Question for experienced track modders... about testing new models in an existing track mod.
Okay, this appears to be a long post, but really, someone should be able to answer the question rather quickly. It's a go, or no go.
Maybe it's common practice, or no one's thought about this, you might try it out, and let me know.
I'm a "noob" to track mods, but not to 3D modeling (more below). I've provided the additional information below so you know I understand a lot of the "process" already.
The Question: For testing purposes, if I import a track to 3Ds Max, create a new version of something, let's say the physical road mesh, match everything perfectly, export only this model (the road mesh, in segments for optimization), take it through KSEditor to apply shaders (a road mesh is hidden) and set other properties, and export it--if the model's name matches that of the same item or model that already exists in the track's KN5 file, then it's specified in the models.ini file, will it REPLACE the existing model when the track is loaded in AC? Does my additional model take priority? If using a models.ini file, does this have the capability to manage duplicates in a mod this way? Does it work, or throw errors?
I can test this myself when I get to that point, and of course, fully integrating changes to a track model, that's then exported to a KN5 (all together, or in parts managed by models.ini) is usually, ultimately the best solution. I know that a models.ini file can be used to specify a number of different models to be included when the track is loaded into AC's graphics engine, and this file includes coordinates and other parameters. The models.ini file can also be used in a variety of ways to mange variations of a track more efficiently as some of the same models are used each time, and to allow for things, like the road mesh, set up as a separate model, to be updated more efficiently, without having to re-export the whole model each time.
If this doesn't work, then yes, I understand the track's model (or parts of it for testing) will need to re-exported without "duplicate" models, configured in KSEditor, then exported for AC (basically).
I'd appreciate answers and suggestions here, or you can provide links that you think will provide what I need.
Additional info...
About me: I am an experienced 3D modeler, mostly using 3Ds Max to develop models to be imported into Unreal Engine, and for more complex models for 3D printing and product part production, usually more advanced than what can be done with an "engineering-based" program like Fusion360. I am a "polygon-based" modeler, rather than relying on clean-looking step files. Though they look "perfect," step files generate horrible polygon modeling, hidden beneath that smooth-looking skin. This often generates errors when a complicated model is used for 3D printing, production, and animation. Sometimes they work, but they often produce strange results, and you have no idea what's going on. With my models, I can see an anomaly, know exactly what is causing it, and correct it. I use advanced smoothing techniques to create clean, error-free models, better and more reliable than what can be achieved with a step file. Proper UVW mapping for high quality renders and animations for investors and customers--you really need a good polygon model anyway.
As for track modding, when I have the time, I'm just getting into creating models and mods for Assetto Corsa, and learning what is required to export, optimize, and all the other requirements specific to Assetto Corsa. I have links to several tutorials and information for AC track modding, and have scanned through them to return when I get to a specific task. I can open and review existing mods in 3Ds Max, and I understand the naming conventions, scaling, using KSeditor, etc... just haven't reached the point of actually doing any of that yet.
So, I'm approaching this as a 3D modeler, that wants to create AC mods, rather than someone that wants to create mods, then has to learn how to use 3D modeling software... if you understand what I mean. In some ways, I'm "ahead of the game" but I still have some things to learn, specific to AC, and that knowledge may need to be "updated" as the UI (Content Manager) and graphics engine mods or patches are updated and improved.
As for my sim-racing experience, I've pretty much been there from the start, using a paddle controller on an Atari to steer a block at the bottom center of the screen through the center of two sets of flowing rectangles--Night Driver. I played the first version of Gran Turismo for four days straight--I had the Japanese release on day one, months before the US release. Today, of course, we've come a LOOOOONG way since then.