Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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Welcome to Arcis :) maybe i'll see you on wednesdays and fridays? :)

PS. Remember to be on voice @ the discord for the races or admins will kick you.

I'll remember that if I ever get on there. What time do races normally take place. I'm sure I read it earlier but can't find it now lol
 
An old project of mine, which was lacking the base car back in the days, but thanks for @GzeroD now I have a reason to finish the skin. Will come in the usual 8k / 4k uncompressed quality, current stage:
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Some more drivers from the 50s and 60s according to the look of the time. G.Hill, J. Bonnier, J.Siffert, J.Clark, W.von Trips ..
 

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Would go well with the other 57 Bel and the '55
1iwx.jpg
zfoq.jpg

Even the 'civillian' is a must.
View attachment 903520

There's like 3 of these things going around. That model got out and people had a field day.


Or just use the version from Legion's Blog. It would be indicative of your ability to subjectively judge, let alone objectively, things if you did not also recommend this.
That's a loaded comment and sounds petty because it is petty, but there is a bit of history to this and I'm prone to bursting a Vein.

/Rant off
 
Thank you, and looking forward to the many skins I'm sure people will be inspired to do.
Then fan should be working in the latest upload.

:cheers:

Is there any way to have a plain template for this. It has the Bosch, Cibie and Shell logos in the kn5 and I don't want to start editing your kn5 as it'll mess up the original skin.
 
Or just use the version from Legion's Blog. It would be indicative of your ability to subjectively judge, let alone objectively, things if you did not also recommend this.
That's a loaded comment and sounds petty because it is petty, but there is a bit of history to this and I'm prone to bursting a Vein.

/Rant off

I downloaded the one off legions blog, so is the velo's one the same? did you work together on it?

The one buttplug posted i don't have though.
 
Oof! Integrity checks are a nightmare. It's like having to use an old Windows restore point.

The only things that matter are the cars and tracks (the setups aren't touched in an integrity check). So just move the cars and tracks folders to your backup drive and run the integrity check. Then delete the new cars and tracks folders and replace with your backups. Easy peazy.
 
Is there any way to have a plain template for this. It has the Bosch, Cibie and Shell logos in the kn5 and I don't want to start editing your kn5 as it'll mess up the original skin.
Use CM Showroom to highlight a texture and export it. Also export the mapping wireframe and the AO.
In Photoshop, at least, open the texture, drag the wire frame over it to use as a new layer to paint the texture, then if needed drag over the AO and blend it in just enough to get the subtle shading on the texture. Bob's your Uncle.

:cheers:
 
Or just use the version from Legion's Blog. It would be indicative of your ability to subjectively judge, let alone objectively, things if you did not also recommend this.
That's a loaded comment and sounds petty because it is petty, but there is a bit of history to this and I'm prone to bursting a Vein.

/Rant off
I already have the Black Widow Paved and I appreciate what you do. Will always suggest your blog to those looking.
Don't burst any capillaries, I have a lot more to learn.
 
Is it possible to take an already existing track and just add more pit boxes and start positions? I would like to do this with around 20-30 mod tracks, but I am having troubles with loading the tracks into Blender.
 
Use CM Showroom to highlight a texture and export it. Also export the mapping wireframe and the AO.
In Photoshop, at least, open the texture, drag the wire frame over it to use as a new layer to paint the texture, then if needed drag over the AO and blend it in just enough to get the subtle shading on the texture. Bob's your Uncle.

:cheers:

Already done all that but the logos are still there. They seem to be a part of the AO map.

Screenshot (117).png


And then if I do any painting this is what I end up with.

__custom_showroom_1585438793.jpg

Maybe I'm doing something wrong but I can't seem to get rid of those logos lol
 
Already done all that but the logos are still there. They seem to be a part of the AO map.

View attachment 903577

And then if I do any painting this is what I end up with.

View attachment 903578
Maybe I'm doing something wrong but I can't seem to get rid of those logos lol

Oh, I see. I've come across that too, where the logos get included in the AO (maybe I should check there not casting shadow).
For the logos to disappear use a transparent texture or you could hide the models using ext_config.ini in the skin's folder.

Edit:Yep I had shadows on the logos, fix incoming.
 
Oh, I see. I've come across that too, where the logos get included in the AO (maybe I should check there not casting shadow).
For the logos to disappear use a transparent texture or you could hide the models using ext_config.ini in the skin's folder.

I'll try the transparent texture first but using an ext_config has been suggested. Was just trying to keep things clean to keep people happy for their showroom previews :D
It's a pain cause the Gulf livery looks a bit crap with the Shell logos there but it's all good - I'll figure it out.
Thanks anyways :cheers:
 
I downloaded the one off legions blog, so is the velo's one the same? did you work together on it?

The one buttplug posted i don't have though.

I tested both, they aren't the same for sure.
Different handling, sound, gear ratios, interior dashboard (Velo's fuel gauge doesn't work, Legion's do).
 
Or just use the version from Legion's Blog. It would be indicative of your ability to subjectively judge, let alone objectively, things if you did not also recommend this.
That's a loaded comment and sounds petty because it is petty, but there is a bit of history to this and I'm prone to bursting a Vein.

/Rant off

:confused:

It was not a recomendation. It was an humbel post for a new car launched in that site.
Anyway, it was the very last time I post a news from news cars. :embarrassed:

Btw, my English is not good, sometimes I might say something less acurate, or misunderstand some statments. And I'm sorry for that.

Cheers
 
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Is it possible to take an already existing track and just add more pit boxes and start positions? I would like to do this with around 20-30 mod tracks, but I am having troubles with loading the tracks into Blender.

Yes. Can't help you with blender I am afraid as I use Max. Export the track to an FBX, there's a couple of ways. Easiest is 3DSimEd, when exporting make sure to tick export ini file as well for KSEditor. Once the track is open in Max, you can then manipulate the starting and pit positions. Always be sure to import to scale of 1.0 and export also to the same scale. Export again to FBX and import into KSEditor, fix any materials that may broke or lost transparencies etc, export track. I'd assume the process is very similar in Blender.

Or...Skip all or the Max/Blender and KSEditor steps and do it all in 3DSimEd alone, quick and dirty but make lots of backups as things are very easily broken.
 
preview.jpg
I'll try the transparent texture first but using an ext_config has been suggested. Was just trying to keep things clean to keep people happy for their showroom previews :D
It's a pain cause the Gulf livery looks a bit crap with the Shell logos there but it's all good - I'll figure it out.
Thanks anyways :cheers:
Today's upload has the shadowed logos fixed.

Bit of 'alpha test' and redoing the 'body map' worked wonders.
 
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I recently started running into this problem myself after the updates in CM, although I'm unsure if it even related to CM, Sol 1.5. or if I need to change my Nvidia driver (Hopfully not..) It usually happens after quitting track day against the AIs with Guerrilla's GT4 cars. Any guesses anyone?
View attachment 903428

I've had the same thing and I'm pretty sure that's a CM bug. When I looked on the CSP discord thread a couple of days ago, there were quite a few similar reports, but life got in the way and I haven't finished following up yet.

EDIT : Once again, being on the other side of the world means my reply is old news by the time it appears! Oh well. Being on the other side of the world also has its advantages. For one thing, it means I'm further away from the 'Bloviating Orange Sphincter'. :eek:
 
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The only things that matter are the cars and tracks (the setups aren't touched in an integrity check). So just move the cars and tracks folders to your backup drive and run the integrity check. Then delete the new cars and tracks folders and replace with your backups. Easy peazy.
Kunos' cars and tracks are enough to be backed up because mods aren't touched too.

The point for me is not that I have to waste time restoring stuff, but that the
umpteenth crash caused by... CSP?... made me do it, even corrupting python somehow this time.
Lately I'm spending more time fixing stuff and trying to understand what caused what than playing...
 
Trawling youtube earlier and came across this. If you like whooshing turbos and dump valves I recommend this one. It sounds amazing and feels damn good fun to drive too.
Honestly I can't stop grinning like a child when I'm driving this :D


Hooligan! :gtpflag:
 
View attachment 903597
Today's upload has the shadowed logos fixed.

Bit of 'alpha test' and redoing the 'body map' worked wonders.

Ok so I'm still learning and I'm a bit confused. Would you be kind enough to tell me how to do this?

Edit to say I figured it out :D (I think) Just saving the new body map so I shall see if it has come out properly.
 
Is it possible to take an already existing track and just add more pit boxes and start positions? I would like to do this with around 20-30 mod tracks, but I am having troubles with loading the tracks into Blender.
3DSimEd will do the trick. Can import and export .kn5
Highlight a waypoint/spawn point, right click new position and save x,y,z.
Use the purple cross, clone object and paste in the co-ordinates, rinse repeat.
Check the object names are still correct and save.
 
3DSimEd will do the trick. Can import and export .kn5
Highlight a waypoint/spawn point, right click new position and save x,y,z.
Use the purple cross, clone object and paste in the co-ordinates, rinse repeat.
Check the object names are still correct and save.

Thank you. I didn't want to mess with the kn5 without permission as I would be releasing the skin if it comes out looking good enough. Appreciate your help :cheers:
 
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Ok so I'm still learning and I'm a bit confused. Would you be kind enough to tell me how to do this?

Edit to say I figured it out :D (I think) Just saving the new body map so I shall see if it has come out properly.
Soz, I did two uploads minutes apart. Check the logos materials are set to 'alpha test' and this texture, skin_paint_MAP.dds, got updated as it included the shadowed logos before.
 
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