Assetto Corsa PC Mods General DiscussionPC 

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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.
I have noticed this as well. I believe a CSP update did this.
 
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.

I have noticed this as well. I believe a CSP update did this.
Just checked, I don't have the issue (CSP 0.1.80-preview342)

roam_fences.png
 
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)
  • neutral value for brightness (1.0 for Pure)
  • 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 two .ini files 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 or "Neutral (Pure)" for using Pure by Peter Boese.


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
View attachment 1281720


There's only one .ini file in that upload, sir, and of course, it's the other one (for Pure) that I'd like to try :)
 
There's only one .ini file in that upload, sir, and of course, it's the other one (for Pure) that I'd like to try :)
I had to remove it. I had issues with auto exposure that did no wok correctly. After trying some edits I decided to drop the Pure version. There are errors of Pure like the monitor shaders that make the picture brighter instead of darker.
 
Would anyone happen to know what causes the change in lighting/shading for CSP Previews from Preview218 to Preview346?

I noticed when trying to update my car previews after going to CSP 1.80-preview346 that the lighting/shading was not the same from previews that were rendered in preview218, resulting in the exposure appearing brighter and blacks appearing much darker in comparison.

I took a comparison shot with an Encrypted Lamborghini Diablo GT model to show off what I'm referring to;

-

Preview218, how it used to appear beforehand.

1692650859221.png


Preview346, how it appears now.

1692650884511.png


-

Not sure what they changed to affect this. I thought it might've been a cause of the PPFilter since preview346 no longer resets it to "default" upon rendering, but trying a different filter doesn't seem to affect the final result.

Anyone knows what's up?

UPDATE:

It appears that the change may be partially attributed to the Tone Mapping that is used for previews.

The preview preset I had been using before used "Filmic" for its Tone Mapping Type.

Upon changing it to "Reinhard (Filmic)", this is now the result on preview346...

1692653151768.png


Its now VERY similar to how it appeared in preview218, albeit just a little bit brighter.

So whilst it does seem that there may still be a little more at play, the end result is now so similar to before that I can deal with the slight change in brightness.
 
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Would anyone happen to know what causes the change in lighting/shading for CSP Previews from Preview218 to Preview346?

I noticed when trying to update my car previews after going to CSP 1.80-preview346 that the lighting/shading was not the same from previews that were rendered in preview218, resulting in the exposure appearing brighter and blacks appearing much darker in comparison.

I took a comparison shot with an Encrypted Lamborghini Diablo GT model to show off what I'm referring to;

-

Preview218, how it used to appear beforehand.

View attachment 1281908

Preview346, how it appears now.

View attachment 1281911

-

Not sure what they changed to affect this. I thought it might've been a cause of the PPFilter since preview346 no longer resets it to "default" upon rendering, but trying a different filter doesn't seem to affect the final result.

Anyone knows what's up?
1692653145527.png

i think this was new from .346
 
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I made my first Assetto Corsa track! I have no pictures or anything, but I took a past design I used for testing in Unity3D and converted it into an AC track. I was never able to make a track for any proper racing/driving game until today (and parts of yesterday). I learned I did everything right... except the scale was very small. Then after adjustments, it was very big. Once I found the sweet spot for the scale of my track, I made a perfect design. For some reason, when I first tried to export to FBX and then convert to KN5, I took some advice to export to FBX at 0.01, when I think someone meant 0.1 scale.

If I were to refine my creation, I need to profile it a lot better so it drives smoother. I also (obviously) have to add walls so I don't fly off the track and fall to Hell. What I might do is segment my course better and then maybe try to smoothen out any elevation changes I want to make. I made rudimentary textures to texture my track also. Obviously there, make better textures.

This was still good practice as I followed a handful of tutorials and took in whatever advice I could take. I may use Assetto Corsa to test my race track designs as I plan to offer them to be used for implementation into racing games and racing simulators as well as 3D media projects. Should I feel good enough about one of my projects, I'll share my work with you all.

For now though... race on! :)
 
I had to remove it. I had issues with auto exposure that did no wok correctly. After trying some edits I decided to drop the Pure version. There are errors of Pure like the monitor shaders that make the picture brighter instead of darker.
What monitor shader? and what PPfilter do you use?
 
[WIP] 1996 SKIN for Melbourne2019 by ACU (upd. by patrickpat and Sliderman)

It's always hard to adapt billboards but I try do my best with a nice result.
I'm not able to create new extension as Pyyer. Only I overwrite the existing textures.

Imola 1996 skin for RMI 1995-2005 is done and you can find it on Breathe's list.

Screenshot_f1_1996_williams_melbourne_2019_21-7-123-10-51-58.jpg

Screenshot_f1_1996_williams_melbourne_2019_21-7-123-18-30-0.jpg

Screenshot_f1_1996_williams_melbourne_2019_21-7-123-18-30-55.jpg

Screenshot_f1_1996_williams_melbourne_2019_21-7-123-18-28-13.jpg

Screenshot_f1_1996_williams_melbourne_2019_22-7-123-7-54-48.jpg

Screenshot_f1_1996_williams_melbourne_2019_22-7-123-8-2-22.jpg
 
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Does anyone else notice with the TechnoracerX 8K and 4K skin for the Nordschleife, that some trees has a "blue-ish" tint?
 
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Does anyone else notice with the TechnoracerX 8K and 4K skin for the Nordschleife, that some trees has a "blue-ish" tint?
Have tried the 4K Version and I noticed it too. Also noticed some huge anomalies on the tracks surface, easier noticable when watching replays than when driving (for example at the "Adenauer Forst" corner). Don't know if it's the same with the 8K version though
 
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Have tried the 4K Version and I noticed it too. Also noticed some huge anomalies on the tracks surface, easier noticable when watching replays than when driving (for example at the "Adenauer Forst" corner). Don't know if it's the same with the 8K version though
Okay, than it's not due to some graphics settings on my machine / monitors luckily. :)
I have this issue with every PP filter though.

Also in close-ups on the guardrail I notice some purple distortion.
 
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.
I have found the issue. It is a CSP thing and I talked with a very reputable track maker. It is the type of shader that was used on certain fences. This shader is now broken. Paste this into the config file and it will be fixed.

[SHADER_REPLACEMENT_...]
MATERIALS = catchfence
SHADER = ksPerPixelAT
 
Nothing happens also with CTRL+C

edit: car automatically use R gear

I'm on a starting line.
Ctrl - C works here. I did have issues at one point where car would go into reverse, but restart session corrected it. Not sure what caused it or how it came right, but it hasnt happened for a long time now
 
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Nissan R32 JTCC Update&Livery skin Navan
__custom_showroom_1692527717.jpg


fixed all the errors

  • Suspension
  • Doors
  • Model Refinement: removed any empty dummy elements from the model, resulting in a more optimized.
Fixed front wheels snap

Front Wheels Stability, the instability issue with the front wheels has been resolved.

-Now the front wheels won't break when you turn the steering wheel at a max rotation angle


Download update/skin GTPlanet
download version 8 if you got confused
Download Patreon
skin pack
!! Remember that the mod now comes only with the (test car livery skin) and you have to download the rest of the skins separately!!


Things got a little confusing, I know that I will try to fix them soon.
I don't have the time now
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
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