Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
  • 139,020 comments
  • 38,180,672 views
This is my first original track release. I've really wrestled with myself about posting it because I'm so self-critical. Not sure if it's any good, definitely not really finished. Constructive feedback is very welcome. Uploading to Race Department after a few days of you guys trying it out here on GTP. Thanks to Tyrone and Gutbomb for dealing with all my questions ;)

View attachment 957102


Little Baja - Baja County Muncipal Raceway v0.96 (Updated)

Fictional track designed and created by Teddie Tapawan.

Additional Credits and Thanks:
* Shared X-Packs by Tyrone and Gutbomb
* Grass textures by Mike08
* Balloons by Mascot

View attachment 957105 View attachment 957106

Version History:

Little Baja v0.96
=================
* Fixed non-functioning PIT lane
* Fixed AI for both layouts
* Added tyre barriers on deep drop offs on both layouts
* Added marshals to pit area
* Changed shader/lightened road textures
* Recreated VAO patch to account for added objects
* Removed VAO patch on layout barrier kn5's
* Update preview pic with new screenshots of new pavement
* Removed unneeded temp folder
* Update README.txt

Little Baja v0.95
=================
* Initial release

http://www.mediafire.com/file/wzne8de6at9ggts/ted_little_baja_v0.96.rar/file

Please let me know about any bugs.
Great job so far @Teddie!
To echo some earlier comments about the layout, it does feel a little like a test track/handling course at times with no real opportunity to stretch your legs, probably more suited to slower cars (like the Abarth 500s, perhaps). But instead of altering the current layouts why not keep them intact as the medium/short ribbons and add a third longer/faster variant that shares some of the corners? There's an opportunity afforded here to add a tunnel or bridge or overpass as well for a bit of variety. Just an idea.
A few other observations from this opinionated oaf:
Hardly any track assets cast shadows, which is pretty vital for grounding them and helping with a realistic look.
Desert environments can look extremely barren and bland (like deserts!) but can be broken up with rocks, scrub, bushes etc.
The Tannoy posts in front of the grandstands look too substantial for their purpose, like RSJs sunk into the ground rather than the more slimline Tannoy posts you have elsewhere on the track.
Check the scaling of some assets like bridge stairways - if these look too big and bulky it can look like they've just been grabbed from a 3D warehouse and airdropped in. Everything should look like it belongs.
Maybe add some more tree variation, especially some desert-specifc shrubbery?
The asphalt texture looks good but would be enhanced with a subtle groove and skidmarks in appropriate locations.
Reverse layouts are always nice on fictional tracks and add a lot more asphalt for relatively little work.

Again, great job so far! I'm sure you'll take these comments in the spirit with which they were delivered - I wouldn't have spent time replying if I didn't think the track had great potential to be even better and you had the skills to do it.
 
any forward movement on the ability to deal with ASC that is NOT on a server because the host makes you download a zip file of the asc? (ie. ability to deal with local files and import as terrain mesh?)

Not sure I understand the question... all the stuff I'm using are local files, some came as .asc, others geotiff that I converted using QGIS. Also resized as necessary.
 
A quick search for 'flip mirror' leads you here: https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1366#post-13156839

...or beg Blamer to release the update to his Black Lives Matter Car app.

I knew the BLM thing would have come out now or then :)
@Masscot I could post it here but I won't update it on RD until Ilja allows changes to the mirror config file to be applied on the fly.

Basically I already made the changes for the app to flip mirrors (Masscot is using it) but, unlike the other mirrors related functions (move, pan, adjust fov...), the flip function isn't applied on-the-fly (needs to exit and relaunch the track) and I know a lot of people would - and will - complain
 
Nissan 350z and Nissan 350z Gran Turismo 4 Edition update!

Credits to WKMOD, Blackwood91, Matgamer and Mike173

I've tried improving the stock 350z and because Mike's GT4 edition uses the same model with some tweaks I thought I'd update that as well and include it here.

- Revised all shaders
- Added AO
- Made cars paintable
- Improved speedo/rpm textures (sort of see for your self old one is packed)
- Data edits on stock version based on data from the automobile-catalog
- Improved 1 very lq light texture
- Added Japanese plates to GT4
- Fixed shadow problems

DL: https://drive.google.com/file/d/1BGBmliLaGwmoDfQX8ajAW1htbkAkX3pj/view?usp=sharing

A lot better but still not the best mod. Needs a better base port I think..

Stock
View attachment 957112

Gran Turismo 4 edition
View attachment 957111

Have fun!
Any work on the 350z gets applauded by me - many thanks!
One thing that's always bugged me (not just on this car, but in general) is when a crappy low-res shared texture map includes textures for large assets, which then end up extremely pixellated. The 8-bit muddy door speakers on ALL of the various 350z mods are a case in point. These are like acid in the eyes for VR users.
Anyway, here's a new texture (using yours as a base, in case you tweaked the instruments?) to replace the interior_lod0.dds that adds improved door speakers. It's only a quick job, I did have a look for a BOSE speaker vector but couldn't find anything suitable. Use it if you like for any updates or it can be swapped out easily on a per-car basis by simply replacing the txDiffuse in CM Showroom. I guess it'll work for all 350z mods that use this model.

http://www.mediafire.com/file/e8iykjlq221vxl4/file

original:
Screenshot_ds_350z_vq_ted_little_baja_12-9-120-9-34-30.jpg


new:
Screenshot_nissan_350z_ted_little_baja_12-9-120-9-22-57.jpg


Edit: Mmm... seems to work on the Gran Turismo car but not the standard one. No idea why right now.
 
Last edited:
For Friday evening, I present the car that was hanging over my bed on a poster between the Ferrari F40 and Lamborghini Diablo ....

Aston Martin V8 Vantage V600

View media item 67907
It still requires interior work, but you have to devote a lot of time to it, so what I did right away has to wait for the rest.

The original author is unknown to me, I've been correcting it a few hours a day for the last 6 days,

-Changed track width
-Changed suspension settings
-Changed tyres size
-Changed tyres 3d model
-Changed tyres settings
-Changed wheels size
-Changed brakes settings
-Changed brakes calliper position
-Changed brake disc texture
-Changed brake disc 3d model
-Changed engine power & torque
-Changed gearbox settings
-Changed sound to the real V8 with mechanical compressor
-Changed texture defrost lines in front headlight
-Changed texture in front headlight
-Changed ABS and TCS setup
-Changed flames settings and position
-Add darker glass in front headlight
-Add glass in gauges
-Add AO in body
-Add AO in wheels
-Add front&rear UK number plate
-Add New Color Skins
-Add New Lether Skins
-Add light in dashboard
-Add few options from Csp
-Add real description
-Revised car shaders
-Revised tyres shaders
-and many more.....

I think that today it is the best Vantage V600 we have in Assetto Corsa.

Have fun.

aston_martin_v600.rar - 43.8 MB

This is amazing. Only thing I kinda feel isn't an improvement is the leather ; it looks goofy at times - like a freshly painted wall which saw some rain ahah. Think you can revert to the previous texture ?

(new leather texture) :
ulCYxXG.png


Cheers (and thank you for this more than welcome update !)
 
Little Baja - Baja County Muncipal Raceway v0.96 (Updated)
Fictional track designed and created by Teddie Tapawan.

Additional Credits and Thanks:
* Shared X-Packs by Tyrone and Gutbomb
* Grass textures by Mike08
* Balloons by Mascot

View attachment 957105 View attachment 957106

Version History:

Little Baja v0.96
=================


* Initial release

http://www.mediafire.com/file/wzne8de6at9ggts/ted_little_baja_v0.96.rar/file

Please let me know about any bugs.

For your first track, i have to say, very nice work!
Feedback for the flow of the track is already here. And i got problems in my first run in track day with the AI on 0.96.
Cars are stuck everywhere on the track, with AI flood activated.
As i am a graphics guy, at first i would match the colors of the ground with the trees a bit
and plant some little bushes all over the terrain.

I especially like all the little hills and the terrain itself, just nice!
Thank you Teddie, i guess there went away more than 100hours of work?!!
Now i go back on your track again!

Screenshot_dodge_viper_acr_gib_99_ted_little_baja_12-8-120-10-59-17.jpg Screenshot_dodge_viper_acr_gib_99_ted_little_baja_12-8-120-10-59-46.jpg Screenshot_dodge_viper_acr_gib_99_ted_little_baja_12-8-120-11-0-21.jpg
 
Last edited:
Any work on the 350z gets applauded by me - many thanks!
One thing that's always bugged me (not just on this car, but in general) is when a crappy low-res shared texture map includes textures for large assets, which then end up extremely pixellated. The 8-bit muddy door speakers on ALL of the various 350z mods are a case in point. These are like acid in the eyes for VR users.
Anyway, here's a new texture (using yours as a base, in case you tweaked the instruments?) to replace the interior_lod0.dds that adds improved door speakers. It's only a quick job, I did have a look for a BOSE speaker vector but couldn't find anything suitable. Use it if you like for any updates or it can be swapped out easily on a per-car basis by simply replacing the txDiffuse in CM Showroom. I guess it'll work for all 350z mods that use this model.

http://www.mediafire.com/file/e8iykjlq221vxl4/file

original:
View attachment 957219

new:
View attachment 957218

Edit: Mmm... seems to work on the Gran Turismo car but not the standard one. No idea why right now.

Cheers Mascot, I was thinking about that speaker and the VR users as well but I forgot about it (oops). Your texture edit looks good and seem to work fine on both models! I'll add it to my file :)
 
Meant to post this yesterday in case it helps anyone with a similar issue as it seemed totally random with no obvious reason why it happened, so I guess it could happen to anyone at any time. Huge thanks to AlleyViper on the CSP discord troubleshooting channel for taking time out to help me, especially when he about to go out.

Problem: alterative CSP versions weren't displaying in Content Manager [SETTINGS/CUSTOM SHADERS PATCH/ABOUT AND UPDATES] so I couldn't freely swap between builds. Trying to manually install old versions failed and created error messages about two versions not being allowed.
Solution: hit 'DELETE PATCH' in [SETTINGS/CUSTOM SHADERS PATCH/ABOUT AND UPDATES] (your settings will be preserved), close/reopen CM and you should get a message "Configs for customs shaders patch are missing. Reinstall?".
Capture1.PNG


This is where a further issue cropped up for me, nothing would happen when I hit 'yes please'. I checked the CM drop-down (top RHS of CM, the three little lines) and noticed that CM had caught an error:
Capture.PNG


On AlleyViper's advice I deleted the CONTENTS of the Patch folder (not the Patch folder, just its contents) at C:\Users\*your profile*\AppData\Local\AcTools Content Manager\Temporary\Patch
...then restarted CM and this allowed access for the contents to be downloaded and reinstalled.
Note: It might look like nothing's happening but if you check the Patch folder you can see it being repopulated.

Balance in the universe restored..!
Thanks again for your help AlleyViper, and to baker7498 for the earlier suggestion which formed step one of the solution.
 
Really good job! It's Much better than the previous versions, but as you write it requires a lot of further work, not so much in terms of appearance as in terms of physics and details, maybe I can play with something on another model that I have ;)
Thank you! :)
It's crazy to me that such an iconic car doesn't have a great mod. Maybe the model you have can make the difference
 
I really like it!Thanks for the effort you're putting in to it.
One thing i noticed and need attention ,i sthe rear wheel width.It needs to be much wider.
Thanks

Sorry, would've done this but don't know how, changing any of the wheel/tyre sizes in blender just seem to get reset whenever you align with data or load the car in game. Nothing I can edit in the data seems to have any visual impact so I gave up.
 
Circuito dos Cristais - Curvelo
ERL ex AMS

An update for @TheRealCeeBee´s last version.
After contacting him and send him my fixes he gived his Ok to post it. Thx @TheRealCeeBee for this and your work before. :)

Fixed the trees normals, fences have now visible through again, guard rails too, crowd on standstands visible from track now and some other minor issues ...
Tweaked the brightness of some materials.
Made a new vao-patch.
Thx @Fanapryde for his sections.ini what is now included too. :)

This track still needs imo better billboards by an new skin. :)

Backup your old one first if you don´t like it and want to bring old version back.
View attachment 956066

https://sharemods.com/32wml24qaxc9/erl_cristais.7z.html

#config, #fix, #tweak, #update

New camera set 1-2-3 (with 3 different FOV settings) + 3 alternative camera set (with different FOV too) by me

I also fixed the EXT_CONFIG where the grass was to bright for my personal taste (backup of the original one included) ;)

https://sharemods.com/mz8ou7dv3r1c/erl_cristais.zip.html
 
Thank you! :)
It's crazy to me that such an iconic car doesn't have a great mod. Maybe the model you have can make the difference
@Mike Rudland is working on an Amuse 380RS Superleggera conversion from GT6 so that should be a massive step up from the base 370zs we have so far in AC. I think all the 3D work is done, it's just the physics being worked on now.

car_316_46737_555e61ac944ab.jpg
 
Thanks much Xezez. Did you mean the triple S's I've marked below? The red line is what I'm thinking the route you are suggesting would be? I could definitely make the change. I want the track to be fun. Let me know if the red marks convey your suggestion.

View attachment 957207

Whatever you decide @Teddie , but I also do like the way the track is now and keeping this version. Makes a nice challenging club type track and I can do many of my cars I use on this track. I have done GT, F1, and some slower cars and seem to do fine for me. Track graphics look very good in VR. I see also this track would work good for Gokarts which I do. But this is my own opinion.
 
got a bit bored so opened this one up again, Tripoli / Mellaha.

smoothed road mesh
added a desert skyline
opened the pit area so you can actually get into it
started changing the trees over
added 20 pit and starts



Hello @TheRealCeeBee Great that you are continuing to work on the track. Curious question on your pit stalls. Are they located on the track side of the pit building or behind the pit building. Usually back then on some Historic/Retro tracks the pit stalls were located right along side of the track.
Anyway, good luck with the track.
 
Unfortunately, yes.

This is the track I was testing. If it weren't because it's an Initial D track, I would've sent it straight to the bin...


It's funny because it's ripped straight from the official arcade game. It's not like the creator is protecting his own work by encrypting it :lol:

how does an encrypted track hurt you? should be thankful for the creators putting in effort to bring it to you in a good quality/ releasing it in the first place
 
how does an encrypted track hurt you? should be thankful for the creators putting in effort to bring it to you in a good quality/ releasing it in the first place

Yes, agree with you, unless he is trying to grab stuff from the tracks or modify it, you would never know if it is encrypted or not. Unless CM detects something different in the loading process.
 
Yes, agree with you, unless he is trying to grab stuff from the tracks or modify it, you would never know if it is encrypted or not. Unless CM detects something different in the loading process.
it doesnt, the only way to know if a track is encrypted is trying to mess with it or not having CSP installed, its presumably encrypted to stop GTA modders from ripping it and then trying to sell it like it happened some months ago where someone tried to sell free AC tracks for GTA
 
Fantastic car! very good effort, side mirrors are mixed up left to right.. also had to reduce the ffb multiplier as it was too heavy for my Fanatec

Two sure signs that the modder is a rank amateur: the ffb is stronger than that of a WW2 tank and the sfx is louder than an Atlas Agena B at lift-off. Or, if a track (vs. a car), there will be zero road camber and there will always be at least one tunnel. Present company excepted.
 
Last edited:
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back