Not how it works here at GT Planet, as long as a member is following the AUP they are free to comment on whatever they like, and do so in either a positive or negative manner.
You will not attempt to shut down members comments or contributions again.
Car getting to work from nothing? lmao it's not scratchmade, it's just a rfactor convert with kunos physics. It would just take like 30 minutes to get them like they look now. As i said already it's just dumb to pay for it. I don't know if Tony is the Guy who sells them on Patreon or another one. Even for Grid fillers they just bad, like it's a LOD C body from a high poly car. Who wants cars like those on track? Even if you drive other carsGreat job Tony. Converting cars, from any other SIM format takes time. It is easy for those who sit on the sidelines to comment on quality. YET, I have seen ZERO mod contributions from them. Fixing a shader here and there is copy and paste - hardly worth a mention. Getting a car to run, look good enough as a grid filler, from nothing - worth a mention.
For those who comment from the sidelines - If someone is asking for a donation for their time to convert mods - you don't know their circumstances - either contribute or shut up.
you are so wrong about 30 minutes. If you say this it only means you never done itCar getting to work from nothing? lmao it's not scratchmade, it's just a rfactor convert with kunos physics. It would just take like 30 minutes to get them like they look now. As i said already it's just dumb to pay for it. I don't know if Tony is the Guy who sells them on Patreon or another one. Even for Grid fillers they just bad, like it's a LOD C body from a high poly car. Who wants cars like those on track? Even if you drive other cars
lmao i know what i'm talking about my first mod was a rfactor convert and this took me like 4 hours because i didn't know anything about modding in this moment but now i'm able to do it in 30min even in 15min if i really speedrun ityou are so wrong about 30 minutes. If you say this it only means you never done it
and again, it's you fantasy i guess. Setting materials, setting dummies, animation, digital instruments if they are...., then test run and fixing and test runs again. So to be clear, you are joking about 15 minutes, or i can imagine this result . Especially if it comes to Forza or GT conversions it will take hours to make model only. Anyway, you have own oppinion, own fantasy. so after you say making conversions is 15 minutes, i won't spend my time on your answers anymorelmao i know what i'm talking about my first mod was a rfactor convert and this took me like 4 hours because i didn't know anything about modding in this moment but now i'm able to do it in 30min even in 15min if i really speedrun it
As long as you could either improve them all in someway or remake them from scratch using them as a base (like with your Hong Kong street circuit I guess), I'm all for it to see HD remasters of GT4 tracks!I have spent today trying once again to import stuff from Gran Turismo 4 - as it's probably my most played game of all time, and the nostalgia googles are super powered... FINALLY i've got something to show for my research - I present to you, GT4 (gt PSP but shhhh) Tracks in blender
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Amalfi Coast
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Grand Canyon.
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I feel like we need to make a AC:GT team to collaborate on porting all of these tracks to the game
Seems like this works with every track in the game, so the possibilities are any of these
https://gran-turismo.fandom.com/wiki/List_of_Gran_Turismo_PSP_Circuits
I have spent today trying once again to import stuff from Gran Turismo 4 - as it's probably my most played game of all time, and the nostalgia googles are super powered... FINALLY i've got something to show for my research - I present to you, GT4 (gt PSP but shhhh) Tracks in blender
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Amalfi Coast
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Grand Canyon.
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I feel like we need to make a AC:GT team to collaborate on porting all of these tracks to the game
Seems like this works with every track in the game, so the possibilities are any of these
https://gran-turismo.fandom.com/wiki/List_of_Gran_Turismo_PSP_Circuits
I now that Forza and GT Converts take way more time. But i was talking about a rfactor convert. you don't need any dummies if you take them from kunos and if i remember correctly the cars don't got any animations. I'm sure if you do like dummies, animations for doors and lights it takes a bit more time but still it's ****ing easy to make it. But you said it already, i got my own opinion and you too. I just want to tell you that your mods are low quality and not even worth a penny. I don't even know how legal it is to gain money from something where you don't have the rights for like the brands of the cars or the sponsors on the liveriesand again, it's you fantasy i guess. Setting materials, setting dummies, animation, digital instruments if they are...., then test run and fixing and test runs again. So to be clear, you are joking about 15 minutes, or i can imagine this result . Especially if it comes to Forza or GT conversions it will take hours to make model only. Anyway, you have own oppinion, own fantasy. so after you say making conversions is 15 minutes, i won't spend my time on your answers anymore
Well done, you have way more patience than me it seems, and the skins have come out looking good.![]()
It wasn't a discussion point, it was an instruction.Dont I have the same right as them to comment in a positive or negative manner - come on - dont be a hypocrite.
I know it isn't a mistake from the creators but an inherent problem with the physics engine, but does the extreme shaking not bother anyone? I wish they had a version with smaller loops, I just can't find enjoyment in it.A year in the making... Shutoko Revival Project is updated to v0.9.1. Find it on their discord channel.
Changelog:
Areas
Gameplay
- Added Shinjuku route (Route 4) from C1 all the way to Shinjuku railway station.
- New ground level junction in Yokohane to be used as a turnaround point.
Visuals
- Added Yoyogi PA spawn point and layout.
- New and fixed minimap.
- Added random bumps and imperfections to the roads to make driving more interesting. Bear in mind it is still pretty rough because of the 32bit physics engine and SRP's size. A fix is being worked on by CSP.
- Removed some unnecessary barriers.
Misc
- All new building materials and textures as well as improvements to materials and textures throughout the track.
- Added more landmarks from WWMT5 in Yokohama.
- Added animated trains and ships - Special thanks to Raildriver for train info. • Fixed 100s of graphical issues. - Many thanks to our testers. Special thanks to Obammy.
- Shibaura PA visual enhancements.
- Fixed building UV maps in Yokohane and Bayshore.
- Added more realistic fireworks spawns across the whole track.
- Added lighting to some points of interest.
- Many lighting and track config fixes.
- Fixed missing specular highlights on cars from track lights.
Performance
- Drag and Drop installation support. Just drag and drop the 7zip in your Content Manager.
Known bugs
- Drastic performance improvement.
- Updated physical mesh.
- Updated collision mesh.
- New LODs throughout the track.
- Due to what we think is a CSP issue with reflections, adjustments were made to building materials. As a result, glass buildings have blurry reflections.
- Building materials look faded and blurry from a distance at night.
The latest preview version of CSP has a new option that massively reduces this.I know it isn't a mistake from the creators but an inherent problem with the physics engine, but does the extreme shaking not bother anyone? I wish they had a version with smaller loops, I just can't find enjoyment in it.
Cams for Silverstone Classic Layout
Have Fun.
Download:https://perendinator.blogspot.com/search/label/Other Tracks
The latest preview version of CSP has a new option that massively reduces this.
Oh Guys, it's easy! it all exports at the correct scale and everything.
Here's about 20% of El Capitan in Assetto Corsa. Added a normal map to the asphalt and that's it. Obviously some changes are needed like the trees etc... but it shows just how good Gran Turismo looked back in the day.
Here's a download link so you can try it yourselves in game.
Here's a video of it.
Here's some photos of it.
I guess the next step is to document the process so other can have a go at it?
If anybody is interested in picking a track and having a go at the conversion let me know, with a few people it'd only take a few weeks to get all of the GT originals in AC.
Exciting!!!
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Oh Guys, it's easy! it all exports at the correct scale and everything.
Here's about 20% of El Capitan in Assetto Corsa. Added a normal map to the asphalt and that's it. Obviously some changes are needed like the trees etc... but it shows just how good Gran Turismo looked back in the day.
Here's a download link so you can try it yourselves in game.
Here's a video of it.
Here's some photos of it.
I guess the next step is to document the process so other can have a go at it?
If anybody is interested in picking a track and having a go at the conversion let me know, with a few people it'd only take a few weeks to get all of the GT originals in AC.
Exciting!!!
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Today I have made a lot of progress on Thunderhill and the 'Lidarification' of the track mesh - here's how it looks now. As always, when it's done it'll be available for free.
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Another thing I did today was map out around 9km of road in Gran Canaria, does this look interesting to people? as a rally stage / sprint course. If there's enough interest I will probably make this a thing.
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Finally... hot on the heels of Jeddah, and Wild Horse, towards the end of this week I aim to have Curborough Ready for the public release, so watch this space
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Oh Guys, it's easy! it all exports at the correct scale and everything.
Here's about 20% of El Capitan in Assetto Corsa. Added a normal map to the asphalt and that's it. Obviously some changes are needed like the trees etc... but it shows just how good Gran Turismo looked back in the day.
Here's a download link so you can try it yourselves in game.
Here's a video of it.
Here's some photos of it.
I guess the next step is to document the process so other can have a go at it?
You are a machine!!!!!!
If anybody is interested in picking a track and having a go at the conversion let me know, with a few people it'd only take a few weeks to get all of the GT originals in AC.
Exciting!!!
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Everything on this page is so exciting lol
BMW M3 GTR 2001 version
original car was done by Assettogarage the 2001 version replica was done by Dragster666
Phew where the wheels on this thing hard to replace! 3Dsimmed bugged out the wheels and in 3ds max i had to figure out at what number the wheel dummies should be so that the wheels don't glitch out or go inside the body. It was frustrating definitely. Getting that out of the way
this is as close as i could come to the 2001 car on the 2005 chassis the car looks identical i used the rims from the most wanted car the front bumper sorta fits but if you look closely it kinda pops out or that it isn't attached very well i really dislike the MoTeC gauges that Assettogarage used but alright. I also detuned the car to 444 bhp what the real car was like the AG car was like 200+ bhp more.
A comparison between the 2001 car with the 2005 one.
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