Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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thanks, tried it, had to put the file in the skin folders for it to actually do anything. Still seems to be almost like they are lit up to me, but oh well. (Oh and I tried different ppfs to see if that helped, its the same across the ppfs) Ill stick to the another D Type I have folder name: jaguar_d-type_mt no author listed. Thanks though, love lots that you do (especially the more historic/vintage) 👍
It is a shader issue, i changed those values like this and problem solved for me,other way is changing the shader to ksperpixel
1692540048322.png
 
Progress is going swiftly and smoothly. Lights, animations, cluster, paintshop (20 items!!), skins are all working. Just 2 (out of 9) more video's on the tutorial-serie. Big shout-out to Graveltrap :gtpflag:for helping me (he's doing 99,9% of the work) with the physics.

Screenshot_gl_ferrari_ff_monza_20-7-123-14-22-25.jpg
 

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Hello guys!
Did you ever notice a problem in Monaco 1966 horizon?
There is no hills or mountains all around the circuit. Last days I wondered why I felt something different from reality and I found that huge lack in the horizon for catching the "real scenery atmosphere"!
Please, is there someone able to fix it by adding a mip or a sort of 3D model, just like in the modern version?
Cheers
Same weather, time of day, spot, Sergio's version vs your shader overhaul (SOL, __sol_extra PP-filter)
Sergio:
View attachment 1281674

Rainmaker:
View attachment 1281675

those trees are not looking good tbh... ?
Hmm. I specially had a look for those trees and changed to the original value. Must have missed them?
 

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Hello guys!
Did you ever notice a problem in Monaco 1966 horizon?
There is no hills or mountains all around the circuit. Last days I wondered why I felt something different from reality and I found that huge lack in the horizon for catching the "real scenery atmosphere"!
Please, is there someone able to fix it by adding a mip or a sort of 3D model, just like in the modern version?
Cheers
Most say I do prefer this more than all those low poly distance objects that usually pops out in your VR headset screen.
 
Same weather, time of day, spot, Sergio's version vs your shader overhaul (SOL, __sol_extra PP-filter)
Sergio:
View attachment 1281674

Rainmaker:
View attachment 1281675

those trees are not looking good tbh... ?
Strange error, I used the same values like Sergio but it was brighter. Hmm... Change it now to darker values:
 
For those who have problems with brightness and stuff, I revised my pp filter I'm using for making my tracks.


Neutral PP-Filter for Assetto Corsa


This post process filter is made for the best possible visuals by using the most neutral values for color, color temperature, saturation, brightness and contrast. I tested many filters and especially the contrast was always to intensive. Other problems were the saturation (too much or too less) or brightness.

This filter was made to get a optimal color gamut with the knowledge of a professional printer. You will especially see the difference to other filters if you are using a calibrated monitor.

This is the filter I'm using for all my track previews.


Features:
-neutral value for color (0.0)
-balanced brightness values checked with calibrated monitor
-neutral value for contrast (1.0)
-neutral value for saturation (1.0)
-color temperature 4000 K (neutral white)
-no interrupting auto exposure
-slightly corrected gamma value for better color gamut of dark areas


Install guide:
Copy the Neutral.ini file into this directory: YOUR-STEAMFOLDER\SteamApps\common\assettocorsa\system\cfg\ppfilters
In game open the "Post Process Filter" app and choose "Neutral" for non CSP, CSP, CSP + SOL (no Pure support yet).


See the difference in the preview before-after picture (included in the download package):
-sunside of the church is not too bright
-you can see structure in the shadows side of the church tower
-the better contrast of the trees in the background makes them look more natural
-road looks more natural

preview before-after.jpg



 
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Greetings everyone.

I have recently been working on skins to upgrade track textures to my liking. I have plenty experience working in retouching digital images, but am fairly new to SIM modding and very new to the technical side of 3D textures.

I have added a weathered texture to a track side billboard and am now hoping to add a normal map to accentuate the folds and torn areas. I created a normal map using the 3D filter in Photoshop and saved it as a DXT1 DDS with MipMap. This format has worked for me when replacing other textures, that already have a normal map applied in a track.

After many Google searches, and looking into ext_config.ini files from other track upgrades, I haven't been able to find any code that will give me the appearance of a 3D texture shape, so I am lookin for some guidance from the gurus on the group.

Is it possible to add a Normal Map to an existing image in a track, using an ext_config entry?
What is the code that I should add?
Or does this have to be added in a 3D editor?

Below is one of the many variations I have tried based on other changes I have seen in ext_config files. I'm guessing it might be something as simple as the shader being wrong, or maybe my text is just incorrectly ordered or missing an important line. I had also tried with a line for RESOURCE_1 = txDiffuse and the one indicating the file for RESOURCE_TEXTURE_1 = sponser-rfc-01, but that didn't help either.

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
MATERIALS = GS1-SIGN-01
SHADER = ksPerPixelNM
RESOURCE_1 = txNormal
UseNormalMap = 1
RESOURCE_TEXTURE_1 = sponser-rfc-01_NM.dds

Thank you in advance :-)
 

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Lighting on trees is certainly better now.
But Sergio should give 'm a bit more leaves imo. Even those that get enough water are almost dead... :lol:

swamp_trees.png



That said, I agree with @Perico Lospa about the lighting on the spectators. The less you can see them, the better.
So for now (still have to test your PP filter), I'm only keeping the updated ai. 👍
 
Anyone know how to fix this? Some fences on road America changed like this months ago and could never figure out why. Clean reinstall of the track didn't fix it.

Its not all fences, just this specific model.
 

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  • 30 new Liveries, remapping texture/shading work and some additional 3d modeling by Jeb!!! Decals on the dashboard, remade windshield textures and decals. Reworked head and tail lights - now they are very realistic. Rework of most of textures. LODS etc etc
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  • suspension visual ground clearance fix, ground collider fix
  • Beta testing by Zoom
Hope you will enjoy the new car with Jeb updates

Fully balanced to V8SC mod, animation, rain (csp required)

DOWNLOAD
thanks a lot for the update! any chance for a volvo update as well?
 
Lighting on trees is certainly better now.
But Sergio should give 'm a bit more leaves imo. Even those that get enough water are almost dead... :lol:

View attachment 1281730


That said, I agree with @Perico Lospa about the lighting on the spectators. The less you can see them, the better.
So for now (still have to test your PP filter), I'm only keeping the updated ai. 👍
In v3 I changed the spectators. If they too dark I focus more on them. Well and for the trees in the water waterlogging ain't good. Or is it "water"? Volunteers to drink to test?

water-ebvcx7.jpg
 
Greetings everyone.

I have recently been working on skins to upgrade track textures to my liking. I have plenty experience working in retouching digital images, but am fairly new to SIM modding and very new to the technical side of 3D textures.

I have added a weathered texture to a track side billboard and am now hoping to add a normal map to accentuate the folds and torn areas. I created a normal map using the 3D filter in Photoshop and saved it as a DXT1 DDS with MipMap. This format has worked for me when replacing other textures, that already have a normal map applied in a track.

After many Google searches, and looking into ext_config.ini files from other track upgrades, I haven't been able to find any code that will give me the appearance of a 3D texture shape, so I am lookin for some guidance from the gurus on the group.

Is it possible to add a Normal Map to an existing image in a track, using an ext_config entry?
What is the code that I should add?
Or does this have to be added in a 3D editor?

Below is one of the many variations I have tried based on other changes I have seen in ext_config files. I'm guessing it might be something as simple as the shader being wrong, or maybe my text is just incorrectly ordered or missing an important line. I had also tried with a line for RESOURCE_1 = txDiffuse and the one indicating the file for RESOURCE_TEXTURE_1 = sponser-rfc-01, but that didn't help either.

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
MATERIALS = GS1-SIGN-01
SHADER = ksPerPixelNM
RESOURCE_1 = txNormal
UseNormalMap = 1
RESOURCE_TEXTURE_1 = sponser-rfc-01_NM.dds

Thank you in advance :-)
try


[SHADER_REPLACEMENT_...]
MATERIALS =
SHADER = ksPerPixelNM
RESOURCE_0 = txNormal
RESOURCE_TEXTURE_0 =
 
... the lighting on the spectators. The less you can see them, the better...
As always, I said it half jokingly, half seriously, but it's true that it doesn't add up for the figures to be more illuminated (or with a different light angle) than the rest of the surrounding elements... look unnatural. It appears as if the entire scene is receiving sunlight from above, except for the figures, which are receiving light from the front.

I've recently come across some other updated track (far from my rig now and I can't remember exactly which one) where the same spectators over-lighting effect was occurring.

In the last image posted by Rainmaker the crowd look better, and possibly the over-lighting is a PPF issue, but I have the feeling that it happens with these latest improvements that have been published, and it was something that did not happen before.
 
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@Rainmaker87
Btw: thanks for the background update for Monaco 1966.
Now there's still something left (it has been like that for ages and I have not found a solution yet): that bridge with the Shell Lonlife advert is acting strange. Difficult to explain correctly, so a short clip to show:
https://mega.nz/file/iHRGhSbY#OnP48Fzb9jiewlKky7KKIJUkBbh2OBO6wLpiG6LLy0o
That material was set to a tree shader. Trees are moving and that was what it did.
 
Greetings everyone.

I have recently been working on skins to upgrade track textures to my liking. I have plenty experience working in retouching digital images, but am fairly new to SIM modding and very new to the technical side of 3D textures.

I have added a weathered texture to a track side billboard and am now hoping to add a normal map to accentuate the folds and torn areas. I created a normal map using the 3D filter in Photoshop and saved it as a DXT1 DDS with MipMap. This format has worked for me when replacing other textures, that already have a normal map applied in a track.

After many Google searches, and looking into ext_config.ini files from other track upgrades, I haven't been able to find any code that will give me the appearance of a 3D texture shape, so I am lookin for some guidance from the gurus on the group.

Is it possible to add a Normal Map to an existing image in a track, using an ext_config entry?
What is the code that I should add?
Or does this have to be added in a 3D editor?

Below is one of the many variations I have tried based on other changes I have seen in ext_config files. I'm guessing it might be something as simple as the shader being wrong, or maybe my text is just incorrectly ordered or missing an important line. I had also tried with a line for RESOURCE_1 = txDiffuse and the one indicating the file for RESOURCE_TEXTURE_1 = sponser-rfc-01, but that didn't help either.

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
MATERIALS = GS1-SIGN-01
SHADER = ksPerPixelNM
RESOURCE_1 = txNormal
UseNormalMap = 1
RESOURCE_TEXTURE_1 = sponser-rfc-01_NM.dds

Thank you in advance :-)
Short answer: yes.
I've successfully added normal maps to track textures via config where none previously existed. I'll be back on my gaming PC in around 10 hours so will confirm exactly how to do it, unless someone else steps in before then. It's dead easy when you know how.
 
Greetings everyone.

I have recently been working on skins to upgrade track textures to my liking. I have plenty experience working in retouching digital images, but am fairly new to SIM modding and very new to the technical side of 3D textures.

I have added a weathered texture to a track side billboard and am now hoping to add a normal map to accentuate the folds and torn areas. I created a normal map using the 3D filter in Photoshop and saved it as a DXT1 DDS with MipMap. This format has worked for me when replacing other textures, that already have a normal map applied in a track.

After many Google searches, and looking into ext_config.ini files from other track upgrades, I haven't been able to find any code that will give me the appearance of a 3D texture shape, so I am lookin for some guidance from the gurus on the group.

Is it possible to add a Normal Map to an existing image in a track, using an ext_config entry?
What is the code that I should add?
Or does this have to be added in a 3D editor?

Below is one of the many variations I have tried based on other changes I have seen in ext_config files. I'm guessing it might be something as simple as the shader being wrong, or maybe my text is just incorrectly ordered or missing an important line. I had also tried with a line for RESOURCE_1 = txDiffuse and the one indicating the file for RESOURCE_TEXTURE_1 = sponser-rfc-01, but that didn't help either.

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
MATERIALS = GS1-SIGN-01
SHADER = ksPerPixelNM
RESOURCE_1 = txNormal
UseNormalMap = 1
RESOURCE_TEXTURE_1 = sponser-rfc-01_NM.dds

Thank you in advance :-)
try:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = the_material ; or MESHES = the_mesh
SHADER = ksPerPixelNM ; or ksPerPixelAT_NM
RESOURCE_... = txNormal
RESOURCE_FILE_... = the_new_normal.dds
 
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try:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = the_material ; or MESHES = the_mesh
SHADER = ksPerPixelNM ; or ksPerPixelAT_NM
RESOURCE_... = txNormal
RESOURCE_FILE_... = the_new_normal.dds
Thank you Short Circut, and RMi_wood. Both your slightly different suggestions worked and 'applied' a darkening effect to the billboard that changes depending on lighting conditions, so it should be working now. Unfortunately I am facing an unexpected challenge where the actual normal map is not being applied.

Looking at the Object Inspector reveals that the normal map my config is pointing to is apparently <missing>
My first assumption was that something might be wrong with the normal map I am wanting to use, so I have instead tried pointing my config to the normal map that is working very effectively on the brick wall texture behind. Instead of applying the brick texture to the billboard, it also says this normal map is missing.

Currently the ext_config I have created is in the skin folder where the new textures are stored. I have also tried with and without the dds extension, and have copied and pasted multiple times to be sure it isn't something as simple as the file name in the config being misspelt.

My current config is:

[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = GS1-SIGN-01
SHADER = ksPerPixelNM
RESOURCE_... = txNormal
RESOURCE_FILE_... = cf1-wall-brick-1-b.dds

cf1-wall-brick-1-b.dds being the normal map that is working well on the brick wall behind
 

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Hello everyone. Does anyone know how to fix the new csp Showroom?
It's always night. I can't see nothing :-)
 

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