I started building my home touge a couple months ago but I gave up because the tutorials on RU-vid were absolutely horrible. This video though is exactly what I needed. Gonna give it another try, thank you!
Glad to hear that! That's exactly how I started, a few years back.. Couldn't find anything decent myself. Still wanna do the method I told you to skip here. Once I get the motivation, I'll do a shorter video (hopefully)
Always coming back to this tutorial when I'm working on a drivable map because the logic of this method is the best imo, but always getting caught by how confusing and chaotic the tutorial is so here is a quick recap of the steps: Make landscape - Add curve to follow reference road - Shrinkwrap curve to terrain - Create close roadside terrain and follow curve - Shrinkwrap outside edges to terrain - Create road follow curve - Extrude close roadside terrain on Z - Boolean divide terrain by close terrain - Shrinkwrap close terrain to terrain nearest vertices
@@japattielite5338 i plan to do Plöckenpass as a personal project (starting after i finish my current client). And record everything to upload it (cutted this time haha)
Hi there! First of all this is a really nice tutorial! By no means i am a game designer, but i believe this a very convenient way to quickly create a road. The reason why you caught my attention is that i am a civil engineer specialized in roadway construction. And honestly, i am baffled by the fact how similar you approach the modelling. If you are interessted how you could potentially optimize some things feel free to let me know. I saw the one of the most time consuming work is the flattening of road, when you basically extruded your axis. I don't know if there is an offset option in blender but thats basically the way you do it in CAD. Also for the future you might want to take a look at the DEGES or for my region the ASFINAG webside. Building Information Modelling is also a thing noe in infrastrukture, so for the first time in decades actual 3D modells are made and uploaded as .ifc files. Not sure if there is an import for that in blender and the files are gigantic, but it is most likely a digital surfaxe modell that the current import. Kind regards and keep the tutorials up - i had a blast watching this!
@@mrturtle3531 I just looked it up but i guess those files are treated quite carefully and are not yet available to download. Sorry to disapoint... I hope this changes in the future.
I will open a Discord server soon, i think thats way easier to help and maybe build a community that helps each other and shares their "secrets". Also i will do a few shorter videos about common issues or stuff that you still need. I'll pin it here as soon as the discord server is ready
why is it everytime i start one of these projects something holds the key to the gate . Something always either doesnt work or takes a week to figure out. its driving me insane. Theres always some 3rd party fuckwit plugin that doesnt behave. Why cant a nerd make a friggin map editing program that doesnt require a phd in computer programming to understand lol
It always the issue with the Google results whenever you’re trying to resolve these issues. Literally Google just gives me the most basic answer created by a article publisher who barely knows or even knows nothing what he wrote copied from the other source, Google is also seriously showing the same 5 articles about it while hiding the ACTUAL helpful answers that doesn’t really have srch optimization on it such as old forums or old Reddit threads, RU-vid tbh is even worse. RU-vid could have gone far as showing a random Cocomelon video as “You might also interested” suggestions in the next 5 results (and no after those bs, the videos are getting more unhelpful the more you scroll). On top of all that yes I did use the quotation marks, exclude using - and site: functions for those, it did help sometimes but not majority of issues
@@cam5556 yeah, using site:redditURL (I can’t write the full url otherwise this reply is going to be autodeleted) does help since it is a google srch filter feature and guaranteed to remove all the unnecessary results that isn’t from reddit. Using the keyword ‘reddit’ after the srch question sometimes doesn’t help and Google is stubborn to give you the non reddit results. But even worse thing on top of that, reddit is blocked in my country so I had to do some DNS stuff to not get rerouted to my ISP blocked site alert.
I'm absolutely with you. We also need a car editor to be able to modify cars in game. I thought about building a tool like that but I don't even know where to start XD
This is a goldmine, I used to play assetto, but now I'm a 3d artist and this is what I've been looking for, and textures for making my anime should be a breeze since I'm a 2d illustrator lol
Thanks for the tutorial, I actually got a track made. It has a lot of issues because I messed up the original path so the mesh is messed up, but it's a proof of concept. I'll be able to redo it in a fraction of the time I took originally.
Danke dir für deine Zeit die du genommen hast um dein Wissen mit uns zu teilen! ... Thanks for taking the time to share your knowledge with us! ... grüssle aus der Schweiz..
Gerne! ich hoffe ich hoffe ich komm dazu noch ein paar mehr tutorials zu machen, um grob das meiste angesprochen zu haben. Braucht man nur die Zeit und Energie dazu...
@@LuckyOneB3D Arbeite eigentlich mit 3DS Max und nur sehr selten mit Blender. Habe gerade ein Problem mit meinem Track, bzw. mit der AI. Obwohl dein Video mich nicht an eine Lösung näher gebracht hat, fand ich es informativ und angenehm gesprochen. Daher hast du dir meinen Daumen verdient ;) autsch!
@@LuckyOneB3D Sie verhält sich bescheuert ;) Werde noch ein paar Modifikationen vornehmen, hoffe dann klappt es. Hast du mit deiner Frage etwa deine Hilfe bekundet? Könnte dir sonst mal per Mail meinen Track zum testen geben.. grüssle, m
Subbed! Thanks for taking the time to make these tutorials mate. I’ve dabbled in making track mods for a few years on and off and usually get to the point where they work but then need the very time consuming details added to complete them. It’s tutorials like yours that help me find the drive and make the time to revisit these and in doing so, learn a new way of getting the result. Loving your discord channel too. Keep up the great work 👍🏼
Thank you so much for the extreme nice words! I wish and plan for more videos showing the pros and cons of a few methods. And how to bring the scene alive, since without that a track is just so sad to drive.. Sadly I have a few stones lying in my way, hopefully that series will come out this year! and thanks again for the words, means alot
Glad this worked for you. A faster way would be to create the road to your liking with all the heights and connections and simply knife project it to the terrain, delete the faces in between and shrinkwrap to nearest vertex. And if you need more detail you can sculpt it or repeat the step with the newly added things (i did asume by you wanting to use GN that you know some blender haha if not you can ignore this)
how do you get the ArcGIS satellite? i don't really understand what is up with all the API keys so pls explain XD (if it is paid then tell me how to use an alternative link because i am stupid)
This is a great tutorial, thanks for uploading it. Could you also teach how to adjust banking/camber of the road, as roads IRL usually bank towards the apex of the turns?
Total noob here, but you showed me more (and i understood it what's important) then most tutorials. I'm guessing when using OSM maps you use actual roads as path ? Maybe even that kind of tutorial in near future. But really thank you, i hope i'll be able to finish my track soon.
@@LuckyOneB3D hey sure, when you import map with OSM, you can also import roads and buildings, can those roads be used as is or be used as guidelines for making it (something like Path tool would make)
@@bbbmarko1 at least as a guide they work, saldy they need alot of cleanup. I does work, but the amount of cleanup is so much I always abandoned that plan. If the geo data you get would be around 1m this would be the way to go, imo. But with 30m it is not worth it
I really tried to follow you. I am about to smash my laptop. Thank you but you are not descriptive with your instructions. You just assume everyone has your settings. I can't even get past wiring the road at the beginning and I've been trying for hours to understand what you saying
Hi! On the osm add-on preferences page, it says "paste one or more access tokens to get satellite imagery". It is no longer "optional" like in your case. That means I can't get the road on blender, only the terrain. I have tried all options for image overlay. So there's that, I'm stuck :(
Hi, thanks for the tutorial. I have one question. I have been trying to do a crossing or a network of roads and I cannot get the result. I see that in the preview of your more complex project you have similar network of more roads that are joining. How can that be done, please?
Thanks for this! Curious how you handle the road intersections; that's something I still haven't figured out. I know there will be some manual work, but I'm looking for a method that gets most of the way there without having to collapse all the modifiers before I'm ready.
what you could do: end the road before it gets wider or the intersection starts. search for a satellite image of that intersection and just mask the road. Use snapping to jsnap the vertex to the vertex where the road ends and adjust anything that is wrong
depending on what method they used/how accurate the data is it could be much much better than this. This is more of the simpliest ways to do it i would say
thanks this helped me a lot good clear video to make a race track. can you also explain something about those shaders in assetto corsa. thank you in advance.
once i understand them a bit more, ill make one. Currently i copy most settings from post on any ac forum and try to make it look decent. Currently not modding much, so no idea how long it wil take :/
Thank you for tutorial. I'm getting stuck at assigning the array + curve on my plane. I follow the steps as the video, but my plane is really distorted on the curve. Have gone through the different axies to see if it can work, but no dice. I am trying to model a local neighborhood about 3km.
Hello, do you have any idea why when i put the modifiers "Array with Curve" and Curve modifier, it won't really stretch like my road? It goes about 70% of it
Is anyone else having issues getting the satalite image to overlay? It imports into blender and i can see it in the preview but i cannot get it to overlay onto the terrain.
Hey man, I already have a track but with no trees and stuff, I want to test road first, but all I see in ks is a big black dot, and how did you set the pits?
Can you briefly explain how KSEditor understands what part is considered as a road and what is off track? I don't think it was explained in a video or maybe I just missed it completely but clearly when you drive off the road it says lap time invalidated so it must know somehow. I'm also little curios about those white lines you did. Because they are actual objects and not just texture wouldn't they cause problem for example if they would be higher from the ground? Sounds like a possible collision detection bug can happen. But overall very helpful video and gives pretty good starting point to learn more :P
Yes very simple: Everything is just visual unless declared with the naming convertion for AC. e.g.: 1ROAD_XXX for the road, 1GRASS_XXX for offtrack/grass, 1WALL_XXX for collision things. But for collision you do simple shapes. So you would call the guardrail just guardrail or guardrailvis and place a simple cube (following the guardrail) over it and call it 1WALL_gaurdrailxxx. Than in your track folder under data, in the surface.ini you can declare different settings for the road/grass/dirt/curbs and and and) also "is_valid_track=1 or 0" thats how the game knows what is valid and what not. White lines are just a visual object so no collision possible, The outer lines are often done with masking them on the road, so they are the same object as the visual road (not part of the physical road) but for the middle lines i haven't found a solution with masking thats why i make them seperate, since i value the control i have with it. Thank you, was only planned as a proof of concept.. and maybe to help a few people didn't think it would "blow up" like it did haha
Ich bin jz bei min 10:50 so wo man die Array und Curve Modfiers hinzufügt... Wenn ich die getan habe wie im Video dann entstehen zwar Kurven aber die gehen Kreuz und quer und haben überhaupt keinen Sinn... Kann man vlt die Punkte(Vertices) zu nah machen das dass Probleme gibt oder liegt das an was anderem?? Weil selbst wenn ich eine simple CurvePath mit 4 5 Vertices erstelle ensteht genauso so ein Spaghetti Wirrwarr
@@samueleitorme thanks for answering him haha, it is either this or a scale problem. so either have the same origin point (just rightlick and origin to 3d curser on both objects, to fix it) or if it's the scale press "ctrl+a" and click on scale
in 39:05 in the boolean, when I choose the terrain_alternation001 (in my case), some parts of the map disappear when it cuts the background of the track help pls.
how do you actually get the height right? in blender it’s easy because you can use side perspective, but in real life you know you can’t just split the mountain in half and copy. For example, you can’t see the full straight from a picture, but you can from side view. What would you do in these situations? Great video too!
there are some websites that do that, but not sure how accurate they are. best thing is to drive it and log the data. Or just eyeball it from a video you have. As i said this isn't the most accurate method. If you want accuracy try with laidr data
22:06, when i apply the vertex group the middle of the street (terrain alternation) is sunk in. Changin the weight also doesn't work speeratly, it's either 0 or 1 even if i desecelt the other verticies and assign it. Any idea?
At around 26 minutes.. how do you extrude over and over simply pressing E without clicking? And automaticly selecting the next set of vertices when creating faces only by pressig F?
Thank you and a New one, with a better result vise is on the way (in the next days) it takes more effort but pays out at the end. Either Google for driving roads/motorcycle roads or be lucky enough know them/live near them 🙈
@@LuckyOneB3D Perfect timing! I was just about to start making roads for a city and stumbled across this video and your reply. In the new video will you show how to make roads with intersections, sharp turns and roundabouts? It's what I need to know in order to create a town's streets and I was hoping you could tell me if you'll teach these types of roads or not, so that I know whether to keep waiting for the video or to get started. The techniques of modeling streets that I've seen on youtube seem too tedious and modifying something after finishing is really difficult, that's why I am interested in this method with "a better result" which "pays out at the end".
@@radwl if you join the discord, "part2" is currently unlisted under #track-modding-chat. Works with any type of road. (at the end there is a little showcase of my map all created with that method). And if you need something just ask in there and i/we try to help :)
20:58 if I press Control+R it just makes another loopcut. And on the screencast thing it only says (Ctrl + Numpad +). Would be nice if anyone could help
Awesome tutorial…however I got lost @ around 20:50 and I wasn’t able to select the centre line for the full track. I don’t know where I went wrong. Also am I able to create a “circuit” instead of a “track/sprint” section like you created? Do I join the ends of the “path” using “F”? Any help is greatly appreciated. Many thanks sir
dont forget to hold alt while left clicking on the line. Yes in theory this works with every "road" but i would use the "method" i told you to skip here and than shrinkwarp it into the terrain, smooth it afterwards. And yes you would join the ends with "F"
@@LuckyOneB3D would you be willing to accept my friend request on discord kind sir? I can appreciate you may be a busy man and can only say that I’m genuinely interested to get into this 3d modelling, especially to be able to experience what I have created in a game such like AC. Thank you
@@LuckyOneB3D also I did hold “ALT” however this only selected one segment of the “centre line” of the path. And not the complete “centre line” of the ENITRE path (from end to end) so this then stopped me in my tracks as I could not follow the tutorial any further regarding creating the “flat” base for the road texture to lay onto. And when I was creating either the “path “ or “terrain path” I noticed one of yours did not have the “modifier” to snap the “Z” axis to the terrain. I can’t recall which one it was (without watching the video again) which I will be doing many time no doubt, but I am currently at work. I just wondered why both your “path” and “terrain track” where snapped to the terrain “z” axis. If I didn’t apply a “modifier”-“shrinkwrap”-“project”-“z axis”-“+ & -“ to both the “path” and “terrain track” only one of mine would be “snapped” to follow the terrain’s contours/elevations. It’s very hard to write in word form and I really appreciate you taking the time to respond. Your very kind and I would love to become competent using blender etc. but just need a little help/support along the way. Many thanks again buddy
@@LuckyOneB3D I had the same problem mate. It was only selecting a small portion of the centre line. I figured out it was beacuse i forgot to tick the merge box when creating the plane soo the verticals were seperate parts.
I hope for a fast answer. first of all its for real the best tutorial for map making! but how do i make straight lines? i wanna do like a parking lot but thats not working with curves
Yes, just (after applying the modifiers) select what you want to change, create a new material and assign it. You could also split the object. Same thing, but after you select it, press P and by selection. Than delete the material(slot) of the old road and add the new one. If they should feel/drive different, you would do that over the physical road (I think there is a link in the description, if not Google it haha. And if you can't find it I'll send it to you)
@@LuckyOneB3D Well i followed all your steps and actually made the track, now when i boot it up ingame i start falling through the ground, any idea why?
Hi, I have a problem importing FBX to ksEditor. When I open FBX, I get the message "Error Object: Street Path has no material attached." If you could help it would be great. I am waiting. Regards.
HI man, it's me again :P Im really good with my tracks now thanks to you! now, I found that procedural grass can be added, but Im unable to get it, I created the extension folder, created an ext_config.ini file and I put the basic values there GRASS_MATERIALS = Edge where Edge is the name of the material in the "terrain_alternation" how do you get it work?
Thank you. Not sure what's next. Thinking of maybe opening a discord for common issues/help and short videos for stuff people need. But currently I don't have the energy. But I do not want to end it with this video/method
Hallo, ich versuche mich gerade dran nach deiner Anleitung eine Strecke nachzubauen. Ich scheitere leider schon daran das meine Fläche nicht an die Kurve anpassen lässt. hab alles genau so gemacht wie in deinem Video. Hast du eine idee woran das liegen könnte? Pfad hab ich gemacht, dann die Fläche erstellt, Array an kurve anpassen, dann wird die Fläche 3 mal größer... beim nächstenschritt wird die Fläche wieder kleiner... bin ein wenig am verzweifeln
quick question, how would you go about getting correct road size/lenght if you were trying to be more accurate? for e.g. i know my road is 4 meters wide roughly, and if i scale the map so that the road is the size of a 4 meter plane in blender. im not sure if that method would yield the correct result.
yes the size you have in Blender is 1:1 scale! if the road widht changes, you could either do a secound path and plane and merge them together (would need to do a new "close_terrain" thing) but it should work. Or you could do it like in the part i told you to skip, for that to work, you need to make the road in close terrain wider than you wides part and manually adjust the edges/verticies that should be close to the road. Its alot of work tho, i plan to do a short video soon on how to do this (hopefully haha)
@@takumifujiwara2073 I didn't even know this effect accourd in this "small" scale. Would have thought this is an issue about the bad geo data. But I honestly don't know. You could in theory, rotate the whole thing, so it matches a axis, and than scale it smaller by 10%, and than rotate it back. But that could mess up other things. (don't forget to apply scale afterwards, ctrl + a and then apply scale)
okay now i got a problem i cannot select the middle part at 20:50 i hold alt and click it but it doesnt choose the whole thing also i am making a circuit
please i need help and promess to help... at 11:50 you say that we need to broaden the path of 20meter but when I want to do that my path go down and not in straight line... pls help me