- 783
- South Africa
I'm 100% certain that sounded much more poetic in ItalianBecause every now and then I have the brains to split the ears
I'm 100% certain that sounded much more poetic in ItalianBecause every now and then I have the brains to split the ears
Oh boy, that feeling will happen many more times, I can guarantee you this.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 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. LOLI'm 100% certain that sounded much more poetic in Italian
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).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.
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.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).
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).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.
And I did. The main lod went from 270 megs to 166 😎Yes you could lighten the main LOD by 100mb easily.
Yes you could lighten the main LOD by 100mb easily.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.
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 😥😂
Wow....wait a minute.... i think you misunderstand something with the GT4s and @Chem_Flummi . 😵Yeah, no offense to ChemFlummi because the work he does is awesome. But was his GT4 project really necessary? I thought the Guerilla cars were good enough for what they were and now here's another talented mod creator wasting their time making alternate versions of cars we already have.
C.F. has had so many other way more interesting projects on the backburner for years now. a Ford GT GT3, a 458 Italia GT3, the Corvette C6.R, but I suppose we need an entire new take on the ACC GT4 port for Assetto Corsa instead when we've already had that for a while now.
I'm sure his GT4 cars will be better than the GUE cars of course, but like man, again another case of a talented modder or mod team spending their time doing duplicate projects instead of working on something that hasn't been done before. I know what mod teams work on isn't democratic but AC is getting old and it'd be nice to see a bit more variety before we finish up here. I'm just so tired of duplicate modern GT cars personally.
thanks!Formula Mazda LODs.
Formula Mazda LODs
As the title says...LODs. Basic Sympligon LODs plus the data.acd file, mostly untouched if not for the lods.ini file. Back-up the original car folder and drop the 3 .kn5 files and the .acd one in it and you're done. Hope you will enjoy. og car...www.gtplanet.net
Where do I find a b/w neutral filter in Photoshop? (menu) (please )Oh boy, that feeling will happen many more times, I can guarantee you this.
a few personal tips on that :
- 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.
If it's a whole image then the simplest way is to convert the image to Grayscale, and then back to RGB mode. i.e Image>Mode>Grayscale and then same but RGB.Where do I find a b/w neutral filter in Photoshop? (menu) (please )
...as well as previews!thanks!
in return here a repack of all the skins I had installed, with matching crew and driver helmets (so they are not all the same colors anymore)
I had been working on an issue of strange green color banding on the Ferrari 296 skins I just did. The RGB->Greyscale->RGB worked well for me but not doing it on the AO base layer but on a layer I used as grey paint (although it incorporated the AO). Same thing I guess. Anyway it worked. There's still a small amount of dispersed green in it, but way way less. I will update those 296 skins (posted here) today.If it's a whole image then the simplest way is to convert the image to Grayscale, and then back to RGB mode. i.e Image>Mode>Grayscale and then same but RGB.
Alternately you can use a Black & White Adjustment, which offers more choices and adjustments. Adjustments can of course be applied to individual layers. Sometimes that's important, most of the time a simple back and forth does the trick.
add this to your ext_config:View attachment 1332713
Hi everyone.
Does anyone know if there is a way to put the safety net of the McLaren 720 GT3 Evo (version: mclaren_720_gt3_acc) in the correct position?
Grüße in die Pfalz.Still working on my side. Did you update CM and Simplygon to the latest versions?
@Breanuts posted a fix a while ago that might help:View attachment 1332713
Hi everyone.
Does anyone know if there is a way to put the safety net of the McLaren 720 GT3 Evo (version: mclaren_720_gt3_acc) in the correct position?
3dsimed can import F1CHopefully I don't get in trouble...because it's not about AC...
How can I bring a mod from F1 Challenge 99-02 to Ac?
I would say Patreon. Because all our mod downloads are on patreon and so this is the first adress for the latest versions. Otherwise all our mods are in the autoupdater from CM and if we update a mod, it will automatically updated via CM, normally...but sometimes the autoupdater from CM is bugged.@DaWallace I'm always a little bit confused by the Guerilla mods. For example regarding the GT4 pack, do I keep on eye on the guerilla-mods.de forum for updates, or should I look at the patreon site? The Patreon seems to have a much higher version number than the forum.
If i import it says problem creating geometry alfa179.veh3dsimed can import F1C
I had the same issue a while back, just updating to a newer CSP fixed it.add this to your ext_config:
[MODEL_REPLACEMENT_...]
FILE=mclaren_720s_gt3.kn5, mclaren_720s_gt3_lodb.kn5, mclaren_720s_gt3_lodc.kn5, mclaren_720s_gt3_lodd.kn5, mclaren_720s_gt3_lod_b.kn5, mclaren_720s_gt3_lod_c.kn5, mclaren_720s_gt3_lod_d.kn5
HIDE=Object-002
pretty sure this sorts it out by removing it
if you want in the right place i think you will need to do that in 3d afaik
maybe someone knows more than me on this but that's all i know of
good to know, thanks KurtI had the same issue a while back, just updating to a newer CSP fixed it.
Unfortunately, I have to say that the Mosler will need more time. I have the next exam coming up in May, which I've been preparing for again since the beginning of the year and therefore have less time for modding. But I still try to keep up with it. Thats the reason why the progress on the Mosler is this slow.😓I can't wait for that Mosler GT3 and Saleen S7.R Evo to be finish and who knows what Zin has cooking up next.