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Map Conversion (Legacy)

UNITY MAPS ARE NOW AVAILABLE

Map conversion documentation is legacy as we now support importing Unity maps!

Please take a look at the KiNO Map Documentation

Intendet Audience

This document is intended for people who have experience working with 3D software such as 3Ds Max or Blender.

If you have no expertise in 3D technologies, this document might not be helpful for you

This guide will lead you through the steps to convert/port a map from another game or model into CarX.

We will use Blender as an example software since it is free and is most popular for converting maps in CarX.

Physical Materials

Physical materials are assigned by adding a "tag" in the object's name like in example bellow:

physical_materials

Available materials and their tags:

Material Tag
Asphalt road_
Grass grass_
Kerbs kerb_
Sand sand_
Snow snow_
Gravel gravel_
Dirt dirt_
Ice icyroad_

Object types

There are 2 tags for the object types:

  • Object with no collision - nocol*
  • Riggid body - rb*

Extras

You can add spawnpoints, and light sources to your maps. To do so you will have to create an "Arrow" object and name it accordingly.
arrows
To create a spawnpoint simply name it Spawnpoint

For light sources:
Spotlight - Spot
Pointlight - Point
Sun - Sun
Object names have to be in english.

Alpha (transparency)

For objects that have a transparent texture you will have to add one of the following tags:
Transparent without collision - alpha_
Transparent with collision - alphaCol_
Transparent with normalmap - alphaLit_
alpha_example

Material properties

In the material settings you can change specularity and roughness parameters.
Specularity is responsible for the sort of "glare" effect.
Roughness makes the surface more rough or smooth (smoother surface will be more reflective).
properties_example

Afterword

CarX Map Tools plugin for Blender made by Zi9 is also supported.
maptools_screenshot
Select the object that you want to apply the needed material and press the button. You can only assign one material to a single object.

Spawnpoints and light sources are saved to Extra Data file.

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