Assetto Corsa PC Mods General DiscussionPC 

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It's a good day to remind everyone of this heavy search in content manager to find all your cars with one LOD.
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Start LODing while you still can :)
 
Guys, does anyone know why the car names in Drive view are sometimes stripped of the beginning part? It's so random... An example of many, the "DRM", see where I did the red circles.

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Additionally, sometimes if I put "F1 20__ - Car Name" the result in Drive view is " - Car Name".
 
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so a little while ago someone was doing some work to the Goodwood circuit, was that ever completed and where would the download be?

I can't seem to find anything about it?

Your help is appreciated!
 
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so a little while ago someone was doing some work to the Goodwood circuit, was that ever completed and where would the download be?

I can't seem to find anything about it?

Your help is appreciated!
@RMi_wood excellent Vintage version:

Goodwood Vintage

My version of the original track. Although I should probably update the link because I think i've made changes since then.

Goodwood Circuit
 
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hoy? thats for the bayer but the fh23. sadly there a "full" pack but the skins alone, i will try my best and get them all like i did before. sometimes i like to have it as a pack and then compare the "solo" skins with the pack which has the more accurate version^^
Sorry, you lost me there... you asked skins for the RSS Hybrid ? If it wasn't for the LMDh car you should have been more specific.
So for the F1 car (right ?) you will have to search for yourself. I don't have/drive modern open wheelers.
 
Sorry, you lost me there... you asked skins for the RSS Hybrid ? If it wasn't for the LMDh car you should have been more specific.
So for the F1 car (right ?) you will have to search for yourself. I don't have/drive modern open wheelers.
np, was a missunderstanding between us 2. i went the last 4 days just looking threw every livery for the great rss f1 cars and named them right in my directory and also ingame, so much "useless" work but thats my thing. i like small details and getting a nice job done
 
In your opinion, what are the most correct dimensions for AO textures? Does a low res AO map affect the result?

I'd not call myself an expert, but I couldn't see any noticeable differences between 1K, 2K, or 4K. I think only when you have really fine details (like a line across the car) that need a totally different occlusion than the rest of the car do you want to go high res, but for most use cases 512 or 1024 should be fine.

Again, not an expert.
 
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In your opinion, what are the most correct dimensions for AO textures? Does a low res AO map affect the result?
Depends on which one and how many objects/parts are included, their visibility, their influence, etc...

  • Body shell : I would go 4k, 2k minimum for a race-car with livery. Can get down to 1K if the body isn't particularly curved and the paint is plain colors.
  • Interior (main part) : same but pretty much opposite : 4k, 2k minimum for a customer car, especially with lots of "luxurious" details, can get down to 1K in a race car mainly full of rollcage and cables.
  • Others parts if needed : not more than 1k, 512 is good reference for undershell/hidden parts, doesn't need much more.

Does it affect the result ? Oh yeah, it does. And also remember, you have ONE enemy here : ... COMPRESSION... :scared:
 
Bit of a blank message, but this video just popped up on my YT-feed and I would absolutely love to drive this in AC. The elevation changes and surroundings would be glorious in vr. Track layout seems a bit technical, but I would just be cruising and drooling while gazing at the surroundings. The only other option woud be to become a billionaire.🙃

 
Bit of a blank message, but this video just popped up on my YT-feed and I would absolutely love to drive this in AC. The elevation changes and surroundings would be glorious in vr. Track layout seems a bit technical, but I would just be cruising and drooling while gazing at the surroundings. The only other option woud be to become a billionaire.🙃


The track is available for AC. Officially sanctioned by the track owners for those who care about that. ;)
Will post the link when I find it.

 
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I'd not call myself an expert, but I couldn't see any noticeable differences between 1K, 2K, or 4K. I think only when you have really fine details (like a line across the car) that need a totally different occlusion than the rest of the car do you want to go high res, but for most use cases 512 or 1024 should be fine.

Again, not an expert.
View attachment 1332505View attachment 1332506
kunos recommends using 2k maps if it has liveries
Depends on which one and how many objects/parts are included, their visibility, their influence, etc...

  • Body shell : I would go 4k, 2k minimum for a race-car with livery. Can get down to 1K if the body isn't particularly curved and the paint is plain colors.
  • Interior (main part) : same but pretty much opposite : 4k, 2k minimum for a customer car, especially with lots of "luxurious" details, can get down to 1K in a race car mainly full of rollcage and cables.
  • Others parts if needed : not more than 1k, 512 is good reference for undershell/hidden parts, doesn't need much more.

Does it affect the result ? Oh yeah, it does. And also remember, you have ONE enemy here : ... COMPRESSION... :scared:
Thank you for answering me. Unfortunately I realized that I have a lot of textures that are excessively (and unnecessarily) large in size, so I have to do a bit of optimization. :cheers:

Why on earth didn't I do this before? Because every now and then I have the brains to split the ears and I forgot to do it 😥😂
 
Why on earth didn't I do this before? Because every now and then I have the brains to split the ears and I forgot to do it 😥😂
Oh boy, that feeling will happen many more times, I can guarantee you this.

a few personal tips on that :
  • If you use blender, when baking : do it pretty big first, like bake at 4k for a 2k texture in the end. Strangely, it doesn't just improve detail quality, but also precision. Compared to a 2k baking, it will appear more precise on the object borders. Yep, it takes quite longer to do, but the reward is good. I don't know for 3Ds or Maya but I could expect the same behavior.
  • Expect artifacts if the UV are too close to each others. Better have a few more pixels between them in a smaller image than an enormously heavy texture with tiny errors in it. It's an easy to avoid mistake, just better keep it in mind
  • Like I said, compression is the enemy. Not because it's bad, but because it behave like a c*nt. The closer to full black/white the worst it is. There is no secret ingredient to it (known to me...), but a little helper is to apply a b/w neutral filter on your AO texture (with photoshop for example) before exporting it to dds and using/modifying it. It will remove the purple/green weirdos which commonly appears in the bright to grey/grey to dark transition area. Again, the bigger the base image, the better, but the harsher the compression can appear on the final result.
 
I'm 100% certain that sounded much more poetic in Italian :D
Yes is a way of saying to specify that someone has a brain, but doesn't use it. So it sits there, all alone, between his ears. LOL
Oh boy, that feeling will happen many more times, I can guarantee you this.

a few personal tips on that :
  • If you use blender, when baking : do it pretty big first, like bake at 4k for a 2k texture in the end. Strangely, it doesn't just improve detail quality, but also precision. Compared to a 2k baking, it will appear more precise on the object borders. Yep, it takes quite longer to do, but the reward is good. I don't know for 3Ds or Maya but I could expect the same behavior.
  • Expect artifacts if the UV are too close to each others. Better have a few more pixels between them in a smaller image than an enormously heavy texture with tiny errors in it. It's an easy to avoid mistake, just better keep it in mind
  • Like I said, compression is the enemy. Not because it's bad, but because it behave like a c*nt. The closer to full black/white the worst it is. There is no secret ingredient to it (known to me...), but a little helper is to apply a b/w neutral filter on your AO texture (with photoshop for example) before exporting it to dds and using/modifying it. It will remove the purple/green weirdos which commonly appears in the bright to grey/grey to dark transition area. Again, the bigger the base image, the better, but the harsher the compression can appear on the final result.
Sore point: with Blender I've always had problems baking AO maps. In fact I have to adapt to those generated by the CM, even if not the best as I understand it. This makes my job a little more tedious but at least I'm sure that a complete AO map definitely comes out of the CM. Then it must be said that sometimes I look for the quickest way even if it is less elegant (not because I am in a hurry but because I always try to do what will almost certainly lead me to a result).

But I have good news: with the CSP Brakes I have solved most of the braking problems and simulated, in theory, the braking system actually used.
 
Sore point: with Blender I've always had problems baking AO maps. In fact I have to adapt to those generated by the CM, even if not the best as I understand it. This makes my job a little more tedious but at least I'm sure that a complete AO map definitely comes out of the CM. Then it must be said that sometimes I look for the quickest way even if it is less elegant (not because I am in a hurry but because I always try to do what will almost certainly lead me to a result).
Well, that'll works too. The main difference is that CM isolate the object to bake the AO, and tend to render a more constrasted result (more black/white, less values of grey). But it does the trick, too. Baking with Blender is... how to say it elegantly... a pain. In the chair-seater. Anything other than the AO always seems different than expected. And everything takes hours.
 
Well, that'll works too. The main difference is that CM isolate the object to bake the AO, and tend to render a more constrasted result (more black/white, less values of grey). But it does the trick, too. Baking with Blender is... how to say it elegantly... a pain. In the chair-seater. Anything other than the AO always seems different than expected. And everything takes hours.
I did some tests. I brought all the AO maps to 512x512 and fixed some that were excessively large for their purpose (color only, brought to 32x32).

On the left is the version with the scaled textures, on the right the one without scaling. I don't notice any differences, so I believe the change will become effective.

The size went from over 200 MB (I don't remember the precise value) to 140 MB. It is still beyond the recommended maximum, but there are a lot of textures because unfortunately I didn't group the 3d elements efficiently. Better than nothing I guess.

Yes you could lighten the main LOD by 100mb easily.
And I did. The main lod went from 270 megs to 166 😎
 

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Thank you for answering me. Unfortunately I realized that I have a lot of textures that are excessively (and unnecessarily) large in size, so I have to do a bit of optimization. :cheers:

Why on earth didn't I do this before? Because every now and then I have the brains to split the ears and I forgot to do it 😥😂
Yes you could lighten the main LOD by 100mb easily.
 
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