I'm having a hell of a time with this stage of dev. Merely trying to setup a reverse track option for a pre-existing mod track. I get the "CANNOT HAVE 0 CARS" error. I think it has something to do with how blender imports or exports these files. Watched *plenty* of vids and read *even more* tangential articles on this... If I already have what I'll call "AC*" objects imported into blender, what is key to ensure it works in game?
@stanley96533 жыл бұрын
Idk if your still having this problem but the reason it comes up with CANNOT HAVE 0 CARS is because one of your AC_PIT_0 is named wrong. If you don't start with AC_PIT_0 and go directly from AC_PIT_1, then PIT_2, then 3, 4 so on... it comes up with CANNOT HAVE 0 CARS. 👍
@NightEye875 жыл бұрын
For timing gates, orientation does not matter :) It seems Blender is quite powerful for this purpose. Wish I'd learned it now, would have made stuff a lot easier!
@Santi25s3 жыл бұрын
how to add spawn??
@dathyr15 жыл бұрын
One thing I dont understand, how did you hide the track and just have the cubes for the pit stalls, starting grid, etc.? You jumped right to that and didn't say anything about hiding track objects.
@Tberg765 жыл бұрын
Basic use of Layers. docs.blender.org/manual/en/2.79/editors/3dview/object/properties/relations/layers.html