the 4GB patch for AC editor ?
@@EthericBladeworks yah i think he's just meaning to use walls instead of string objects, i think you still have to rename and set it all up in ksEditor?
I'd like to help in development if you need anyone to test builds. Also, kinda unrelated but I'm def not angling to get a free copy of rtb. I have a plan to start adding entire cities into FiveM and thought maybe there could be a way to accelerate that process and figured helping develop such a tool could be a heckin ton of fun.
i will say this guys video is alot of help best one out there ,, there is stuff i had to figure out that isnt in the video so ill write them here for other that get stuck ...few things i had to figure out on my own that changed over the last 2 years.. not a single person would help me so i figured it out myself and now my tracks are in the game and ready for public play,, when importing to ks the file wont say fbx at the end so look out for that guys it just says 3d file... also i had to use kseditor (at mod tools), the one he uses wont load up any tracks .. and with this one i dont have to make walls it did it for me, all my objects do what they are suppose to do... another thing i got stuck on is him going from ks to the game to make ai spline,, i had to make a track folder with a kn5 files and ai, ui ect and put it in the game then i was able to make a ai spline. idk if he skipped that or what but ya. so i guess go to end of video do what he does there to have the track in game then go back to the point where he makes the ai spline and you should be all set.... good luck
Thank you for the time to explain all that. Very helpfull. I acually helped me with things I didn't get right before. Very good video!
Glad it could help :D
I'm sorry to ruin your 69 comments.
But have you thought about doing a more advanced tutorial? Bridges, making/adding outside textures, x packs, ect.
I know this is a late comment but incredible tutorial my man!!
Saving this for if I test positive for Covid, can make a track from around where I live
My saving procedure doesn't just apply to the track sections and rails either;
I placed a whack of trees one day with the lasso tool,
...and in doing so, I made it unloadble for kseditor.
It was much easier just to load a previous backup than delete trees endlessly.
I now completely avoid that tool;
a thousand trees are not all gonna be the same size, or have the same orientation
It's much easier to place, rotate and size trees individually,
Plus, I've had so many issues with it selecting the wrong thing;
It's much easier to do one at a time i find.
I now try not to clutter my view as I go.
Keeping it a simple as possible seems best.
I begin with the terrain.
I'm not using google. hmm
I create my own terrain first;
I've created as large as possible with no affect on performance.
It doesn't seem to be an issue on any machine that can run properly modded out Assetto.
I first adjust the elevations to reflect the kinda terrain I wanna drive on.
Then I adjust the textures and base colours to achieve proper look.
Example; I use sand texture and base white, gray and ultra light baby blue,
Set at maximum density for snow capped peaks.
I might use the bulldozer tool on low intensity with lots of clicking
at this stage to plow out a surface just a bit larger than the track width.
or use bulldozer on small area and max intensity to make peaks or gullies quickly
you'll wanna mess with the size and density lots
and play with your textures lots, find the texture editor.
I then layout the 800m track sections;
I put the ends close together but not touching.
I layout whatever track i want to see,
All the way around for a circuit track.
If Its a 1km track or a 1000km track;
I'll lay the whole thing out, each section only 800m.
Then, when the all the sections are laid down,
and fully all the way around, I then play connect the dots.
800m leaves lots of room to connect them and still be sure to stay under 1000m
Brendon says you can make sections longer than 1000m, but I completely disagree.
As I do I adjust the nodes slightly to remove graphic/terrain errors
and even put in more terrain features and textures in each 800m section.
When the track sections are all completely joined and it's kinda what i wanna see;
Then I use the auto-drive feature. Spacebar works for me on this.
Going at a slower speed this allows me to see anything I don't like.
It could be a too harsh a corner, to steep a hill or sharp a peek of the hill,
but also it allows me to see graphical errors, such as white lines at track joins
and other nearby terrain changes or errors to be made or fixed.
pressing space again enables fly-mode, allowing to see possible other possible issues from above.
Pressing Escape gets me out of drive quick, i keep my finger on it as I go,
and can quickly stop and correct the errors right there.
Once corrections are made hit space (or 'D'? for some I guess?)
To return to drive mode. The view must be above ground level or it won't work.
It also help to have your starting view close to the track surface pointing in the direction you wanna go.
The mouse scroll controls speed, and slower is better,
I think hold right click and move mouse lets you look around as you move.
It doesn't always really work with the most objects, walls,
and strings to be adjusting track or terrain elevations later;
seems to sometimes create gaps between wall and road,
or building and terrain, i've had problems with those.
So I'm patient, and focus on just the track until I'm happy all the way around,
going both directions with autodrive
Tip; zooming in and out with mouse scroll is to where your mouse pointer is located.
If you are looking kinda downhill at your track and your pointer is on the grass beside it,
it'll zoom all the way down the cliff quick if you 'shift-scroll' which is really annoying.
You must have your pointer on the track to zoom.
It should just zoom at screen center i think.
pressing mouse scroll and moving is confusing, and often won't work if zoomed close
it seems almost not at all if your pointer is on the track, I have to be on terrain?
So when I'm happy with what I see the whole way around, with just the terrain and track;
I then put it in the the Start/Finish line location, checkpoint location, and the Orange pit start car location, and the starting grid(s).
I'll then be doing my first export;
I'm sure that 'Tag as drivable when cut by Track' box is unchecked.
this will you allow to drive most everywhere on the terrain, not just flail into oblivion if u go off track when in the game.
I then export the track 'my_track'.
I leave RTB running, (actually 24/7), and switch windows to ksEditor.
I attempt to load into ksEditor (also runs 24/7) and if successful;
I won't adjust anything, just save as whatever; 'my_track.kn5'.
I then move the exported track folder with its new kn5 into the tracks folder and test in-game.
I try my best to drive the whole loop, like if i were racing it,
trying to find bad corners or no physics in places, and trying to remember the location to alter.
When I do I go straight back to RTB and fix that spot. I go back and forth between RTB and Assetto allot.
I'm not sure why, but sometimes I can just Alt-tab between Assetto and RTB, other times not.
Sometimes it'll let me alt-tab or use the windows key to get out of Assetto, and lets me also return to it,
other times I just can't get back into Assetto after, and have to close it. I'm not sure why really. Any ideas I'd love to hear.
So... If ksEditor wont load it, a section is too long, then I must go back,
and click on each track section until i find the one(s) over 1000m
adjust it, either by moving the node from a shorter adjacent section into the overly long one,
or by deleting the overly long section and replacing it with 2 or 3 smaller ones.
I do days and days this way, finding and correcting errors in the track mainly.
I'm very careful and observant when moving nodes, examining surrounding track and terrain for gliches,
and fixing them too while there, as moving one node can create lots of surrounding problems sometimes.
It's why it best to always keep an eye on track section lengths in the beginning.
Even if ksEditor manages to load the track and you save and play it,
it's no fun to drive to 5km fall into no physics, go back to RTB and fix then do all the re-export and try again,
only to find another section at 14km with no physics to fall into and go fix, and then at 28km... and repeat and repeat.
Much better to be sure each section is under 1000m before even your first export.
Then, when the track circuit, or point to point, is drivable but still at the kind of challenge level I want;
Are corners to sharp? no one wants to have to basically stop to make a corner right?
Are there not enough corners? Endless straights forever are not fun either though.
Are hills to steep? this can be a problem. test various cars on track in game, some can't do hills at all.
Is the crest of the hill to sharp? Do cars launch off the track into nowhere?
Sure, a bit of a jump is okay sure, but you really don't wanna go hang-gliding right?
Also with blind hilly corners and terrain, perhaps things need straightening out or height adjustment.
On super super long tracks, harsh corners make for an unenjoyable track if you constantly have to start from the pits
because you always have so much trouble making it around the corner at the 145km mark out there somewhere
and have to start again at the pits. If you're track is super-long, you'll never make it all the way around.
My first big track I started I had driven over 18,000 km on before i finally made it all the way around.
It better to know right away if it's gonna work or not, before walls and rail go in.
Sure, walls and rails will go in later to help guide you, even stop from crashing,
but at this point it's just the track, it needs to be driveable throughout the whole build.
Once I've driven several, full, complete laps, and in both directions in Assetto,
and everything feels right with the track, and I'm fully happy with only track and terrain,
then I can start with walls and strings. as I've said, only doing each 800m section of track at a time
and splitting that into 2 or 3 sections for strings and walls.
I do the entire tracks walls and strings now, only 2-300m at a time. ITS REALLY IMPORTANT!!
Seems to be the main reason ksEditor will reject a track.
Again use the autodrive lots to look for errors (walls to high) and adjust.
Export once at the end of daily work session to test.
Once the walls and strings around the track are all in place and work I start placing all the objects.
I start maybe around the Starting section, and place objects as I go, the largest first really.
I put down the biggest of buildings, the smaller ones, then finally the even smaller objects such as trees, cones, whatever.
There is no point in placing all your trees and then drop a building on top of them right?
I'll update this page anytime I that feel I've learned anything new, different or possibly helpful.
Feel free to ask me questions in the reply, I'll do my best to help always.
how to fix ai error and track lineup error
I don't have race track builder yet but your kseditor portion was super helpful.
That track looks like a kart track... It's quite tight
Also instead of deleting nodes and putting them back in, just select all of them, right click and align 100%, same results but much faster.
Fantastic tutorial my man! Thank you so much.
Hi I had an error in the app (can't load Google maps image the remote server returned an error (403) forbidden). Please I need help
If you have some spare time and can be bothered to, i would love to see a free roam city map of london. I've always wanted a nice clean and well made city map of the UK but no one seems to have made one.
holy shit man amazing tut
Thanks for the love man glad it could help out :D
Hello, could you help me? I followed all the procedure, I just didn't configure the cameras.
When trying to open the track in Content Mananger 2 errors are reported:
- There is no RHM file (I believe it is from Real Head Motion)
- Track does not exist
I don't know what I should do
Thanks.
He 1st showed how to do the AI 32:35, its a "little" thing you will realize watching all the vid. It ends the vid by telling that he Will do another vid explaining how to do the AI but the vid os self included on this vid...see timestamps on the description.
how is the track already in the game when you did the ai line?
He 1st showed how to do the AI 32:35, its a "little" thing you will realize watching all the vid. It ends the vid by telling that he Will do another vid explaining how to do the AI but the vid os self included on this vid...see timestamps on the description.
[403] when generating the map :/ , any solution ?
Thanks you! Excellent video!
Nesox... could u please do a liquids tutorial?
like lakes, stream, rivers, lava?
Also is there anyway to build earthen, dug out tunnels?
like in the mountains, or the chunnel across the English Chanel?
have terrain above the track somehow?
please help.
thanks.
btw i think RTB is the sweetest racetrack tool ever.
just takes some time to understand it all proper.
it needs a Prima Strategy Guide really.
RTB is the hardest, longest game i've ever played.
But playing this game is actually productive lol
It's frustrating a little at first,
and the initial cost some say to high...
But there is really no feeling like driving on what I created
Its incredible, almost like owning, engineering, and building a real track.
Race Track Builder Tycoon almost
I really love this software, and I've had computers since the mid 80s
(apple IIc with full color monitor '86. my mom paid $3000 used for that machine, already used. yikes in 86)
hmm remember excitebike track builder? things sure have come a long way
Anyway I wish you Cheers and happy building.
😊😊😊😊😊
Great tutorial dude - I won't ask what the "gaysex" xpac does lol
I got a 403: access denied, but I followed all the steps. Can anyone help me?
when i load into assetto corsa the game crashes and then it comes up with a message saying "ASSETTO CORSA RAN INTO A CRITICAL ERROR, There cant be 0 cars in Race.ini". any help?
I don’t have collision on the road and when I start, my car just falls through the road down, how to fix it?
Did u find a solution?
@@PantaBell No
@@shroerletsplay5168 I found a solution! U have to do smaller roads, max 1000 meter. If u have to do a longer track u must join roads. Hope it helps m8
@@PantaBell Thank you very much!
The only problem I noticed here is that when you started laying the track, the track was much wider than the image, and when you narrow the track it'll just stretch the terrain image that's on the sides of it (if I recall correctly). Shouldn't you have narrowed the first segment and then continued on with that section of the track that has that width?
Hello Nesox, im trying to load the google maps imagen, but it fails, i really need some help with this, im from dominican republic, and i want to make a tiny gokart track to my child. i made and check all that the API request, but i dont know what i doing bad.
thanks a alot. but when i load my track it wont load and I check the folder that i made it is correct so what would be the problem u think? please help me man
Good tutorial. Is possible load kmz files get by aerophotogrammetry? The terrain data will be more accurate in theory?
Thanks alot, tutorial really helped to get the track down, but man, when i export the tracck from ks editor, assetto says cant launch race, main track layout is broken. Any advice?
Hello, I loved the tutorial but I have a problem that you don't have and maybe you can help me. When placing the path, white lines appear on both edges that run along the entire length of the road and I cannot eliminate that. If you could help me, it would be great.
Can you link a picture of what you're talking about? I'm not sure I know
for some reason my fbx folder isnt showing up in the files when trying to selkect it from ks... it shows if u go to the folder from desktop
Great tutorial. I am having a problem. When I go to import my .fbx file into KS, it’s not there. But when I just open my track folder separately from the KS app, it is. Any reason for their? Thanks. 29:20
Check to see if any files get imported or if anything changed when you bring it into, KS. Sometimes the camera when you load a track isn't placed properly and you have to find your track. If nothing changes when you import though, the file you're importing is likely getting corrupted for some reason.
I built a track and faced the problem of the very low resolution of the google image, b3cause RTB limits this to,1024x1024 resolution, ev3n if you enable high detail. Youmhave the same problem in your track. If youmwant to,be really accurate, that resolution is not enough. I tried to build by hand an 8000x 8000 resolution jpg using better image frok google earth. But it is difficult to paste the xhunks together, and you also start to jotice that the geolocation changes a bit when you try to build the bigger 8000x8000 jpg (meaning that the track in the detailed view is slightly off vs the original 024x1024 one). I also thin google elevation data and image are off, so you will never get accurate track elevation with this method. I also noticed that AC will perform VERY slow if you upload the 8000x8000 jpg... so I had to channge back to the 1024x1024 before creating the kn5 for AC (but I was able to create a very accurate track using the 8000x8000 version temporarily... Any idea how to do this better? My workaround was too cumbersome... thanks for the video, great tutorial!
i have trouble getting the API key... they demand my credit card and billing info! Is there a way to get an API key without giving personal info like that?
Unfortunately I don't believe so. I don't think they charge you for it either way.
how to set collision to objects like kerbs, rumble strips , tyres , wall?
Instead of use Google picture, can I use my personal circuit picture?
From Edmonton, couldn't help but notice you're Stratotech track build in the video - Any possibility you or anyone you know who would be interested in mapping Castrol Raceway near Edmonton, AB? I've searched and searched, but can't find any reference to it existing in rFactor or AC. Thanks!
Hey! so i added the API's...enabled them and it still gives me the forbidden error. Brendon is useless to get help from. Wondering if this all still works?
I am having the same issue.. ever fix it?
SpoolinJustinCase no I haven’t.
i thought RTB was supposed to do the work for u basically with the data so the road follows the natural level etc .. guess not seems like a lot of work an bugs etc for a 60 dollar software
What do you do if it says track layout damaged
u skipped straight from kseditor to driving your map in assetto, whats inbetween
46:11 Sorry, organizing was a bit weird.
@@nesoxglass thank u bro, yeah i figured thats what happened, assuming i can always go back create track cams later, i could skip to 46. appreciate u bro, one more quick question, certain string fences have "WALL" in their names already, should i leave those alone? thanks again
@@handrewmillan4293 They might work properly. You're much better off using the new actual wall objects in RTB to avoid the naming step altogether.
@@nesoxglass yeah i saw the new wall tab, thanks for explaining and helping muuuch appreciated bro, i kist spent the night driving around my track modeled after a real place in PA that runs drift events and everything was working perfectly, followed your video step by step, cant thank you enough
@@nesoxglass are you still making track cams and maps the same way? does there need to be a map .ini in place prior? it worked for me but not a friend following the same steps
Can you make a video on how to install and set up KS Editor? I've found nothing online about it
Just download the modded kseditor (v6) from here: yadi.sk/d/RuPNrcCurCm4Z
unpack it with winrar/winzip
run the kseditor.exe when you want to open kseditor.
@@nesoxglass I figured it out, thank you! Awesome video dude
image request = failed (The remote server returned a error: (403) Forbidden.)
How do you convert google maps building into 3d? Like street view
I cant import my FBX File into the KS editor. I loads up to like a third and then i get an error saying "An extern component caused an exception" i click OK but it wont import further. I didnt find anything about it on the internet
That generally means the file can't be read by kseditor. Try re-exporting. If that doesn't work, try cutting back on the amount of string objects as those can overload kseditor. Annoyingly that error message is always incredibly unspecific so it's gonna take some troubleshooting to figure it out on your end. Hopefully it's something easy.. Good luck ^.^
Very helpful! I do have a question...
can buy or obtain 3D objects made by others and add them to my xpacks?
Is it a matter of coverting files?? I do see that the objects are xml. files, sooo, any advice?
Regards,
Eric. I am new to RTB.
Hi, I follow every step of your tutorial... Now my problem is that AC crashes when it load the "tutorial" track... Can you help me?
Fabio Caravella does it give any error messages or does it just crash out of nowhere?
Nesox Glass it doesn't show any errors. During the loading it crashed. Yesterday I installed AC, so today it's the first "manipulation" that I commit
Try re exporting the track dile as sometimes the kn5 files become corrupt. It might also be because you have rtb open while trying to load into ac?
Nesox Glass ok, so... I'll try to re exporting the rtb, then I'll modify it on KsEditor and then create the folder tutorial and "manipulate" it. Is it right?
Nesox Glass I closed all and restart pc too to try but nothing. So I want to try your solution
nice work, but can I do traffic mod like "Black Cat County Free Roam with Traffic 1.1" with the AI app if not which app does it, for existing track
Yea I'm pretty sure it would be something related to the ai file but I wouldn't be able to tell you how to do it sorry :/ Might wanna try to get in contact with the creator and try to learn his secrets ;)
Hi, I have a simple question. How would you go about changing the color of trees and grass on a current track?
Youd have to extract the fbx from the kn5 file with 3dsimed, then bring that into 3ds max and retexture the whole track.
First of all, thanks for the tutorial! This helped a lot with figuring out the basics and getting me going with creating my own track.
Only question I have is, how do you edit the amount of multiplayer slots for a track? I exported mine to KN5 and can play solo all day, but trying to host my own server it just shows 0 slots available.
I also noticed somebody else in the comments mentioned being able to use the KSEditor ACModTools version and all of the walls were automatically named correclty for them, but that doesn't seem to work for me. I have to edit the names of the walls every single time. It's actually kind of a pain because every time I export and do testing, I have to name them all over again if there's something about the layout I want to change. I'm making a course from scratch so it's not as easy as just tracing and making small adjustments.
did you ever find out more on this?
I commented above about better string and saving technique.
hope it helps - I'll respond if u ask me anything too
i keep notifications for this on always
anyone know why i cant make the polys smaller and higher detail like a 6:10 ?
how can i have cliping zone for drift
did not work for me, folowed this exactly the way you did but keep getting "ERROR: Reverb node does not exist:AC_PIT_20"
read my comment i just left,,, it took me a week to figure it out but there is alot that is different from what he doing.....
I get an error saying Can't load google maps image. Please help
Ive got 2 questions,
1. I have a amd ryzen 9 processor and a 3090 vision card. Will I be able to do more string objects etc before file corruption?
2. Are there and xpack Kerbs that is available for download??
Also this is the only video that is helpful for creating a track.
Yes to both. RTB has been optimized a lot since I made this video. There's inbuilt walls that work much better. There are a few Xpacks out there but they're pretty scarce.
@@nesoxglass thanks
Hi. Thanks a lot for this video. Encouraged me to buy the RTB. Although I am stuck at AI path creation. How will I have the track in the game to drive for AI? Your video had the car ready. I cant see my track name in the list. I am a first timer.
Leave ks open. save kn5. Drive and save ai spline. Load ai spline. Set cams.
@@dan200s14 Problem solved. Thanks for the reply.
Hi, I was wondering where to find objects like buildings,
factories and other static vehicles, to be implemented in RTB. Thank you for your answer, I have tried but the only videos are yours, and I can not find other objects on the internet.
EBEALIEN THY the best way would be to make your own and make them into an xpack. Otherwise theres some default buildings and stuff in one of the pre provided xpacks. Go up to the top of rtb to edit or file not sure which. Go to the xpacks section and enable the Yorkshire one, the raceway one, and theres one other that I cant remember the name of right now. That should help
Hello and thanks,
yes, I enable everything, and you can edit xpacks,
I just thought that I could implement one of a third party,
or that someone had prepared them.
Thanks you are always very quick in helping, you are concrete, a good channel! +++++
EBEALIEN THY you are able to make your own instead of editing pre existing ones if you want. It's a bit complicated though
Yes, I'm a mechanical 3D designer on PTC CREO, I should see if I can export with extensions.
But the goal is to create a circuit using material, if I create all the buildings equal to the required area, I spend a lot of time.
Thanks!!
Why does the ground have absolutely 0 collison when i join in the actual game?
Generally that's either an issue with the exporting process or something is messed up with the naming. The game knows to add collision from how the ground is named, which RTB does automatically. The name is stored in your surfaces.ini to change some attributes.
Check out the name of the ground surface in kseditor and see if it's named properly.
@@nesoxglass probably the exporting process because it’s named correctly: The Names 1ROAD03 and 1ROAD04 are the names of the roads which I believe are correct
THE NUMBER BETWEEN THE NODES IS THE DISTANCE?
This is amazing, thank you for uploading this!. Do you know if it is possible to work on someone else's mod (requesting permission) and importe the assets from that mod to improve the track by adding details, refining graphics,etc?. Thanks.
that's certainly possible. A tutorial on this would be very beneficial I think. I planned to make one (text&images) myself, but haven't quite figured it all out yet and now postponed it.. possibly for quite some time.
I believe if you ask for their track folder and put it in your own files it could work. By the track folder I mean the save located in \Documents\Race Track Builder. Just get the compressed version and drag and drop. sadly there's no way to directly import an fbx so you'd need the original save file.
Nesox Glass you can use blender to add resources to RTB though. I'm not sure if you mentioned it in the video, but RTB's own (and add-on) resources are terrible. You could get trees, stands and whatnot from a track that has good stuff and add those to RTB.
Yea I know :) this is meant to be a bit of a simple video so I didn't touch on making xpacks from blender. Also trust me I know first hand how awful rtb can be for resource management.
Hi dude, first of all, tks for the video! Just one thing, how to set the track limits?
I'm not sure what you mean by track limits. Could you clarify?
@@nesoxglass when you press the ai button on the ingame menu, the ai line appears toghether with 2 other red lines which are the track limits.
where can i find the link
Very helpful tutorial but it says track not found....and when I export to ks editor its black and white pls help
Are you by chance using the cracked version of RTB?
@@nesoxglass yeah but nvm it works now 😃
@@franciscobuelna603 Yea I had that issue with a few tracks when I was using the cracked version. Only fix I found was to re-shade all the materials in kseditor..
I think you skipped over making the outline that appears on the map
That'd be at 32:35 I waited until after the exporting process to show how to make the track map to show people how to go about exporting first.
why is there no track join now?
i cant join the track feel like wasted my money can work with blender better lol
What do you mean by track join? Like Respawn points? Or something else? This tutorial is a bit old so I wouldn't be suprised if there's some new features blender offers.
How did you get the track to stay flat and not curve?
How do you mean? like stay flat to the ground?
@@nesoxglass if it add a turn it just banks the track like mad how do I stop it from doing that?
@@nathanjensenracing Oh there's a setting up in the top bar to add camber to tracks. It's by default set to 0.1. set it to 0 and you'll have a flat track.
@@nesoxglass yeah I have but its still doing it
@@nathanjensenracing change the camber at the start and end of each piece of track, otherwise it blends from the start value to the end value
没字幕...英文太差,看着好难受,但也学习到了一些简单操作,谢谢你
Congratulations on your work!! Is this mod functional? if he is, I rush on Patreon ;)
done ;)
Fucking shit that you gotta pay $50 just to make a damn track. Was excited for this when i found it but its not worth $50 for sure
Man can you help me i dont get kn5 file
Can you elaborate a bit? it's hard to offer assistance with just that.
22:14 not gonna talk about gaysex
.zip it
Winrar, no. 7zip, yes.
But how could I get the app please?
You mean Race Track Builder? It's on Steam for $60. Bit overpriced but suuuper worth it.
@@nesoxglass ouh, that hurts, but thank you very much, I will wait the Steam sales ^^
how do you import tire marks into rtb????
You have to re-texture a road with a tire mark png. Nukedrop has a good tutorial showing how to do this. th-cam.com/video/AcMqGQGUZkA/w-d-xo.html
@@nesoxglass thanks...
I did everyting allright and then when i start ac it says track not found, guys someones have same problem ?
Double and triple check that you setup the track folder properly and didn't mess up any of the names. If that doesn't work, try re-making the .kn5 as sometimes it gets corrupted in the export process. If neither of those work, find some basic track, and replace only the kn5. If you re-name your file to what the other tracks file was called, and load up the map, it should work fine.
@@nesoxglass thanks very much i will try
@@nesoxglass omg it works, thank you so much !!!
@@VldAc What ended up working for you?
@@nesoxglass the last step you wrote but now i want upload my upgraded version of my track but i m not so sure it will works if i will replace my replaced kn.5
yeah I dont have that AI app .. how the hell did you get that?
32:49 I show where to go to give yourself access to that app.
@@nesoxglass yeah man i tried that but it still didn't show up - but I got it now though .. it was in system > assetto corsa > system and checked the developer apps box and and ... some how it came up .. weird .. but yeah thanks for the tutorial though man it helped a ton
@@EthericBladeworks Nice! I'd say get used to the weird bugs that pop up with making tracks.. They're not going anywhere anytime soon ^.^
@@nesoxglass yeah man i actually ran into a problem earlier where it kept giving me a error and not load up the track online so my crew could try it but it kept crashing until i just put a few cars and it loaded up ... but when i put too many even tho it says pit size is 40 ...it crashes if i put like 24 - but it works for 14 ..any ideas
@@EthericBladeworks As long as you have the right number of pitboxes in the ui_track.json it should work fine. It might be a server issue? I don't really work with servers but maybe something in there isn't numbered right? Sorry I can't be any more help.
Hi, may I know if you're interested in taking a paid commission to build a track? It will be a quick and easy project as we do not require super fine detail.
We can also provide you with photos and videos of the track as reference if it helps. Looking forward to your reply :D
Hi guys, is anybody able to help me get around this annoying error message when you hit the Google Maps button once you have put in the coordinates... Google just does not seem to want to sync properly anymore like it used to & I haven't done anything to any settings apart from updates.
"Can't load Google Maps image. The remote server returned an error: (403) Forbidden."
I have tried all sorts like changing API Key's on my Google account to enabling more API apps & even disabling all my Anti Virus software protection on my pc as I noticed on the Steam forum that's what some people seem to be suggesting... however even with those changes things don't seem to be fixed.
I am really enjoying designing circuits & I was even going to remake the Isle of Man TT circuit for Assetto Corsa as it's a world famous course. It's one I'm proud to be able to call my home circuit as it's where I was born & live. So until this is fixed it will have to wait sadly :(
Many thanks! :)
did you solve it?
At long last I did thank you Jake, I had to get a computer expert in to help resolve it lol@@Imjakeeyy
Chris Mealin i had to enter billing information and then it all worked xD, didn’t know google started to cash in on its APIs!
@@Imjakeeyy I'm about to try this, I swear to god if it works I'll be so mad, I've had the issue for 6+ Months.
Brody Mincham haha it probably will work since google now bills for its api, however you probably will get like 300$ in gift card, at least I did
what's the software`?
A program called Race Track Builder. It's on steam.
grazie peccato per la traduzione
Way to flat
I don't highlight the terrain detailing in this video very well but there's everything you need to make mountains or valleys.
RTB is horrible, Unity then export :)
Hamilton sucks and verstappen is the best
What's your ig man I wanna thank you.. Because of your video my life's changed literally ♥
I don't have an IG but I'm glad to hear this helped you out!
@@nesoxglassWhats your discord name so i can throw you a message and a few gifts man
@@nesoxglass its been about 8 months since i saw your video and ive made over 7 drift tracks lol and sold over 1k usd in race tracks Thats how much you've helped me bro
@@naokinakamuratechniquestud226 Nesox#0799 Feel free to shoot me a message whenever. I'm pretty active on discord
I have a problem I can't pass the google image, it gives me error 403, that could be.thanks
same problem...
same
Google no longer allows using image or elevation APIs for completely free. You have to set up a google developer account, then get an API key for the APIs you want to use. You then get a 300 dollar monthly that gets used whenever the app requests data- 300 dollars is about enough for 5 projects a month if you use full resolution images.
@@Darxxxide sorry this may be a dumb question buuut.... you have to pay 300 dollars monthly?
@@adamjames2068 Nope, it's free until you reach essentially 300 dollars worth of data (I don't recall the rate google charges for it's API data). You would pay the overage, and then it resets the next month. You'd have to be putting out a lot of tracks to reach 300, however.
whenever i try to click on the ai line, it doesn't, it clicks on the object bellow/around it.... any help to that