Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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it was an imsa gtx pack or something. Had the mustang, Camaro greenwood vette and the dekon monza. files should be for the dekon: legion_chevy_dekon_monza_Style1 and the greenwoods should have like: legion_greenwood_corvette_sebring and stuff like that. Camaro's should be tch_chevrolet_camaro_style1

Here you go, available for a few days but I'll be taking it down thereafter as it's taking up 2GB upload storage.
Sorry, bit of a misunderstanding, I think.

I think it is @Shokeus who made the older version. There was a street version (BT62r) and a race version (BT62) available at the time. The street version was fine, but the race version had an issue with its ground shadow.

Your new mod is obviously the better street version of the car now. But Shokeus' race version of the car was great, and I really enjoyed driving it. Unfortunately the ground shadow became too distracting for me during replays and I got rid in the end.
Hence my question as to whether it had been fixed. It was more directed at Shokeus. The version on Assettoland still has the shadow issue, but I was wondering if a fixed version had been linked elsewhere.
Try dumping the following in the ext_config.ini

[SHADER_REPLACEMENT_0]
ACTIVE=1
DESCRIPTION= shadowtest
MESHES = ??
MATERIALS = ??
CAST_SHADOWS = 1
LOD_OUT = 1500
DOUBLE_FACE_SHADOW_BIASED = 1

It's better to fix the shadows in the actual model in KS Editor but the above as suggested by @RMi_wood a while ago has solved lingering shadow issues for any cars I've worked on.
 
How easy is it to reduce the brightness of shift lights in a car?

I've tried changing settings in digital_instruments.ini, have been into CM Showroom and altered shader properties of the material to match those of a Kunos car that's fine and nothing seems to make any difference. I'm at the limit of my tinkering abilities now unfortunately
 
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Try dumping the following in the ext_config.ini

[SHADER_REPLACEMENT_0]
ACTIVE=1
DESCRIPTION= shadowtest
MESHES = ??
MATERIALS = ??
CAST_SHADOWS = 1
LOD_OUT = 1500
DOUBLE_FACE_SHADOW_BIASED = 1

It's better to fix the shadows in the actual model in KS Editor but the above as suggested by @RMi_wood a while ago has solved lingering shadow issues for any cars I've worked on.
Thanks I'll give that a shot. I might have a look at KS Editor too. I'll report back here if I manage to fix it that way.
 

Here you go, available for a few days but I'll be taking it down thereafter as it's taking up 2GB upload storage.

Try dumping the following in the ext_config.ini

[SHADER_REPLACEMENT_0]
ACTIVE=1
DESCRIPTION= shadowtest
MESHES = ??
MATERIALS = ??
CAST_SHADOWS = 1
LOD_OUT = 1500
DOUBLE_FACE_SHADOW_BIASED = 1

It's better to fix the shadows in the actual model in KS Editor but the above as suggested by @RMi_wood a while ago has solved lingering shadow issues for any cars I've worked on.
respectable. I'll keep it as a full re-up after you anyways but also thank you very much, it's more for the group 5 collection. I'll probably try and create a full Group 5 Mega pack that's been released for free (so this doesn't patreons, the DRM modding team and the kunos 935/78).

edit: does this include the ford mustang Cobra that was also in it: vmw_ford_mustang_gtp - i think the file was there was a 2nd one which included a wing and what not with about 2 or 3 skins on it.

edit 2: i was right it was in. Thanks for this lmao
 
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Or just tiick downloads assetto corsa. Then they are all in one list…:)
I’d rather like to watch a single category and get alerts than watching the whole Assetto Corsa section. After all I‘m not actively searching for track/car configs on RD.
 
I'm going to a new PC, fresh start ryzen 3600xt gtx 1660 super 6gb.

Question is i'll still have the old one so can i just transfer over the CM exe and i will be good to go once i get the games installed via steam?

New PC just has 2 SSD's (500 each) and no HDD which means i'll have to sadly be cropping down my tracks and cars.
 
I’d rather like to watch a single category and get alerts than watching the whole Assetto Corsa section. After all I‘m not actively searching for track/car configs on RD.
Point is that (depending on what you are looking for) you will very often not find it in the category of your choice.
For some reason people put track/car skins in track/car category in stead of in skins.

I'll also quote @ZombieBoy1978:
""".../...but I think the RD categories are a lost cause by this point. Track skins in the Tracks category, the Skins category and the Misc category, car set ups in the Cars category and the Misc category... I make a point of browsing all categories once a day in case there is something I've missed that isn't where it should be."""

Sometimes its' a real mess.
 
For some reason people put track/car skins in track/car category in stead of in skins.
I was told by a RD staffer/moderator (might even have been Bram?) to put track skins in the 'AC Tracks' category. Logic being that 'AC Skins' is just meant for cars I guess?
It'd probably have been better to have separate 'AC Track Skins' and 'AC Car Skins' sections to file them more neatly, but I guess that ship has sailed. Maybe track skins weren't a thing when RD originally set it up.. maybe track skins only started with the CM skin creation function.
 
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How easy is it to reduce the brightness of shift lights in a car?

I've tried changing settings in digital_instruments.ini, have been into CM Showroom and altered shader properties of the material to match those of a Kunos car that's fine and nothing seems to make any difference. I'm at the limit of my tinkering abilities now unfortunately
It depends on what car is in case, but usually it's pretty easy. In custom showroom, click on the light object to see what it is named, and the find an object with the same name in digital_instruments.ini. Then alter the values of "EMISSIVE=", three values are red, green and blue.

Shader properties won't do much for lights.
 
Here we go the full track updated (original link updated too)

Thanks very much. Nice track.
I did a quick skin and minor adjustment to your config to reinstate the flags, this time with Motul logos instead of that terrible original logo. Ditto for the same logo on the pit walls, I replaced these with weathered/worn vintage Motul logos (yeah, I know it's a relatively new track).
Also added some very basic weathering/desaturation to the kerbs (oops - really needs a new normal map if anyone fancies doing one?) and some track logos. Removed some of the watery blue from the environment map too.

Unzip and drop in the Kazan Ring track folder:

The amendment to your config to reinstate the flags is just removing the flags from the mesh adjustment. Replace that section with this:

Code:
[MESH_ADJUSTMENT_...]
MESHES = logoST_B_002, logoST_A_007, stok?,
IS_RENDERABLE = 0

Screenshot_alfa_romeo_stelvio_2017_kazanring_13-8-121-12-25-13.jpg
Screenshot_alfa_romeo_stelvio_2017_kazanring_13-8-121-12-26-3.jpg


I noticed all of these bushes are floating which might just need the DDS tweaking to lower their position? Not sure.

Screenshot_alfa_romeo_stelvio_2017_kazanring_13-8-121-12-27-47.jpg
 
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It depends on what car is in case, but usually it's pretty easy. In custom showroom, click on the light object to see what it is named, and the find an object with the same name in digital_instruments.ini. Then alter the values of "EMISSIVE=", three values are red, green and blue.

Shader properties won't do much for lights.
Thanks, I've already looked in there but I can't seem to make any changes to the brightness (this is mainly for VR users as it is blinding at night). The EMISSIVE would just change the colour no?

[LED_0] OBJECT_NAME=LEDS_0 RPM_SWITCH=1500 EMISSIVE=26,229,4 DIFFUSE=0.5 BLINK_SWITCH=5500 BLINK_HZ=0

Screenshot-acfsk-ligier-jsp3-t116-spa-13-7-121-11-56-49.jpg
 
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Thanks very much. Nice track.
I did a quick skin and minor adjustment to your config to reinstate the flags, this time with Motul logos instead of that terrible original logo. Ditto for the same logo on the pit walls, I replaced these with weathered/worn vintage Motul logos (yeah, I know it's a relatively new track).
Also added some very basic weathering/desaturation to the kerbs (oops - really needs a new normal map if anyone fancies doing one?) and some track logos. Removed some of the watery blue from the environment map too.

Unzip and drop in the Kazan Ring track folder:

The amendment to your config to reinstate the flags is just removing the flags from the mesh adjustment. Replace that section with this:

Code:
[MESH_ADJUSTMENT_...]
MESHES = logoST_B_002, logoST_A_007, stok?,
IS_RENDERABLE = 0

View attachment 1074072 View attachment 1074073

I noticed all of these bushes are floating which might just need the DDS tweaking to lower their position? Not sure.

View attachment 1074074
Those bushes should be grouped, to move them down you can use 3dmax or blender, it would be the fastest and easiest way.
 
Sorry, bit of a misunderstanding, I think.

I think it is @Shokeus who made the older version. There was a street version (BT62r) and a race version (BT62) available at the time. The street version was fine, but the race version had an issue with its ground shadow.

Your new mod is obviously the better street version of the car now. But Shokeus' race version of the car was great, and I really enjoyed driving it. Unfortunately the ground shadow became too distracting for me during replays and I got rid in the end.
Hence my question as to whether it had been fixed. It was more directed at Shokeus. The version on Assettoland still has the shadow issue, but I was wondering if a fixed version had been linked elsewhere.
no the problem of the shadow has not been corrected because I still do not know how to correct it today unfortunately ...
 
kn5conv x64

what:
This is kn5conv compiled from source to x64 compatibility. It is not "4gb patched" (although it might help, or not).


why:
I have had issues of kn5conv crashing on some files, especially large ones. I recompiled the source as x86 and it did exhibit the same behavior as the official versions. After recompiling as x64 I had success where failure existed previously.

how:
run standalone as per previous kn5conv.
rename kn5conv_x64exe to kn5conv.exe to use with any batch type of converters that use kn5conv

Untitled.png


is it a virus?:
no = virus total verification


:: download ::
:: mirror ::
 
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Thanks very much. Nice track.
I did a quick skin and minor adjustment to your config to reinstate the flags, this time with Motul logos instead of that terrible original logo. Ditto for the same logo on the pit walls, I replaced these with weathered/worn vintage Motul logos (yeah, I know it's a relatively new track).
Also added some very basic weathering/desaturation to the kerbs (oops - really needs a new normal map if anyone fancies doing one?) and some track logos. Removed some of the watery blue from the environment map too.

Unzip and drop in the Kazan Ring track folder:

The amendment to your config to reinstate the flags is just removing the flags from the mesh adjustment. Replace that section with this:

Code:
[MESH_ADJUSTMENT_...]
MESHES = logoST_B_002, logoST_A_007, stok?,
IS_RENDERABLE = 0

View attachment 1074072 View attachment 1074073

I noticed all of these bushes are floating which might just need the DDS tweaking to lower their position? Not sure.

View attachment 1074074
i removed the flags because they aren't existing in real track, that's why they are hided. The're some problem with small holes and small problems like that (which can be ignored if you drive and watch replays) (at least me) ;)
 
Thanks, I've already looked in there but I can't seem to make any changes to the brightness (this is mainly for VR users as it is blinding at night). The EMISSIVE would just change the colour no?

[LED_0] OBJECT_NAME=LEDS_0 RPM_SWITCH=1500 EMISSIVE=26,229,4 DIFFUSE=0.5 BLINK_SWITCH=5500 BLINK_HZ=0

Screenshot-acfsk-ligier-jsp3-t116-spa-13-7-121-11-56-49.jpg
Hi mate.


[LED_0]
OBJECT_NAME=LEDS_0
RPM_SWITCH=1500
EMISSIVE=26,229,4
DIFFUSE=0.5
BLINK_SWITCH=5500
BLINK_HZ=0

Please share mod if possible (not paymod) so we can help u
 
Thanks, I've already looked in there but I can't seem to make any changes to the brightness (this is mainly for VR users as it is blinding at night). The EMISSIVE would just change the colour no?

[LED_0] OBJECT_NAME=LEDS_0 RPM_SWITCH=1500 EMISSIVE=26,229,4 DIFFUSE=0.5 BLINK_SWITCH=5500 BLINK_HZ=0

Screenshot-acfsk-ligier-jsp3-t116-spa-13-7-121-11-56-49.jpg
EMISSIVE changes the colour yes, but you can also alter the brightness by decreasing the values.

With multiple RPM lights you'll have to do the same to each light.

EDIT. Change the biggest EMISSIVE value of each RPM led to 100 and see what happens.
 
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I was told by a RD staffer/moderator (might even have been Bram?) to put track skins in the 'AC Tracks' category. Logic being that 'AC Skins' is just meant for cars I guess?
It'd probably have been better to have separate 'AC Track Skins' and 'AC Car Skins' sections to file them more neatly, but I guess that ship has sailed. Maybe track skins weren't a thing when RD originally set it up.. maybe track skins only started with the CM skin creation function.
Nah, track skins have been around for years. We just used to put them in the AC Misc category before. CM made it easier though, and I guess more people started making them then.
 
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Thanks very much. Nice track.
I did a quick skin and minor adjustment to your config to reinstate the flags, this time with Motul logos instead of that terrible original logo. Ditto for the same logo on the pit walls, I replaced these with weathered/worn vintage Motul logos (yeah, I know it's a relatively new track).
Also added some very basic weathering/desaturation to the kerbs (oops - really needs a new normal map if anyone fancies doing one?) and some track logos. Removed some of the watery blue from the environment map too.

Unzip and drop in the Kazan Ring track folder:

The amendment to your config to reinstate the flags is just removing the flags from the mesh adjustment. Replace that section with this:

Code:
[MESH_ADJUSTMENT_...]
MESHES = logoST_B_002, logoST_A_007, stok?,
IS_RENDERABLE = 0

View attachment 1074072 View attachment 1074073

I noticed all of these bushes are floating which might just need the DDS tweaking to lower their position? Not sure.

View attachment 1074074
Is everyone OK with me tweaking the DDS over the weekend and uploading it here?
Or would anyone prefer to use a different method?
 
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