Assetto Corsa PC Mods General DiscussionPC 

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Finished the 1999 24 Hours of Le Mans Team Goh skin. This was a bit tougher to do but did the best I could. Enjoy!

https://www.racedepartment.com/downloads/1999-le-mans-team-goh.59962/


pureCandy-sx_lemans-vrc_pt_1999_beamer-2023-04-21-59-22.jpg
 
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I was under the assumption that the brighter it is, the more the AO map let through. Like how much the car is metalllic.
So I darken out the red part of the car to make it less mettalic.

image.png




This is how it looks for now
you'd want to focus on the maps for controlling that (which i also think answers your original question.

iirc red channel is a specular mult, green channel is specularEXP mult and blue channel is fresnel mult
map channels.png


^ keeping the diffuse texture the same and varying the map texture

the actual ao itself (i.e., diffuse texture) you should keep as is
 

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I know it really fit the vintage vibe, it definitly looks beautiful, but I would say, If there are 2 tones I would love for Kyalami would be one really burnt up, like you could imagine/fantasize about a plain dry summer in SA, and one kind of greener than your's for winter/post rainy conditions. Like, I would say the original is probably too shiny, your's too washy.
Like I said, still lots to do. There will be a burnt out option.

With regards to the washy look, that's a tough thing to get right for everyone because everyone has different tastes, different ppfilters, different monitor settings, etc.

For example, I can make one small change to my personal ppfilter and go from the washed out look:

kyalami76_3.jpg


To this:

kyalami76_4.jpg


The track hasn't changed. Only my ppfilter settings changed, but now it doesn't look as washed out. So it's impossible for me to try to account for how other people have their game setup and what ppfilters they use. All I can do is make it look right on my end and hope for the best for others.
 
Like I said, still lots to do. There will be a burnt out option.

With regards to the washy look, that's a tough thing to get right for everyone because everyone has different tastes, different ppfilters, different monitor settings, etc.

For example, I can make one small change to my personal ppfilter and go from the washed out look:

View attachment 1250217

To this:

View attachment 1250218

The track hasn't changed. Only my ppfilter settings changed, but now it doesn't look as washed out. So it's impossible for me to try to account for how other people have their game setup and what ppfilters they use. All I can do is make it look right on my end and hope for the best for others.
Oh you do your own taste more than everything, no doubt about that. You just said "greener If you prefer" so I jumped on the rolling wagon :lol:
If I'm unhappy with the result I'll look to make my own...

Speaking of which, I'm reviewing the material shaders of my car collection, and gosh so many cars are all wrong... I should make a "correction package" for how many times I had to re-do the chrome or the wood shader haha
 
Guys is it already time to bother with Tree Fx ? Or is it not really "far" enough?
It was loud after it came out, but it`s become quiet about it. What is experts opinion?
For myself, 3d trees are not yet ready for primetime...
However I have made some tests using 3d trees to fill in spots (mostly Codemasters tracks) that add to the track without looking bad or perf hit.

BTW, I am talking about 100-200 max trees (not the rediculous 17,000 etc we are currently seeing)
 
For myself, 3d trees are not yet ready for primetime...
However I have made some tests using 3d trees to fill in spots (mostly Codemasters tracks) that add to the track without looking bad or perf hit.

BTW, I am talking about 100-200 max trees (not the rediculous 17,000 etc we are currently seeing)
I’m not an expert on this subject, but I would say, put only a few 3D trees near the track and for the rest at a distance the 2D. Same btw can be done with the crowd.
 
vrc lithium 2023 is out !
also they made mexico eprix track

I hope that VRC update their Autodromo Hermanos Rodriguez to include the oval layout. While there are no Mexico Series NASCAR mods and Oval Racing is one of AC's weaker points, cars like the RSS Hyperion or even VRC's oval-kit Formula NA's would benefit from more tracks that suit their particular niche.
 
For myself, 3d trees are not yet ready for primetime...
However I have made some tests using 3d trees to fill in spots (mostly Codemasters tracks) that add to the track without looking bad or perf hit.

BTW, I am talking about 100-200 max trees (not the rediculous 17,000 etc we are currently seeing)
those new treefx extensions hit me with a %50 fps hit. really not ideal for now as you say 17.000 crazy amount of them.
 
you'd want to focus on the maps for controlling that (which i also think answers your original question.

iirc red channel is a specular mult, green channel is specularEXP mult and blue channel is fresnel mult
View attachment 1250216

^ keeping the diffuse texture the same and varying the map texture

the actual ao itself (i.e., diffuse texture) you should keep as is
got it, thanks for the explanation. now i understand why the AO map of the formula opponent 2013 had red on it, I'll do the same to block the fresnel since there should be no blue component

1682279871416.png
 
Guys is it already time to bother with Tree Fx ? Or is it not really "far" enough?
It was loud after it came out, but it`s become quiet about it. What is experts opinion?
Errr... I'll wait a bit.

Although is a cool idea, Tree Fx is nowadays a FPS killer and, to my taste, the 3D trees look a bit cartoonish when placed in groups; they are not well integrated with each other. I couldn't say if it's because of the shadows, or because of the colors, or... I don't know. In addition, wonders can be done with old trees and vegetation; there are many examples of tracks that take your breath away...

(DISCLAIMER: This is not the opinion of an expert...😗)
 
🤔 wtf, i corrected the exhaust flames
1682282031729.png

Unfortunately I can't get the precise frame, but I think the flame comes out only from the upper part of the right exhaust duct (you can even notice it a little from the smoke). Of course that's not a problem, and I admit to being annoyingly accurate LOL. Anyway, nice work :cheers:
 
Guys is it already time to bother with Tree Fx ? Or is it not really "far" enough?
It was loud after it came out, but it`s become quiet about it. What is experts opinion?
Disclaimer: non-expert.

I've made two long posts about this in the past so i'll be short this time:

1.) Look bad.
2.) Lack variety.
3.) Perform bad.
4.) As far as I know, don't react to seasonal changes properly.
5.) Long way to go too be usable.
 
Disclaimer: non-expert.

I've made two long posts about this in the past so i'll be short this time:

1.) Look bad.
2.) Lack variety.
3.) Perform bad.
4.) As far as I know, don't react to seasonal changes properly.
5.) Long way to go too be usable.
IMHO they could be useful only if you are not able to make trees in 3D software and you want update a track. If not, they are not useful as said by @racinjoe013
 
Its been quite long time. I'm having few personal setbacks, not to mention I don't have steering wheel since a year ago, and my activity in modding has decreased a lot. Sorry for anyone waiting my F4 mod. I recently worked on it. I upgraded it with a little touch of modern Eurocup 3 car wings.

Now the steering wheel is based on the one from French F4 (or the iRacing ir04). Also the car has now splitted bodywork pieces (those that are separated by the seam in the chassis). For example the nose is modular, and in the future or if someone want to model his own, it can be changed to other one. The same for the engine pod.

1682284677065.png

1682284709266.png

1682284743249.png


Obviously it's still in WIP. But it's taking his shape

I don't know when I can finish this. Could be this month, the next one, later this year, next year or maybe never. Or maybe in summer I start a new model car because I don't like the mess with this UV map and I can't retrieve the progress on this one. Neither I don't know what quality is gonna be. Reminder to those that despite getting free things they just trash talk about them ungratefuly ^^. Feedback is always welcome in the good way.
 
View attachment 1250191
BMW M2 CS Racing
v. 1.0


Made by GUERILLA Mods
3D / Shaders: Timo Hartmann, Marcel Erner
Physics / BOP: Timo Hartmann + Immanuel Vinke
Extension / Textures: Marcel Erner
Sound / Management: Timo Hartmann
Custom shader patch 1.76 or above required!

Changelog 1.0:
new interior
reworked headlights
reworked taillights
reworked windows (rainFX)
new wiper animation
new shader settings
corrected transmission
reworked driver animation
a lot of new textures
new extension config (new light settings incl.)
reworked physics
added a lot of skins

DOWNLOAD:




View attachment 1250192

Toyota SF-R Cup
v. 1.0


Made by GUERILLA Mods
3D / Shaders: Timo Hartmann, Marcel Erner
Physics / BOP: Timo Hartmann + Immanuel Vinke
Extension / Textures: Marcel Erner
Sound / Management: Timo Hartmann
Custom shader patch 1.76 or above required!

Changelog 1.0:
new interior
reworked exterior
reworked rims, tyres & brake discs
new exterior carbon UV map
reworked headlights
reworked taillights
new internal/external windows (rainFX)
wiper animation - new driver animation
reworked windshield banner
new shader settings
new extension config (new light settings incl.)
reworked physics
reworked all included skins
two new skins

DOWNLOAD:
Thanks very much for these updates!
In the SF-R the baffle at the base of the windscreen (from the cockpit view) reflects the road, so flashes all sorts of colours depending what you are driving over. Be good if this was fixed as it can be quite distracting in VR.
In the BMW the super-reflective carbon door linings in the cockpit also reflect the road outside. Need moving to cockpit HR maybe? Or the reflectance of the CF reducing? Try driving through gravel, it's like the cockpit is full of the stuff. ;)
Cheers.
 
The track looks better than 2.2 and is very nice to drive. Just wondering if anyone else has issues with the AI being significantly slower and taking far slower racing lines than version 2.2. Even when I run myself as the ai.
better ai line for sx_lemans, valid for all three chicane layouts:
(overwrite the ones in
...\assettocorsa\content\tracks\sx_lemans\chicane\ai\
...\assettocorsa\content\tracks\sx_lemans\chicaneperf\ai\
...\assettocorsa\content\tracks\sx_lemans\chicane_24h_race\ai\)
edit: access granted now
 
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better ai line for sx_lemans, valid for all three chicane layouts:
(overwrite the ones in
...\Steam\steamapps\common\assettocorsa\content\tracks\sx_lemans\chicane\ai\
...\Steam\steamapps\common\assettocorsa\content\tracks\sx_lemans\chicaneperf\ai\
...\Steam\steamapps\common\assettocorsa\content\tracks\sx_lemans\chicane_24h_race\ai\)
Access denied ?
 
better ai line for sx_lemans, valid for all three chicane layouts:
(overwrite the ones in
...\Steam\steamapps\common\assettocorsa\content\tracks\sx_lemans\chicane\ai\
...\Steam\steamapps\common\assettocorsa\content\tracks\sx_lemans\chicaneperf\ai\
...\Steam\steamapps\common\assettocorsa\content\tracks\sx_lemans\chicane_24h_race\ai\)
edit: access granted now
Nothing is displaying for me. For your mod, I added the older fast ai line from version 2.2(everything works great). You're SX_Lemans is the main track I use for testing mods I posted here. Thank you for the excellent track.
 
Nothing is displaying for me. For your mod, I added the older fast ai line from version 2.2(everything works great). You're SX_Lemans is the main track I use for testing mods I posted here. Thank you for the excellent track.
I have the v2.3 in my game but Please do you still have a link for the sx_lemans v2.2 because I just have the v2.1 and I deleted my v2.2 what a noob I am!!!! :dopey:

v2.1 : https://www.mediafire.com/file/a8cmmi8wgmp3fwj/sx_lemans_v2.1.7z/file
v2.2 : ??????????????????????????????
 
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Is a too realistic AI-behaviour possible?

View attachment 1250338

With the new v0.1.80-preview218 we get the option for "impatient AI". I did get a shock, when the stuck AI-cars in front of me suddenly started honking like crazy. :lol:
i must say that ilja fixed the bad start from the ai !
tested with GT3s and VRC and RSS F1 cars . at spielberg monza and racingjoe le mans , and the ai never was so fast of the starting line ! great job , finally he fixed one of the biggest ai issues with AC
 
I may help
I know nothing about putting stuff to work on AC but I know my way a bit around Blender, I can take a look if you want (not promising anything tho, I'm used to do building, not steering wheels haha)
ok so the Yamaha is shelved for the minute due to reasons I wont share (but good ones)

I do have this rather sexy DeTomaso P70 that needs smoothing. Not sure if youd be interested in trying a hand at this?

__custom_showroom_1682323865.png


__custom_showroom_1682323878.png
 
This thing has sat on my HDD for so long (about a year ?) and after seeing that encrypted version floating around I figured I'd finally release it into the wild.
It's not perfect - at all (physics are tripe, probably has errors somewhere) but it's driveable.


Paintable in CM, but no LODs (our dear friend EASY will do it and pass it off as his own on his site so why bother ?), not rainfx ready at all (don't use it, still far from ACC's rain anyway), no fancy CSP shizzle. Made like a mod from 2017 lmao.

__custom_showroom_1682323545.jpg

__custom_showroom_1682323561.jpg



edit : forgot to add the driver lmao :

 
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