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3dsimed is very limited and lacks a lot of tools compared to max or blender. If you want a free software go for blender. The pipeline writes about 3dsmax but the two softwares can do the same things related to AC Modding, they just need to be found.
The main use of 3dsimed should be that of importing models and detach objects by materials in case it's needed like in forza models
Hello all !
I wanted to convert the F355 Challenge of PC2 with 3dsimed all go well but when I open it in kn5 nothing goes anymore , so I don’t dare to go further , I attach what I already do as a job if someone has time to see , otherwise I will continue with the old version ... , thank you
link : https://mega.nz/file/hYBWwbBK#CH6wuzidj1OqqyNynDyE2Zj5cigKyO2PtXgjgL4xJ3E
Man I would help you! But I need to know this. Me/we need a format to interchange model between you and us. Take for example your porsche 961 lm it's a project started from scratch? (It would be for example if it started inside 3dsmax) It's converted from another platform/format? I'm asking only to succeed in adding something in the best way without damaging nothing during conversion. I've done some test in conversion and I obtain different result.
1) I take your latest .kn5 and unpack/convert it with CM I obtain a dir with texture, a model in FBX format (FBX 2013.2)
185 elements, 64 materials, 44 textures (more elements less textures)
2) I take your latest .kn5 and unpack/convert it with 3DSimED3 I obtain a dir with texture, a model in FBX format FBX (2017.0.1)
176 elements, 64 materials, 71 textures (less elements more textures)
I've 3dsmax 2016 and FBX Plugin Import/export support only till FBX 2016. Someone knows how to upgrade 3dsmax 2016 fbx plugin? So I can directly import 3dsimed3 FBX 2017.0.1 format (if I try 3dsmax 2016 crash because it has a plugin limitation).
While If I import FBX exported by CM I add elements and animation correctly inside 3dsmax but when I import inside kseditor it loose textures.
First all reading pipeline SDK document from Assetto Corsa to create a car FBX format supported by kseditor is FBX 2013/2014. I think it would be better to avoid too much conversion and start from you car project add other objects and/or animation and do a final export in FBX format to feed kseditor and obtain .kn5 final car format.
Some question for advanced modders out there please which is the best way to take .kn5 car convert add elements and animation without loose textures and/or objects without anykind of scale issue? Which 3dsmax is better?
@Shokeus I think that it's better convert in a 3dsmax or blender supported format id est FBX do anykind of modification and then feed kseditor. Remember 3DSimED3 export in FBX 2017.0.1 format (NOT SUPPORTED directly by kseditor fbx import it needs 2013/2014)
It exist an upgrade for 3dsmax2016 FBX plugin or it's mandatory go up with 3dsmax version to import newest fbx revision? I know that at the end anyway kseditor wants 2013/2014.
In my opinion it would be better interchange car when possible with FBX file not with .KN5
P.S.
Pay attention during conversion also Unit Scale it's very important. During export 3DSimED3 use centimeters for file units while Pipeline Doc explain that meters are required.




That's why there where issue about wipers scale and dimension.
This is from 3DSimED3 Look:

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