Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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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
@Masscot (imho) the mesa Alfa Romeo Stelvio is far better that the 2017 one. Just to let you know in case you didn't know the exsistence of the Mesa mod


@GzeroD can you may ask to work on velos Alfa Romeo T33/2 Longtail to give your personal touch in your super hands like you've done with other mods on your site like the Ferrari 512s
 
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Porsche 959 2020 V1.04 (delete old version)

Update 4 : New body , template , thanks GIBBONS for "AO body" , correction harness , new carbon exterieur , new skins , driver , driver position , shaders .... ( there is more to the basic model 😁 )


__custom_showroom_1628869670.jpg


Link : https://mega.nz/file/5AxhnCZC#_CQvNUNGNSTa5wWRJMctMvxZtQqAhtEu8OOGxdmrN0g

Probably the last update of me, there are still some bugs that I can’t fix , particular :

- Animation wiper , Animation Fan motor , position mirror central , position door panel passenger side , rear spoiler/ body integration : 😭


Enjoy !
 
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Mount Noro Speedpark v1.11

Screenshot_acmc_ford_rs200_evo_v2_rmi_norosanspeedpark_13-8-121-18-55-56.jpg
bgr01.jpg
bgr01.jpg


"Norosan(Mt.Noro) Speed Park opened in 1970 and was a permanent track located top of the Mt.Noro, Kure city in the Hiroshima prefecture in Japan. A very tight and undulating circuit, NSP hosted 16 races in 5 years. The opening event was All Japan Stock car Kure 200 kilometer Race on 5th May 1970 promoted by Nippon Auto Club.The track was closed in 1974 due to noise pollution problem." - http://www.naito-park.net/fan/genji/kaijyo/index.html


features:
  • 3 historical layouts
  • 20 pit/grid
  • CSP grass, lights, rain, VAO

credits:
@soramame - 3dmodel
@RMi_wood - conversion, CSP features, model adustments, ext textures, lights, skins
@shi - layouts, tree remodeling, grids, shaders, smooth physical mesh, camera
@damone13x - infield smoothing, edge details

:: DOWNLOAD ::
:: mirror ::
 
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@CrisT86 @Masscot

I've taken a look at Kazanring. It seems like the DDS textures themselves are fine. The issue is that the model for the bushes texture is placed too high. Unfortunately this is something that will need to be fixed with 3D modelling. I was hoping that I could simply reposition the textures on the DDS file's background but, after looking at it, I can see that this won't work.
The 3D grass is also placed too high in some areas and looks like it is floating (not the grassfx but the legacy 3D grass), so it looks like a lot of the 3D models have been placed higher than they should be.

Hopefully someone with 3D modelling experience can come along and fix this.
 
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A bit of a question for body AO UV mapping. I have a bit of an problem notably with the front bumper. Should it look like this? It has a noticeable line here the problem with CSR 2 models is that they don't have proper bumpers everything needs to be deselected the second pic is what my AO map looks like. Or should i just straight up flatten map the UV?
2021.08.13-18.23.png

2021.08.13-18.23_01.png
 
Porsche 959 2020 V1.04 (delete old version)

Update 4 : New body , template , thanks GIBBONS for "AO body" , correction harness , new carbon exterieur , new skins , driver , driver position , shaders .... ( there is more to the basic model 😁 )


View attachment 1074099

Link : https://mega.nz/file/5AxhnCZC#_CQvNUNGNSTa5wWRJMctMvxZtQqAhtEu8OOGxdmrN0g

Probably the last update of me, there are still some bugs that I can’t fix , particular :

- Animation wiper , Animation Fan motor , position mirror central , position door panel passenger side , rear spoiler/ body integration : 😭


Enjoy !

Hi Shokeus ! Any possibility to convert 924 GTP from project cars 2/3 ? It doesn't exist any good version ...
 
@CrisT86 @Masscot

I've taken a look at Kazanring. It seems like the DDS textures themselves are fine. The issue is that the model for the bushes texture is placed too high. Unfortunately this is something that will need to be fixed with 3D modelling. I was hoping that I could simply reposition the textures on the DDS file's background but, after looking at it, I can see that this won't work.
The 3D grass is also placed too high in some areas and looks like it is floating (not the grassfx but the legacy 3D grass), so it looks like a lot of the 3D models have been placed higher than they should be.

Hopefully someone with 3D modelling experience can come along and fix this.
Did you used my ext or the one by Masscot (Don't know in depth what he did, if only the flags or not) because i don't remember floating grass (i've fixed all problems that the track has before a fix via ext_config), but i have to double check. For sure 3D fix is not a thing i can do (i don't know how to import the whole track in 3DSMax, when i did it in the past some stuff were ****ed up once exported again), if anyone knows a way to import in 3DS and export easily i would love to do it
 
Did you used my ext or the one by Masscot (Don't know in depth what he did, if only the flags or not) because i don't remember floating grass (i've fixed all problems that the track has before a fix via ext_config), but i have to double check. For sure 3D fix is not a thing i can do (i don't know how to import the whole track in 3DSMax, when i did it in the past some stuff were ****ed up once exported again), if anyone knows a way to import in 3DS and export easily i would love to do it
I used it without an ext config as I wanted to see what was happening with the textures.

The floating grass is on T8, in between the track and the sand. Like I said, its the legacy grass, not grassfx, so you might not see it with your config. But you have to drive over it to see that it is moving in a weird way.
 
It's the Ligier JS P3 from here: https://ac-forum.webnode.sk/cars/ (although I created a "tune" so I could match the pitstop times as it's running with GTEs)

I will also try what @TuranRabat says
hi mate!

Lijier.jpg


I've reduced intensity this way. Backup your "digital_instruments.ini"

Code:
[ITEM_0]
PARENT=SPEED
POSITION=-0.005, -0.005, 0.00
TYPE=SPEED
SIZE=0.009
COLOR=255,255,255,255
INTENSITY=3
FONT=led_med
ALIGN=CENTER
UNITS=KMH

[ITEM_1]
PARENT=GEAR
POSITION=-0.00,-0.019, -0.002
TYPE=GEAR
SIZE=0.03
COLOR=255,255,255,255
INTENSITY=3
VERSION=2
FONT=led_med
ALIGN=CENTER

[ITEM_2]
PARENT=CLOCK
POSITION=-0.007,-0.015, 0.0
TYPE=CLOCK
SIZE=0.02
COLOR=255,255,255,255
INTENSITY=3
VERSION=2
FONT=led_big
ALIGN=CENTER

[ITEM_3]
PARENT=LAPTIME
POSITION=0.00,-0.015, 0.00
TYPE=LAPTIME
SIZE=0.015
COLOR=255,255,255,255
INTENSITY=3
VERSION=2
FONT=led_med
ALIGN=CENTER

[ITEM_4]
PARENT=RPM
POSITION=-0.010,-0.025, -0.002
TYPE=RPM
SIZE=0.028
COLOR=255,255,255,255
INTENSITY=3
VERSION=2
FONT=led_big
ALIGN=CENTER


[ITEM_5]
PARENT=WATER_TEMP
POSITION=-0.00,-0.017, 0.00
TYPE=WATER_TEMP
SIZE=0.028
COLOR=255,255,255,255
INTENSITY=3
VERSION=2
FONT=led_big
VERSION=2
ALIGN=CENTER

[ITEM_6]
PARENT=FUEL
POSITION=-0.005,-0.005, -0.002
TYPE=FUEL
SIZE=0.009
COLOR=255,255,255,255
INTENSITY=3
POSTFIX=L
PREFIX=
VERSION=2
FONT=led_med
ALIGN=CENTER

[ITEM_7]
PARENT=TC_LEVEL
POSITION=0.005,-0.018, 0.000
TYPE=TC_LEVEL
SIZE=0.03
COLOR=255,255,255,255
INTENSITY=3
POSTFIX=
PREFIX=
FONT=led_big
VERSION=2
ALIGN=CENTER

[ITEM_8]
PARENT=ABS_LEVEL
POSITION=0.005,-0.018, 0.00
TYPE=ABS_LEVEL
SIZE=0.03
COLOR=255,255,255,255
INTENSITY=3
POSTFIX=
PREFIX=
FONT=led_big
VERSION=2
ALIGN=CENTER

[ITEM_9]
PARENT=LAST_LAP
POSITION=0.00,-0.013, 0.00
TYPE=LAST_LAP
SIZE=0.015
COLOR=255,255,255,255
INTENSITY=3
FONT=led_big
VERSION=2
ALIGN=CENTER

[ITEM_10]
PARENT=PERF
POSITION=-0.00,-0.017, 0.00
TYPE=PERF
SIZE=0.028
COLOR=255,255,255,255
INTENSITY=3
FONT=led_big
VERSION=2
ALIGN=CENTER


[RPM_SERIE_0]
PREFIX=LCD_STEP_
START_INDEX=0
END_INDEX=39
RPM_START=0
RPM_END=7000
INTENSITY=5

[RPM_SERIE_1]
PREFIX=RPM_
START_INDEX=0
END_INDEX=4
RPM_START=0
RPM_END=7000
INTENSITY=5

[FUEL_0]
OBJECT_NAME=LED_FUEL_0
FUEL_SWITCH=10

[FUEL_1]
OBJECT_NAME=LED_FUEL_1
FUEL_SWITCH=30

[FUEL_2]
OBJECT_NAME=LED_FUEL_2
FUEL_SWITCH=56

[FUEL_3]
OBJECT_NAME=LED_FUEL_3
FUEL_SWITCH=80


[DRS_SERIE_0]
PREFIX=DRS_Tag_
START_ANGLE=0
END_ANGLE=30
LED_COUNT=9
WING_NUMBER=3
INVERTED_DRS=0

[LED_0]
OBJECT_NAME=LEDS_0
RPM_SWITCH=1500
EMISSIVE=26,29,4
DIFFUSE=0.5
BLINK_SWITCH=5500
BLINK_HZ=0

[LED_1]
OBJECT_NAME=LEDS_1
RPM_SWITCH=3000
EMISSIVE=26,29,4
DIFFUSE=0.5
BLINK_SWITCH=6000
BLINK_HZ=0

[LED_2]
OBJECT_NAME=LEDS_2
RPM_SWITCH=4500
EMISSIVE=26,29,4
DIFFUSE=0.5
BLINK_SWITCH=6500
BLINK_HZ=0

[LED_3]
OBJECT_NAME=LEDS_3
RPM_SWITCH=5000
EMISSIVE=26,29,4
DIFFUSE=0.5
BLINK_SWITCH=7000
BLINK_HZ=0

[LED_4]
OBJECT_NAME=LEDS_4
RPM_SWITCH=5500
EMISSIVE=39,57,3
DIFFUSE=0.5
BLINK_SWITCH=5500
BLINK_HZ=0

[LED_5]
OBJECT_NAME=LEDS_5
RPM_SWITCH=6000
EMISSIVE=39,57,3
DIFFUSE=0.5
BLINK_SWITCH=6000
BLINK_HZ=0

[LED_6]
OBJECT_NAME=LEDS_6
RPM_SWITCH=6500
EMISSIVE=80,0,0
DIFFUSE=0.5
BLINK_SWITCH=6900
BLINK_HZ=1

[LED_7]
OBJECT_NAME=LEDS_7
RPM_SWITCH=6900
EMISSIVE=80,0,0
DIFFUSE=0.5
BLINK_SWITCH=6900
BLINK_HZ=1

As just stated Emissive is in format Red,Green,Blue

I've reduced green from 229 to 29 for first 4 leds from 0 to 4 then other orange/yellow led and red less bright.
 
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Ok, how about this one then ?

This is from june, so after my edit. There's no way to have 1:1 perfect copy of a track in every kind of use. All the videos i've checked before are without them. BTW I removed via ext_config, so anyone can add or remove them as they wish.

Unfortunately most of them (as far as i remember) have the same mesh name, so if you remove the ones on the roof (which are not existing), you remove also the ones on the S/F.

I used it without an ext config as I wanted to see what was happening with the textures.

The floating grass is on T8, in between the track and the sand. Like I said, its the legacy grass, not grassfx, so you might not see it with your config. But you have to drive over it to see that it is moving in a weird way.
Without it you'll have the problems you pointed. There's no way to have a working track without ext_config.
 
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
Folks, I think I fixed the floating trees issue a while back. CrisT’s update doesn’t appear to have included the fix. From my recollection it is a piece of the landscape that is missing/hidden, which the trees would otherwise be standing on. Not currently at my rig, so can’t verify that the problem is identical, but have a look at the original fix :D

[Edit: fixed spelling, added link]
[Edit2: whoops! fixed link]
 
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Folks, I think I fixed the floating trees issue a while back. CrisT’s update doesn’t appear to have included the fix. From my recollection it is a piece of tha landscape that is missing/hidden, which the trees would otherwise be standing on. Not currently at my rig, so can’t verify that the problem is identical, but have a look at the original fix :D
This is the fix I assume:

Post in thread 'Assetto Corsa PC Mods General Discussion' https://www.gtplanet.net/forum/threads/assetto-corsa-pc-mods-general-discussion.307899/post-13320276

I'll give it a try.
 
Did you used my ext or the one by Masscot (Don't know in depth what he did, if only the flags or not) because i don't remember floating grass (i've fixed all problems that the track has before a fix via ext_config), but i have to double check. For sure 3D fix is not a thing i can do (i don't know how to import the whole track in 3DSMax, when i did it in the past some stuff were ****ed up once exported again), if anyone knows a way to import in 3DS and export easily i would love to do it
Re: Kazan

Cars still colliding in pit lane. 😢
 
My current Road map for release dates.... Hopefully i don't change any of these. For the Countach i will redo the interior AO since i now know how to do it properly and try to do refraction again since i messed it up again. And the F1 LM will get a complete remaster. Eh some of the images look worse because of my bad cropping lol.

View attachment 1074030

Excellent to hear. A proper Gemera would be nice. Then the terrible version by RemZona Mods
 
Well, three pretty good tracks just disappeared from rd.
Also, somethings coming related to AC

Everything's back up...

Post from the author.

-------------------------------------------------------------------------------
up again! after a misunderstanding in which I was accused of having stolen the content of this track,
(which has just been reviewed and and where they say that the content is mine)
we can have it available again! thanks to all for the support!

again I thank the "Asociacion Argentina de Volantes" and "Vracer simuladores de competicion"
for the support in the development of the track that was made entirely from scratch,
Obviously we use some resources from kunos because the track is exclusive for their platform.

stay tuned for new releases we are developing with "SG" shifting gear.
-------------------------------------------------------------------------------

My follow-up thoughts...

I'm not sure I ever want to post anything on RD. When I see posts of someone that's picking apart every polygon and texture/material of a mod, that's ridiculous. One person in particular scours through everything, trying to prove that objects as insignificant as a shrub were copied from other mods. He's even referenced textures on the inside of buildings that no one can see. Someone is obsessed with being the "mod police."
 
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This is from june, so after my edit. There's no way to have 1:1 perfect copy of a track in every kind of use. All the videos i've checked before are without them. BTW I removed via ext_config, so anyone can add or remove them as they wish.

Unfortunately most of them (as far as i remember) have the same mesh name, so if you remove the ones on the roof (which are not existing), you remove also the ones on the S/F.


Without it you'll have the problems you pointed. There's no way to have a working track without ext_config.
My point really is that (imo) it makes little sense to remove flags when they are sometimes there IRL and sometimes not. As you say: no way to replicate one on one perfect copy. Since the track has very little "life", I feel the flags add at least something... ☺️

Edit: @ApexVGear as far as I checked a moment ago, all is still deleted. That text was from a while ago when he first deleted/reposted.
 
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