Assetto Corsa PC Mods General DiscussionPC 

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Hello everyone, hope you guys are doing great, so this is my very first conversion to AC, and at this point the neewbie modder I am needs some help, so I faced 3 problems :

1st one : the car launchs well in CM Showroom (everything's working lights steering...) but shows an error alert when trying to attempt an in-game launch
(AC\rigidbodyode.cpp (306): RigidBodyODE::setMeshCollideMask
AC\car.cpp (566): Car::step
AC\physicsengine.cpp (218): PhysicsEngine::step
AC\physicsdrivethread.cpp (246): PhysicsDriveThread::run)

2nd one : I forgot to set the Driverbase.fbx units to centimeters, and when I try to import it on my 3DS Scene the driver just doesn't appears like nothing happens

3rd one : The steer is kinda of doing a weird thing (it has a relation with the second problem I think)

I hope I will find a helping hand, nice day to all.

Paging the experts @JakubP and @Wolf24h they might help on you with your issues. Is it the FM4 model ?
 
Imola 1995-2005 v0.99 (public GTP release)
upload_2020-11-13_20-5-46-jpeg.971507

changelog v0.99
- Optimize shadows / textures / TSO
- 2001 baked skin/billboards (Canon added, now 90% historic)
- garage doors opened, extra meshes removed
- windows on podium building now w/glass
- New AI
- final positions for track-side cranes (+1)
- track naming conventions normalized
- tree-walls moved to tree mesh
- track-side edge blending mesh added

credits:
@RMi_wood - Main conversion, research, everything not listed below
@shi - Tree convert (script by @TheRealCeeBee), Shader adjustments, semaphore, Lights, GrassFX, RainFX
@bastoner97 @DaBaeda- TV cams
@damone13x - sideline/edge smoothing

:: DOWNLOAD ::

extra/original textures
Well done, RMi and team! My drive time today has been on this Imola rather than 2020 Imola in ACC. If I may, I have 1 request. Is there an option to remove spectators? Just my personal preference; I've never liked the spectator images in AC.
 
modding question:
I created some trees, leaving out the ugly contouring why do they become transparent? letting see the next tree?
Screenshot_1.jpg
 
I am sorry. I started the ask on ACC vs AC. With all the drama and this is what you concern yourself with? It is topical and nowhere better to ask than here where we seem to be going for 2000 pages with other less important banter. If there is another forum where there are so many opinions valid, I'll be happy to ask there.

I have to agree on that. A good example is the previous page, where IMHO are - not all, of course - more than 10 useless posts.
 
Hello everyone, hope you guys are doing great, so this is my very first conversion to AC, and at this point the neewbie modder I am needs some help, so I faced 3 problems :

1st one : the car launchs well in CM Showroom (everything's working lights steering...) but shows an error alert when trying to attempt an in-game launch
(AC\rigidbodyode.cpp (306): RigidBodyODE::setMeshCollideMask
AC\car.cpp (566): Car::step
AC\physicsengine.cpp (218): PhysicsEngine::step
AC\physicsdrivethread.cpp (246): PhysicsDriveThread::run)

2nd one : I forgot to set the Driverbase.fbx units to centimeters, and when I try to import it on my 3DS Scene the driver just doesn't appears like nothing happens

3rd one : The steer is kinda of doing a weird thing (it has a relation with the second problem I think)

I hope I will find a helping hand, nice day to all.

Can I've your driverbase.fbx, let me see please. He is there or he is a lilliput or he is a giant lol, try press CTRL+SHIFT+Z. Before you load a .fbx look at import window 3ds max tells you in which units actually it is created.

Import.jpg


P.S:
We need to help each other to make better things no one here born just learnt. We are always learning and we need to learn.
 
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Hello everyone, hope you guys are doing great, so this is my very first conversion to AC, and at this point the neewbie modder I am needs some help, so I faced 3 problems :

1st one : the car launchs well in CM Showroom (everything's working lights steering...) but shows an error alert when trying to attempt an in-game launch
(AC\rigidbodyode.cpp (306): RigidBodyODE::setMeshCollideMask
AC\car.cpp (566): Car::step
AC\physicsengine.cpp (218): PhysicsEngine::step
AC\physicsdrivethread.cpp (246): PhysicsDriveThread::run)

2nd one : I forgot to set the Driverbase.fbx units to centimeters, and when I try to import it on my 3DS Scene the driver just doesn't appears like nothing happens

3rd one : The steer is kinda of doing a weird thing (it has a relation with the second problem I think)

I hope I will find a helping hand, nice day to all.
1. Does the car have a collder? If it's missing try to copy one from a car that has a similar shape

2. You can resize the driver model in cm showroom by going to the car tab, show driver, movable driver and after pressing T you will be able to move it if you select the axis or resize it if you select the cube inside the axis. Save the position when done. I'm not sure this is what you needed but judging from the pics it can help. Set 3dsmax unit scale to meters to work with AC models.

3. You probably need to redo the steering wheel dummy, it looks placed wrong. Check the pipeline, it should say how the dummy should be placed

I hope this helps
 
Hello everyone, hope you guys are doing great, so this is my very first conversion to AC, and at this point the neewbie modder I am needs some help, so I faced 3 problems :

1st one : the car launchs well in CM Showroom (everything's working lights steering...) but shows an error alert when trying to attempt an in-game launch
(AC\rigidbodyode.cpp (306): RigidBodyODE::setMeshCollideMask
AC\car.cpp (566): Car::step
AC\physicsengine.cpp (218): PhysicsEngine::step
AC\physicsdrivethread.cpp (246): PhysicsDriveThread::run)Like

2nd one : I forgot to set the Driverbase.fbx units to centimeters, and when I try to import it on my 3DS Scene the driver just doesn't appears like nothing happens

3rd one : The steer is kinda of doing a weird thing (it has a relation with the second problem I think)

I hope I will find a helping hand, nice day to all.
I am quite sure his error is in the physics files
clue 1. AC\physicsdrivethread.cpp (246): PhysicsDriveThread::run)
clue 2. loads in showroom
clue 3. does not load on track

i could be wrong.
(post your log.txt)

Well done, RMi and team! My drive time today has been on this Imola rather than 2020 Imola in ACC. If I may, I have 1 request. Is there an option to remove spectators? Just my personal preference; I've never liked the spectator images in AC.
I will try to find that option to name the spectators in some special way that allows them off,
thanks for the tip.

edit: You could use ext_config to remove them
 
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Ive never been able to get on board with ACC's FFB. It just doesn't give me the same feel as AC does, at least on my lowly G27.
From my personal experience it's simply down to hardware. I recently bought a csw 2.5 and it has made all of my games so much better. I had a csl Elite prior to that and the difference was very noticeable. Logitech and Thrustmaster wheels are pretty limited and struggle with a lot of subtle details and nuances.
 
1. Does the car have a collder? If it's missing try to copy one from a car that has a similar shape

2. You can resize the driver model in cm showroom by going to the car tab, show driver, movable driver and after pressing T you will be able to move it if you select the axis or resize it if you select the cube inside the axis. Save the position when done. I'm not sure this is what you needed but judging from the pics it can help. Set 3dsmax unit scale to meters to work with AC models.

3. You probably need to redo the steering wheel dummy, it looks placed wrong. Check the pipeline, it should say how the dummy should be placed

I hope this helps

1.Just copied the Mito collider worked like charm (But I need to remove the rim blur I think the Rim blur texture is active even at stop and I need to change the car alignement too).

2.Just resized the driver but I have no steer animation

3.I will redo the steer dummy will tell you how it goes.

Thanks alot !

I am quite sure his error is in the physics files
clue 1. AC\physicsdrivethread.cpp (246): PhysicsDriveThread::run)
clue 2. loads in showroom
clue 3. does not load on track

i could be wrong.
(post your log.txt)


I will try to find that option to name the spectators in some special way that allows them off,
thanks for the tip.

edit: You could use ext_config to remove them

Was related to the collider I used the Alfa Mito's one the car just launched !
 
I am quite sure his error is in the physics files
clue 1. AC\physicsdrivethread.cpp (246): PhysicsDriveThread::run)
clue 2. loads in showroom
clue 3. does not load on track

i could be wrong.
(post your log.txt)


I will try to find that option to name the spectators in some special way that allows them off,
thanks for the tip.

edit: You could use ext_config to remove them
Yes, I can use hide objects in ext_config to hide the spectators. Only asking if you have a quicker solution with the kn5 file. I appreciate your feedback.
 
I have figured out how to control the FBX ini file input/output from Blender by tweaking the importer/exporter and creating an additional control panel for both texture and "other properties" directly within blender, but while I can populate dropdowns with all kind of wonderful shaders and other settings, I dont fully understand all them and my google-fu is weak, I can find some info on some of them across heaps of different post, and a lot of posts flag some as "?" or "not sure what this does", can anyone link to an official kunos supplied document about exactly what they all do?

upload_2020-11-19_6-48-33.png

upload_2020-11-19_6-48-59.png

upload_2020-11-19_6-50-14.png
 
1.Just copied the Mito collider worked like charm (But I need to remove the rim blur I think the Rim blur texture is active even at stop and I need to change the car alignement too).

2.Just resized the driver but I have no steer animation

3.I will redo the steer dummy will tell you how it goes.

Thanks alot !



Was related to the collider I used the Alfa Mito's one the car just launched !
I wouldn't bother much about the rim blur, it's actually not really needed imo. If you delete it, remember to delete the lines of code in blurred objects.ini too or the game will start crashing again looking for those objects.

For the steering wheel animation, I'm not an expert but I think you can borrow one from other cars (the ksanim) and place it inside the animation folder and if that doesn't fit you would need to make a custom new one. You have to adjust it later of course.

I hope you manage to fix the dummy
 
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Well done, RMi and team! My drive time today has been on this Imola rather than 2020 Imola in ACC. If I may, I have 1 request. Is there an option to remove spectators? Just my personal preference; I've never liked the spectator images in AC.

Yes, you need to tick "hide all spectators" in CM first
upload_2020-11-18_21-32-7.png


but to have it worked out properly you need to edit the ext_config.ini (or the appropriate ini of the track in \extension\config\tracks\loaded (I prefer to have an ext_config.ini). Add this line into ext_config.ini located in rmi_imola2001\extension:

[SPECTATORS]
MESHES = ?public?, ?crowd?, ?people?, Crow?

This is more like a general and quick workaround, but in this case it hides the spectators as requested.
 
I will try to find that option to name the spectators in some special way that allows them off,
thanks for the tip.

edit: You could use ext_config to remove them

If you include the ext_config.ini in release then simply adding the spectator meshes allows people to turn them off in CM. I assume @OooAhh Cantona has them hidden this way already so that would be the best solution. See my previous post about what needs adding:

Assetto Corsa PC Mods General Discussion

EDIT:

Beaten to it by @Fall Guy :cheers:
 
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Guys, need your expertise here:
upload_2020-11-18_21-41-18.png


Is there any good source available where I can find the real car´s info from the DRM cars? I´ve searched already the whole web it seems but wasn´t sucessful at all. Maybe @ales100i you know something more? :)
 
Guys, need your expertise here:View attachment 972665

Is there any good source available where I can find the real car´s info from the DRM cars? I´ve searched already the whole web it seems but wasn´t sucessful at all. Maybe @ales100i you know something more? :)
This (e.g.) ?

Montecarlo Turbo
The Montecarlo Turbo was a Group 5 racer. It was the first racing car to be fielded by Lancia in eight years when it entered the May 1979 Silverstone Six-Hours race. It won the 1979 World Championship for Makes (under 2-litre division) and overall for 1980 World Championship for Makes and 1981 World Endurance Championship for Makes. Hans Heyer also won the Deutsche Rennsport Meisterschaft in 1980 at the wheel of a Montecarlo. In 1980 Turbo also placed first and second at Giro d'Italia automobilistico, an Italian counterpart of the Tour de France Automobile.

Being a silhouette car, the Montecarlo Turbo only shared the centre section of the body with its namesake production car. Front and rear tubular subframes supported the suspension and housed the engine, still mid-mounted with Colotti gearbox. Three engines were used: 440 hp 1,425.9 cc, 490 hp 1,429.4 cc and 490 hp 1,773.0 cc
 
Thanks, did you just search for the car´s name with google? I meant more a website collecting all the cars from the DRM era in particular. But I will use the text at least for this car now. ;)
 
This (e.g.) ?

Montecarlo Turbo
The Montecarlo Turbo was a Group 5 racer. It was the first racing car to be fielded by Lancia in eight years when it entered the May 1979 Silverstone Six-Hours race. It won the 1979 World Championship for Makes (under 2-litre division) and overall for 1980 World Championship for Makes and 1981 World Endurance Championship for Makes. Hans Heyer also won the Deutsche Rennsport Meisterschaft in 1980 at the wheel of a Montecarlo. In 1980 Turbo also placed first and second at Giro d'Italia automobilistico, an Italian counterpart of the Tour de France Automobile.

Being a silhouette car, the Montecarlo Turbo only shared the centre section of the body with its namesake production car. Front and rear tubular subframes supported the suspension and housed the engine, still mid-mounted with Colotti gearbox. Three engines were used: 440 hp 1,425.9 cc, 490 hp 1,429.4 cc and 490 hp 1,773.0 cc

... or maybe this link will help?

https://www.racedepartment.com/downloads/drm-revival-real-names-data-pack.35059/
 
So here's (I hope the last problem) I'm struggling aligning the car
the Offset are : 0.01,-0.35,-0.2
The X Axis is the one I'm struggling with any idea what value it can be ?
 

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I wouldn't bother much about the rim blur, it's actually not really needed imo. If you delete it, remember to delete the lines of code in blurred objects.ini too or the game will start crashing again looking for those objects.

For the steering wheel animation, I'm not an expert but I think you can borrow one from other cars (the ksanim) and place it inside the animation folder and if that doesn't fit you would need to make a custom new one. You have to adjust it later of course.

I hope you manage to fix the dummy


Yep, the dummy are fix will redo the arrows (it had the same problem as the wheel I messed with all the dummies lol), and I deleted the rim blur so it looks alright. Thanks again.
 
Thanks, did you just search for the car´s name with google? I meant more a website collecting all the cars from the DRM era in particular. But I will use the text at least for this car now. ;)
This was the text I had in the car description (together with the fake naming which I left out).
It's been a while, but I guess I found the info using the real name.
 
Guys, need your expertise here:View attachment 972665

Is there any good source available where I can find the real car´s info from the DRM cars? I´ve searched already the whole web it seems but wasn´t sucessful at all. Maybe @ales100i you know something more? :)

You can have zillions of information on the web, if you search. (Many ways and many results).
Here is an example.

"Montecarlo Turbo
The Montecarlo Turbo was a Group 5 racer. It was the first racing car to be fielded by Lancia in eight years when it entered the May 1979 Silverstone Six-Hours race.[12] It won the 1979 World Championship for Makes (under 2-litre division) and overall for 1980 World Championship for Makes and 1981 World Endurance Championship for Makes. Hans Heyer also won the Deutsche Rennsport Meisterschaft in 1980 at the wheel of a Montecarlo. In 1980 Turbo also placed first and second at Giro d'Italia automobilistico, an Italian counterpart of the Tour de France Automobile.

Being a silhouette car, the Montecarlo Turbo only shared the centre section of the body with its namesake production car. Front and rear tubular subframes supported the suspension and housed the engine, still mid-mounted with Colotti gearbox. Three engines were used: 440 hp 1,425.9 cc, 490 hp 1,429.4 cc and 490 hp 1,773.0 cc."


Then, you just chose what info you want and just copy - past, to the INFO window.



Edit: Hahahahahahahaha, I replied before watchong next posts and obvious didn't see Fanapryde's one. :lol::lol::lol:
Fana, we had the same idea. 👍
 
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I have figured out how to control the FBX ini file input/output from Blender by tweaking the importer/exporter and creating an additional control panel for both texture and "other properties" directly within blender, but while I can populate dropdowns with all kind of wonderful shaders and other settings, I dont fully understand all them and my google-fu is weak, I can find some info on some of them across heaps of different post, and a lot of posts flag some as "?" or "not sure what this does", can anyone link to an official kunos supplied document about exactly what they all do?

View attachment 972654
View attachment 972655
View attachment 972658

I had the same question a while ago and couldn't find a satisfying answer either. My advice is just open up a car in a few different showrooms and play with each shader property to see how the visuals change. The best solution I found is as I mentioned some time ago, save shader presets from Kunos cars and then apply these directly in the CM showroom, there's little to be gained in going through the values one by one in the KS Editor or Blender.

Equally, if not more important is getting the right shader type for each car part, some advice here can be found in the KS car pipeline document but again, experimentation and experience are the only things I've found that will reliably improve how your cars look. I can say this with some weight behind it as I've now completely reworked the exteriors of some 773 cars, yet I still find myself coming across new and better textures or presets from time to time and then going back to improve earlier reworked cars a second time.
 
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