- 15

- Germany
does someone have a very good, close to real sound mod for the e30 m3 dtm or for the 320i stw?
(you should probably paste files as a universe format like .fbx rather than just a max file)Hi All, I have a question regarding UV unwrapping seam. Please refer to snap shots below, first one shows the UV seam in the object in 3ds Max, all vertices were welded along the seam so it was not because of unwelded vertices. Second screen shot is the same object in content manager with AO diffuse and tx Maps applied. AO was generated by content manager. You can see that the seam is creating an unwanted seam in the final 3D object. Can anyone shed me some light on this? If I remove the UV seam, the problem goes away. related 3Ds Max file attached as well. Many thanks in advance!
View attachment 1291932View attachment 1291931
Come on, you really need to be that cynical like Kunos is some large corporation that has hundreds of employees and is fiercely protective of their work? They're a team of only a handful.
First, it can't be much more demanding than ACC, I can guarantee. PC sims released even the past year or two like AMS2 aren't that demanding. It's not going to be Gran Turismo 7 levels of graphical fidelity.
Second, Kunos is aware the reason AC is so popular is because they enabled the modding scene. There's the old Kunos pipeline, the KN5 editor, etc. that enables us to even do half of the stuff we do. They are aware and have supported the modding community in the past (even working with URD for some official content). They aren't going to kill the modding community in AC2 because they know it's what makes the game what it is, it's their competitive advantage over the rest of the space.
Sure, making mods for AC2 might be harder if there is weather included in the base game, it might not be as simple as the "drag n drop" system we have right now, but I'm sure modding will carry on into AC2 and we'll see RSS, URD, VRC and all those names continuing to model and release cars for the game.
If you think it's smart for Kunos to encrypt the game and get their hands into the modding scene's pot, I'd wholeheartedly disagree. That's possibly the most stupid thing they could do when they know the reason AC has such a high concurrent player-count is precisely because of the mod support.
Thanks for your reply! So I guess it is related to surface weight normals? So if I try to bake AOcs in 3ds max, the seams would not be visible? Sorry what do you mind by the seams will not be visible in Substance Painter unless if your are texturing? So if you texture a say Forza model in Substance painter, and render it in Substance painter, you will still see the UV seams?(you should probably paste files as a universe format like .fbx rather than just a max file)
CM ao baking will show seams like if you tried baking a forza rip it will be completely visible. If you bake with something like substance painter you can get a nice bake without the visible seams (unless you're texturing)
First time posting here, been following for a while (thanks for all the great content and tipsDropping this here. I don't have real modding skills but I do have a lot of free time and I wanted to give something back to this great place. Hope you find it useful!
22 brand / series / class badges, 256x256 transparent PNGs
Preview:
View attachment 1291982
I should clarifyThanks for your reply! So I guess it is related to surface weight normals? So if I try to bake AOcs in 3ds max, the seams would not be visible? Sorry what do you mind by the seams will not be visible in Substance Painter unless if your are texturing? So if you texture a say Forza model in Substance painter, and render it in Substance painter, you will still see the UV seams?
I hope you are not tired of seeing me saying thank you! but Thank you, that's great info! I was scratching my head so badly and had no clue.... I tried it with the ksPerPixelMultiMap_damage_dirt (I originally thought the problem was fixed.... but I looked closer again.... the seam still seem to be there and it's not like it was a texturing issue, it seems like the normal is actually affect and the reflection is separated by that seam still.... although not as obvious but still visible.I should clarify
Seams won't cause a break in reflections on the model when using a shader other than perpixel multimap (or perpixel nm) e.g., perpixel reflection (for glass) or even multimap damage dirt for whatever reason
example
View attachment 1292120
every edge is a seam
View attachment 1292121
Same uv's for both models, top is multimap damage dirt bottom is just multimap. not really sure why damage dirt works fine but not regular multimap (i think it's a texture reason?)
As for CM AO vs elsewhere, when you bake with CM, the resulting AO will have visible seams (tho maybe you can find a configuration that minimizes it) e.g.,
View attachment 1292122
forza rip of a mustang
vs. baking the ao in substance painter. I'm not sure how 3ds baking is like so can't really say for sure if it would give the same results
View attachment 1292123
tbh i think substance could probably handle texturing fine (idk for sure), but the common approach of ao in diffuse and tiling a texture over it (like with carbon parts) there'll be a visible break where the seams are located
Really, really hope Jim Pearson authorised this use of his work, else this release may jeopardise the in-progress work of some top-tier, legit AC track modders for this, and Dundrod. The fact that this dropped on Reddit does not bode wellI DON'T THINK WE HAVE THIS.........
ISLE OF MAN TT
i am just sharing a link i tried this track and after a while to load as it is pretty big i noticed a physical road mesh or (bumps in the road) whatever terminology floats your boat, and i am sure the others i have tried did not have a prm. here is the post:
track release: isle of man converted from rf2
![]()
Track Mod Share
my conversion Isle of man from rf2 finished (original gpl track by jim pearson)
tested with gp 1923 1937 and f1 1967 and some kunos abarth and alfa romeo cars. created 2 ai "layout" one generic and one for 1937 cars
for cars with wings, due to many jumps, almost every car requires its own ai_hints.ini. and it's obvious a meaningless task to create a separate "layout" for each of them
@Breathe if this is indeed an upgrade
All of his work is not authorized and he aggressively let me and other know that.Really, really hope Jim Pearson authorised this use of his work, else this release may jeopardise the in-progress work of some top-tier, legit AC track modders for this, and Dundrod. The fact that this dropped on Reddit does not bode well![]()
Sendai Hi-Land Raceway v1.01
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View attachment 1287317
Sendai Hi-Land Raceway was a 4.030 km motor racing circuit in 12 Hayasaka, Shinkawa, Aoba-ku, Sendai, Miyagi Prefecture, Japan.
In the 1990s, Sendai hosted rounds of the Japanese Touring Car Championship and Japanese Grand Touring Championship.
The raceway was damaged by earthquake in 2011 until it was closed in September 2014. As of today the former raceway is now a solar-power park. (Wikipedia)
Conversion from rFactor2.
-CSP recommended
-2 layout (gp/kart)
-30 pit/start
-AI, cam
Credits & Thanks;
rFactor2 Original Track by Soramame
-Thank you for giving me permission
AC Converted by SON and @shi (shin956)
v1.0 update by @shi (shin956)
logo.png and sections file by @Fanapryde
Crowds texture by @Kniker97
"Powe Poles" (https://skfb.ly/6DBnO) by Gunnar Correa is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
tree, marshall and some textures by kunos
Test and Feedback by @Masscot , @Fanapryde
Download (mediafire)
Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.0 changelog;
-Added the cart layout that was in the original rF2 version.
-Added groove/skidmark.
-Added working scoreboard. (.lua based from gunner333)
-Added readme.
-Added logo.png and sections file by Fanapryde.
-Added camera facting crowds.
-Added terrain.
-Fixed a hole in the wall.
-Fixed normals on some objects.
-Updated shaders.
-Updated ext_config.
-Updated some textures.
-Updated VAO-patch.
-Updated UI.
-Changed poles and wires to new objects.
-Changed trees.
-Merge objects with the same material.
-Smoothed original terrain.
-Replaced Marshalls.
-Pit building window transparency.
-Other minor fixes.
v1.01 changelog;
-Adjusted the tint of the grass.
-Reduced number of utility poles.
-Added new AI by Viola_seven. (Thanks)
Jesus... those tree normals.I DON'T THINK WE HAVE THIS.........
ISLE OF MAN TT
i am just sharing a link i tried this track and after a while to load as it is pretty big i noticed a physical road mesh or (bumps in the road) whatever terminology floats your boat, and i am sure the others i have tried did not have a prm. here is the post:
track release: isle of man converted from rf2
![]()
Track Mod Share
my conversion Isle of man from rf2 finished (original gpl track by jim pearson)
tested with gp 1923 1937 and f1 1967 and some kunos abarth and alfa romeo cars. created 2 ai "layout" one generic and one for 1937 cars
for cars with wings, due to many jumps, almost every car requires its own ai_hints.ini. and it's obvious a meaningless task to create a separate "layout" for each of them
@Breathe if this is indeed an upgrade
;[TREES]
LIST_0=trees\trees.txt
;fix borked tree normals, should work if ksTree shader is used
[ALTER_NORMALS_...]
MATERIALS = shader:ksTree
ALTER = 0, -1, 0
[SHADER_REPLACEMENT_...]
ACTIVE= 1
DESCRIPTION= lighten trees after normal fix above
MATERIALS = shader:ksTree
PROP_... = ksAmbient, 2.85
PROP_... = ksDiffuse, 0.2
NOOOOOOOOO i love tree cabbages lolJesus... those tree normals.
The track has bigger problems than just the trees (half of the island seems to have fallen into the Irish Sea, for one) but replace the entire config text with this and the experience should be a lot more pleasant. It'll also stop the (why on earth?) occasional giant radioactive Tree FX tree-cabbages from appearing too.
Code:;[TREES] LIST_0=trees\trees.txt ;fix borked tree normals, should work if ksTree shader is used [ALTER_NORMALS_...] MATERIALS = shader:ksTree ALTER = 0, -1, 0 [SHADER_REPLACEMENT_...] ACTIVE= 1 DESCRIPTION= lighten trees after normal fix above MATERIALS = shader:ksTree PROP_... = ksAmbient, 2.85 PROP_... = ksDiffuse, 0.2
Parts of the landscape and surrounding hill walls are missing too - can those also be fixed?I'm fixing the trees, an update will be posted soon
Could be LODs, but there are big gaps in the distant 2D hills and some trackside 3D landscape is missing.Maybe you mean lod problems? I already fixed some lod problems as far as I can see them.