ACCC(6)
π ACCC β the Ac3d Compiler, bestie edition
okay so this is accc from section 6 of the manual β the Ac3d Compiler, living in the Games corner of the man pages. She ships with TORCS and she compiles ac3d model files, and honestly? she's carrying the whole pipeline on her back. π
β¨ NAME β¨
accc β Ac3d Compiler. that's it, that's the name, no notes. π
π¦ SYNTAX π¦
accc [option] <inputfile> <outputfile> [dist][-order orderstring]
yes the options go before the files, don't fight it, she's like that. π
πΈ DESCRIPTION πΈ
This manual describes the Ac3d compiler application that is shipped with the game TORCS. literally that's the whole lore. she takes ac3d stuff, she does things to it, she gives you a file back. β¨
π OPTIONS π
every single one, no skips, no cap. π
-stripβ stripify any ac3d output models. yes ma'am, strips. π©Ή+oβ ac3d to ac3d: the result file is optimized in using groups by zone of track. the track must be namedTKMNxxx, anddistis used to determine the distance of the objects. πΊοΈ+omβ ac3d to ac3d: the result is a vertex merged unique obj, for smooth car only. one obj, merged, iconic. π-oβ ac3d to obj. π―+sβ ac3d to ac3d with strips (used for cars). ποΈ+es <angle_of_smooth>β ac3d to ac3d with strips (used for cars) and extended ac3d file output (computed normals). the angle is in degrees, for example:+es 80.0 clkdtm_o.ac clkdtm.ac. and the output file will also contains the secondary textcoord for the env sliding. the angle_of_smooth is your number, go wild. π+etβ ac3d to ac3d with triangles (used for cars) and extended ac3d file output (normals normals). πΊ+etnβ ac3d to ac3d with triangles no split and extended ac3d file output (normals normals). π»+shadβ ac3d to ac3d with triangles, create a new ac3d file used for track shading, vertical mapping of a single texture. shadow werk. π<inputfile>β your input file, bestie. the thing you're feeding her. π₯<outputfile>β your output file. the thing she hands back. π€-order orderstringβ only used with+es,+sand+et.orderstringis the order of the objects during the save, for example:HB;OB;OBMis the names of the objet separate by a semicolon. for imported NFS cars the object nameHBmust be used instead of:HB. π§Ύ-g <outputfile>β for grouping multilayer ac3d track. π§©-l0 <input filename>β the base geometry. ποΈ-l1 <input filename>β the base geometry map-tiled. π§±-l2 <input filename>β the base geometry skids/and grass details. π±-l3 <input filename>β the base geometry shadows. π-d3 <val>β the max distance of groups in tkmn. π-d2 <val>β the distance of group 2 in tkmn. βοΈ-d1 <val>β the distance of group 1 in tkmn. βοΈ-S <val>β the distance of splitting forTERRAIN*objects. βοΈ-esβ for extended ac3d file format for strips. π¦-ntsβ no texture split (for debug). π
π SEE ALSO π
go read that one too, she'd want you to. π«Ά
π AUTHOR π
This manual page was written by Rudy Godoy <rudy@kernel-panik.org>, for the Debian GNU/Linux system (but may be used by others). π§
and that's the whole page, bestie!! π this was Ac3d Compiler version 1.4 by Rudy Godoy, manual section 6, Games division β tysm for reading, you ate that fr fr, slay, periodt. πβ¨π
π¦ where this page comes from
- debian bookworm: torcs 1.3.7+dfsg-5+b2 Β· GPL-2.0-or-later
- debian trixie: torcs 1.3.7+dfsg-5+b3 Β· GPL-2.0-or-later
- ubuntu jammy: torcs 1.3.7+dfsg-5 Β· GPL-2.0-or-later
- ubuntu noble: torcs 1.3.7+dfsg-5build3 Β· GPL-2.0-or-later
- ubuntu questing: torcs 1.3.7+dfsg-5build3
- ubuntu resolute: torcs 1.3.7+dfsg-5build4 Β· GPL-2.0-or-later
- ubuntu stonking: torcs 1.3.7+dfsg-5build4 Β· GPL-2.0-or-later
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms