Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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I might be onto something here, but I don't have much experience with ksEditor. I changed the texture, but clueless about where I'd find the normals. I'd like to make sure that works too before I go any further

View attachment 914605

This is how I do it. Once I have a plate.dds saved in the skins folder I use the Normals plugin in Paint.net (no idea what photshop tool there is for doing Normals) and then save that file as plate_NM.dds
Not sure if this is how to do it when creating a plate file in the kn5 - but i'm presuming its the same method
 
Are you any good at tweaking gear ratios too (see above)?

Absolutely not. Sorry!

This is how I do it. Once I have a plate.dds saved in the skins folder I use the Normals plugin in Paint.net (no idea what photshop tool there is for doing Normals) and then save that file as plate_NM.dds
Not sure if this is how to do it when creating a plate file in the kn5 - but i'm presuming its the same method

Well I understand how normals work. But what I mean is about where the name is defined. is "_nm" just assumed? I think I've seen other mods use "_nrm" too, so I'm thinking it's gotta be defined somewhere.

In other news, like I said, I have no idea what I'm doing with ksEditor. I saved the KN5 which is about two thirds of the original size, and well, look... :lol:

upload_2020-4-25_19-31-52.png
 
Absolutely not. Sorry!



Well I understand how normals work. But what I mean is about where the name is defined. is "_nm" just assumed? I think I've seen other mods use "_nrm" too, so I'm thinking it's gotta be defined somewhere.

In other news, like I said, I have no idea what I'm doing with ksEditor. I saved the KN5 which is about two thirds of the original size, and well, look... :lol:

View attachment 914608

Sorry, I thought you didn't know how to create normals but of course you do :D As for how it's named...I always guess and just put _NM at the end and hope for the best.

I also have no clue about kseditor and have only dabbled in 3dsimed but that normally breaks everything when you use it so who knows lol. Not helping much am I :boggled:
 
Sorry, I thought you didn't know how to create normals but of course you do :D As for how it's named...I always guess and just put _NM at the end and hope for the best.

I also have no clue about kseditor and have only dabbled in 3dsimed but that normally breaks everything when you use it so who knows lol. Not helping much am I :boggled:

I guess at this point, I just need to worry about exporting a proper KN5. All I did was change the texture and save it. There's obviously something I'm not doing right. Would you know of another step I gotta do before saving?
 
I guess at this point, I just need to worry about exporting a proper KN5. All I did was change the texture and save it. There's obviously something I'm not doing right. Would you know of another step I gotta do before saving?

Err nope. Is that a shaders issue? I'm probably more clueless than you with all this so it's probably time for someone with more skills to step in here.
 
Err nope. Is that a shaders issue? I'm probably more clueless than you with all this so it's probably time for someone with more skills to step in here.

You're right. Someone more skilled will have to take care of it. Sorry guys! I tried.

At the very least, here's the skin pack: http://www.mediafire.com/file/37xjid734mwbmag/992_skins.7z/file

Includes every skin, with and without black rims. Cheers!
 
You're right. Someone more skilled will have to take care of it. Sorry guys! I tried.

At the very least, here's the skin pack: http://www.mediafire.com/file/37xjid734mwbmag/992_skins.7z/file

Includes every skin, with and without black rims. Cheers!

You were almost there, you needed to change the shader to ksPerPixelNM and set the textures. Here you go kn5 only, I've changed nothing else:

https://mega.nz/file/dZ4EBCyD#hQxl-mMbbfx6wwilZPxIGwEAyq3fPNBJcmv_DS9NEig
 
How did you export the car to FBX? It shouldn't have changed size or anything as far as I am aware unless you changed something in between.

I used kn5conv to extract the KN5, then opened the FBX with ksEditor, dug around to find the plate, changed the texture, and then went to File > Save KN5 > Car

I get now that I was also supposed to change the shader and add the normal, but I'm not seeing where to save as an FBX. And if I did do that, how would I then put everything back into a KN5?

Sorry for all the questions. I'm just trying to get my head around it. Been wanting to play around with some things :P
 
I used kn5conv to extract the KN5, then opened the FBX with ksEditor, dug around to find the plate, changed the texture, and then went to File > Save KN5 > Car

I get now that I was also supposed to change the shader and add the normal, but I'm not seeing where to save as an FBX. And if I did do that, how would I then put everything back into a KN5?

Sorry for all the questions. I'm just trying to get my head around it. Been wanting to play around with some things :P
Leave kn5conv and use CMShowroom, unpack KN5 option. You saved it correctly, it just looks like your problem was the kn5conv.
 
Audi 90 Quattro IMSA GTO (1989) v1.5
View attachment 904587
DRD-mods - Creator / Convertor
Peter Utecht - Visual Updates
Velo - Physics Updates
Jari Leppänen - Flames Updates
Marcassin - #3, #44, #8, A1, A2, A5, A6, Martini and Red Bull skins
Timo Laciny - Power and Engine Updates
Stephen Brown - Driver Animations Adjustments
Shaun Clarke - Steering Ratio Advice
RealAKP - Car VAO, AO Mapping and Baking Advice
Kuznetsov Anton - Hood, Boot, Wiper Animation and Brakes Advice
Dan Bucsa - The usual remaster...

The new version of Audi 90 Quattro IMSA GTO is available here :

https://mega.nz/#!qyxHGKRS!H1wjC7BIHcqK83-GLCy65rgke4hRO1Kbg1D8FyJfQAM

Does anyone have a link? The above link is no longer working. Thanks :)
 
Audi 90 Quattro IMSA GTO (1989) v1.9

del-jpg.904587


DRD-mods - Creator / Convertor
Peter Utecht - Visual Updates
Velo - Physics Updates
Jari Leppänen - Flames Updates
Marcassin - #3, #44, #8, A1, A2, A5, A6, Martini and Red Bull skins
Timo Laciny - Power and Turbo Updates
Stephen Brown - Driver Animations Adjustments
Shaun Clarke - Steering Ratio Advice
RealAKP - Car VAO, AO Mapping and Baking Advice
AC Cars Reworked - Smart Mirror Updates
Kuznetsov Anton - Hood, Boot, Wiper Animation and Brakes Advice
Norman Leslie - Power and Engine Updates
Dan Bucsa - Full mod remaster...
 
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I've got toxic green (maybe even overexposed) fx grass and sky/clouds also on red bull ring, tried sol 1.6 alpha and back to latest on RD. Tried a couple of previous csps, reinstalling csp, track config etc. Anyone else with this problem?

1.jpg
 
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Made my changes to the files Legion provided me. Happy to say you won't find a more accurate version physics-wise for Assetto corsa. It finally drives like the real thing, and thanks to GzeroD I was able to get everything visually appropriate. I'm going to be dropping the file tomorrow after some more testing to confirm we got it right but for now enjoy the screenie!

Screenshot_mustang_fp_gt4_limerock_raceway_fm7_25-4-120-18-58-17.jpg
 
[/QUOTE] You are the one who worked on New Hampshire, right? I would kill for the road course there, and when I looked at your track in 3dsimed it looks like you've got the road course pretty much modeled in there. Any chance you could make a variant of that track with the road course layout? [/QUOTE]

New Hampshire is almost ready, with 3 layouts.

Li2WZgl.jpg

29kW1NU.jpg
 
@norms Sorry to bother you again, but I can't seem to find an option anywhere in the CM showroom to unpack the KN5. I have dev mode enabled, and I've used the showroom to extract AO's in the past for skinning. But as far as unpacking the KN5, I'm just lost :confused:
 
Alfa Giulietta Spider TCL
One small setting can throw a whole car off. While setting up the settings parameters for the settings tab so that no setting was either dimed to the left or the right, this threw off the front toe from negative ~0.50 to positive ~0.20, that's all it took to ruin the handling of this finicky car.
Thanks for testing @Fanapryde and @Masscot, also great idea to use the external engine sound for the internal seeing as this car has no lid. While I was in there, I used ext_config to up the wind sounds as well to bring more realism.

I apologize but this is the one (knock on wood) to have. What I did from the previous version (not the last mistake, the one before that) was to up the handling capability to make it more competitive in the TC Legends pack without just throwing a bunch of horsepower in it.
Please overwrite as asked.
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