Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Thank You man! but I can't use the skin...i put in avus folder-->

Assetto Corsa\content\tracks\avus\skins\cm_skins\default

That seems right. The skin is named as "default" in the list of CM-skins. You must tick it to make it active. Confusing, I should name them different.

upload_2020-10-26_21-18-2.png
 
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Ibarra... It needs a LOT of texture work done, is anyone still in contact with Terra to ask permission for an update or ask for an update? Seems like the trees are dofferent and for sure its missing the sattelite terrain textures or mapped wrong, colours wrong, something, not sure what? Looks very plain when run in AC again the RF2 and AMS2 versions. Also would be good to add in the travelling vehicles in the background as can be seen in the other two versions.

This might be th3e best track I have ever raced! (@Jimlloyd ?) @VheEth ?

(give the clips a bit to upload from the post)

RF2


AMS2


AC (the Terra21 version)


i worked on it for some hours... needs more optimizing, i will get back to it soon.
 
Believe it or not, I prefer to listen in Italian, because I love your language sound.
I understand italian - not as much as english tho - and I would like to see (hear) your videos in italian.



CM was made as a paradise for users, I hope it will not become an hell.

Not one reader in a million would know that a word beginning in 'h' takes (most often) an 'an'. Gold Star for you!
 
A googol is the large number 10100. In decimal notation, it is written as the digit 1 followed by one hundred zeroes: 10,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000.
Legendary ad man Howard Gossage used it in an ad to mean "the everything" (the only time I've seen it in an ad, rightly or wrongly).
 
I don't really care for encryption, as long as the mod is complete as most of the GT converts and the ability to generate the preview via cm feature. Its fine, I don't even want to bother messing with it if it's done great.

But those that encrypt **** mods deserve to be roasted.


GT converts by esprit3905 are the only encrypted mods I kept, because they are done perfectly in terms of graphics, sound and physics.
All other encrypted mods I delete constantly. Installing, testing, seeing that some minor adjustments could be done to make it a lot better. But: no way, because of encryption.:irked:
Run the car a second or third time. Get annoyed, because not being able to improve it. And immediately deleting it for not getting frustrated.

That's the way it turns. Forgetting the encrypted mod and having fun with others unencrypted ones. ;)
 
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Imagine my disappointment when I discovered that, despite an object having collision enabled, as soon as it's animated, the collision box doesn't move with it :(

Qirv3p0.gif

... "and then I asked if someone could make a car that I could really put the hammer down on" ...

[EDIT] do people say that anymore or am I showing my age and how I used to use a CB radio... "got yer ears on? I'm puttin' the hammer down, southbound. What's yer rearview look like?"
 
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1WALL_hammertime

Try as: 1ROAD? 1THING? 1KERB POBJECT? (you never know)

I've tried the WALL idea, however any object with 1WALL 2WALL etc in the name, just wont move, any other object name will move, but won't collide.

I'll try the others, though I fear POBJECT will just make the hammer fly away when a car hits it!
 
I've tried the WALL idea, however any object with 1WALL 2WALL etc in the name, just wont move, any other object name will move, but won't collide.

I'll try the others, though I fear POBJECT will just make the hammer fly away when a car hits it!
what if you created a trigger object that would pop a 1WALL on that space? Could be done with CSP??
 
what if you created a trigger object that would pop a 1WALL on that space? Could be done with CSP??

I have no idea if that could be done.



with the POBJECT I can push around the hammer, but collision is still only on the initial object position, so I have be at the base of the post.

*EDIT* with 1KERBS the object is collectible as you'd expect, but not animateable, so I can't test if the hitbox moves with it :*( I think this is an impossibility for now.
 
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Also here's my short tutorial on combining AO maps in paint.net.

You'll need:
- paint.net (who would've thought)
- Alpha mask plugin for paint.net (https://forums.getpaint.net/topic/1...or-pdn-v4212-and-beyond-updated-july-16-2020/)
- AO maps

So some cars don't have AO but you can only calculate it for single body part or a small collection. The only problem is that you'll then get 10 different AO maps that you need to combine in to one for it to work as a proper AO map. After some experimenting (because I couldn't find ANYTHING online about combining alpha mask/AO layers wth) I finally figured out how to do it! Since I couldn't find anything about it I might as well share it.

1. Open all the ao maps in paint.net
2. Open the first body part and click on alpha mask in the effects tab. Leave all the boxes open and press ok. You'll see the body part now.
3. Go to the second body part and press CTRL + F this will repeat step 2 for this body part. Rinse and repeat till you've done all the body parts.

I always work in the first body part I opened, that will be the main file.

4. Go to the second body part, press CTRL + A then CTRL + C.
5. Go to the first body part, click on alpha mask in the effects tab, press boxes "Invert Mask" and "Paste from Clipboard. Hit OK.

If done right you'll now see the first body part and a transparent hole for the second body part!

6. Make a new layer and press CTRL + V.
7. Move the new layer below the first layer. Click on the first layer in the layer tabs press CTRL + M.

If done right you'll now have a combined layer of the first and second part! Note: they may have different shade. Read about that after step 11.

8. Rinse and repeat step 4 through 7 untill you're done
9. Make sure there's only one layer and it's the combined mask layer
10. Click on alpha mask in the effects tab, make sure only the "Invert Mask" box is ticked. Hit OK.
11. Done, you can now apply the mask to the car

Once you're done you can apply the AO mask to the car and then recalculate the combined map the sort the different shades of body parts out.

Let me know if it works for you :)
 
I shared this on Facebook yesterday and people seemed to think it was interesting to see so I'm sharing it here as well.

Below I will show you a 2015 AC mod which I worked on for about 30(!!) minutes. Changing shader values, some textures and adding Ambient Occlusion (AO) to the body and rims. I'm showing this because it makes a HUGE difference. Like night and day!

Before
View attachment 967417


After
View attachment 967418

And the only tools I used were Content Manager and paint.net!
I found a way to combine AO maps in paint.net so if anyone is interested I'll share it here.
@Opperslang how is your work with cali?

I made sth, bc i like cali. And distilled it into a whooping 121kB-size (kn5 + animation ) , working wipers patch for ferrari california, so i could post it in spite of attachment size limitation and not worrying about my internet data quota :D
blender-2020-10-26-22-00-49-390.jpg

6 pivot points to make even crooked wipers working with all CSP versions, i think ( tested on 1.67_1 and 1.65.1) You also save your bandwidth and your time because it's been tested (i just checked it :D) and no need to redownload the 0,12 MegaByte file countless times, LOL :D

acs-2020-10-26-21-50-54-031.jpg

acs-2020-10-27-00-07-43-888.jpg


Attachment: wipers add-on patch by hell(othank)y(ou)eah :D

[UPDATE:]
- added missing folder to the upload
[NEW:]
- added also internal glass for door windows
(the patch contains working wipers plus windows fix, files are packed with 7-zip now, so i didnt even exceed size of original release LOL :D )
 

Attachments

  • ferrari_california_09_wipers_patch.7z.txt
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Yea, that's a relevant question. Honestly don't know what I was thinking. :D Maybe I thought it would be good to keep the original skin also if someone finds it better after all.
Of course, it is more respectful, but your work is good, and you could always leave the original in a backup folder...
 
I shouldn't even worry about this, but the creator of Mosport on Racedepartment striked me as a real jerk.
Just read his opinions about the people that ranked his work (which is great, no doubt about it) 4 stars...

pretty defensive, huh? I am tempted to leave a four star review to see what kind of feedback I get
 
More arguing in the forum, it seem to be occuring at a greater frequency each month. I think we need to all remember that we're part of a community of people who want to play a game and nothing more. Private mods and ridiculous download requirements don't help anybody.

Anyways, something more positive here for you all to chew on.

Introducing Version 1.2 of the Hyundai Genesis GT4

*This version requires a fresh install, delete your old install before using this version!*

View attachment 967283

...

Beware, any shader changes done to the main car will need to be reflected in each of the LOD's, there is a noticeable colour change on the grille in the switch from LODA > LODB now. Here are fixed LOD's with correct shader values to match the main car. Also I've included the vibrating exhausts which I think was missed in the update?

http://www.mediafire.com/file/hb7kgndugcfdj45/gt4_hyundai_genesis_lods.7z/file

Thanks for the update. I saw some mapping errors in the interiors like the logo on the steering wheel and some textures a bit low res. I was also wondering why the metal is green on the interior, it looks a bit odd to me.
If you are interested I can make a pbr config for the whole car and with your permission maybe change some of the textures. The car will still lack interior mapping and AO but that takes some time to do.


@UolterUait Yeah some textures, especially interior are pretty poor on this car. The steering wheel logo is part of the hood_cap.dds and is mapped upside down. A lot of the skins don't seem to take this into account though but could easily be fixed without needing to remap that part of the car.

__custom_showroom_1603756363.jpg

I also included PSD templates for the main skin and hood + steering badge skin in the templates folder. It looks like the green metal is possibly a mistake and it is only using the ksCarPaintSimple shader. It would be great to see you give the inside a bit of a polish :)
 
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Beware, any shader changes done to the main car will need to be reflected in each of the LOD's, there is a noticeable colour change on the grille in the switch from LODA > LODB now. Here are fixed LOD's with correct shader values to match the main car. Also I've included the vibrating exhausts which I think was missed in the update?

http://www.mediafire.com/file/hb7kgndugcfdj45/gt4_hyundai_genesis_lods.7z/file




@UolterUait Yeah some textures, especially interior are pretty poor on this car. The steering wheel logo is part of the hood_cap.dds and is mapped upside down. A lot of the skins don't seem to take this into account though but could easily be fixed without needing to remap that part of the car.

View attachment 967487

I also included PSD templates for the main skin and hood + steering badge skin in the templates folder. It looks like the green metal is possibly a mistake and it is only using the ksCarPaintSimple shader. It would be great to see you give the inside a bit of a polish :)

Time to remake the skins for this one then yeah? I'm sure the skin file I used originally wasn't the right one so I'll take a look at your template and use that
 
Time to remake the skins for this one then yeah? I'm sure the skin file I used originally wasn't the right one so I'll take a look at your template and use that

I added AO to all of the current skins that were lacking in previous releases but I didn't fix any steering wheel badge problems or anything like that. If @UolterUait is up for some internal improvements and you fancy fixing up some of the skins then maybe a 1.3 could be around the corner? Maybe add a couple more skins ;)
 
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