Assetto Corsa PC Mods General DiscussionPC 

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Thank you very much!!

I've just installed all the Cars and make a few test with them.

First of all they are pretty well balanced, in Nurburgring GP there are 20 Cars in the same second!! In Hockemheim in 1,9 seconds... Well done!!

Unfortunately for my skills they are a little bit slower, I'll try to find a faster AI for those circuits.

One last issue IS a very strange one, the rims of all the Opel Calibra skins appears black in the circuito, when they are White even in the previews pics. I'll try with another CSP versión.

One more time, thanks a lot!!
 

2024 GT4 America Series​

2.jpg

preview.jpg
 
One last issue IS a very strange one, the rims of all the Opel Calibra skins appears black in the circuito, when they are White even in the previews pics. I'll try with another CSP versión.
for me in preview they are also black ...
eg:
1744832574455.png


without CPS it gives white-ish rims indeed.
So redo the previews with CSP option on, then you have the correct same wheels in preview as in game. :lol:

Strange though why would they turn black with CSP? I don't have the answer to that ...
 
for me in preview they are also black ...
eg:
View attachment 1444278

without CPS it gives white-ish rims indeed.
So redo the previews with CSP option on, then you have the correct same wheels in preview as in game. :lol:

Strange though why would they turn black with CSP? I don't have the answer to that ...
The rim´s color is coming most likely from the ext-config.ini inside the car´s folder, so when using csp previews it reads that extension folder. That´s why you have the black rims ingame and with previews.
 
The rim´s color is coming most likely from the ext-config.ini inside the car´s folder, so when using csp previews it reads that extension folder. That´s why you have the black rims ingame and with previews.
that would be too easy ... as you see , that car does not have an extension folder nor a ext_config.ini !
 
Le Mans 1967...this track does weird things to the front end of cars.They get all floaty and waggle slowly back and forth.Feels likw a slack front end.Very distracting.
Any ideas why or a fix?Thank you.
 
Wow chatgpt/sora is insane.
I reckon its not too far off being able to mod using this....

View attachment 1444408

Then i asked for just a body shell..............

View attachment 1444409
I'd be interested to see your prompts if you don't mind sharing them.
Of course it will only become viable once we can get it understand that once we have something we like it must only change what we ask to be changed in revision or next request, and not keep changing the front and rear spoiler shapes and adding and removing vents etc randomly with each new image generated.
The image quality is already astounding!
 
yes that is a major pain , esp in VR it can be quite immersion breaking.

You can alter the reflective properties of any material, with extension code , play around with it :

[SHADER_REPLACEMENT_...] ;improve carbon
ACTIVE = 1
MATERIALS = name_of_material_here
PROP_... = ksAmbient, 0.13
PROP_... = ksDiffuse, 0.08
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.05 ;esp this one , lower is less reflection
PROP_... = fresnelEXP, 40
PROP_... = fresnelC, 0.01 ;esp this one , lower is less reflection
PROP_... = useDetail, 100
PROP_... = detailUVMultiplier, 14
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

BUT if the material is chrome , it SHOULD reflect... but it should be made impossible to see the curb reflection from inside the car as it should be consealed by the car chassis and doorpanels ...

So anyone has a neat trick to force that via extension? (I guess that is a fault of the creator , and needs to be dealt w in 3D program, and can't be fixed w simple extension code?)


no , when I resized it w Gimp it was all good ...

the resulting dds looked very weird after having it being converted by XnConvert ...
View attachment 1443883
also attached the resulting DDS (remove .txt) , maybe someone can figure out what happened?

The original dds looked like :
View attachment 1443885 (and can be found in the original post if you wanna download it)

It would be good to know the case in which NOT to rely on XnConvert (esp when doing batch resizing , it could be dangerous to loose stuff - if you don't backup first that is)

settings used :
View attachment 1443882
Thank you jac0 and Perico Lospa for the help,
Going from your feedback, I've been able to tweak some settings in ext_config files which are slowly but surely minimizing the issue.
Thank you for that ^^

The only other question I have is regarding the reflections on other cars I am racing.
I've noticed that when driving on kerbs, the relections of said kerbs will be projected onto other cars. Almost as if the cubemap generated from the P.o.v. of my car is shared with other cars. (very noticeable on Spa)

To give a concrete in-game example: If I'm chasing another car and happen to ride over kerbs, the reflections of these kerbs will be projected onto my car, but the other car that is 20 metres away will also reflect these same kerbs (as if they were riding the kerbs as well), when in fact the car is not riding the kerbs and is in the middle of the road.

My guess is that the relfections cubemap from my car is also used for AI cars, which sometimes creates a weird effect.
Is this a setting I can change, or is it due to something else?

Cheers and thanks again
 
Thank you jac0 and Perico Lospa for the help...
Naaaah, a pleasure to help you with whatever little I know, just as others have helped me before.

I'm sorry I can't help you with this other problem you mentioned, although it reminds me of something similar I've been having for some time now: when a cloud of dust rises when driving off the asphalt, the cloud appears with subtle red or green tones if it forms over a piano or grass, as if reflecting the color of the ground. Weird...
 
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Anyone have any idea about this "gt_monaco_vintage" that appeared on Breathe's list?



What is it? Is it a conversion/scratch made? Who's the author? Is this an iteration on an earlier version?

Maybe someone else who reads the thread might know, or actually worked on it themselves.



While I'm on the subject, anyone well versed in track modding (from Reboot Team or otherwise) who reads the thread, please send me a PM if you have the time, as I'm still determined to fix the issues with Yas Marina from my last post. I've gotten to the point where I have everything open in FBX, but cannot move or manipulate the timing element "boxes" that kseditor produces.

I'd ask on assettocorsamods.net, but as this Yas is a conversion, they'd probably (figuratively) tar and feather me and piss on my head if I brought up the project.

Cheers.
 
X90
Anyone have any idea about this "gt_monaco_vintage" that appeared on Breathe's list?



What is it? Is it a conversion/scratch made? Who's the author? Is this an iteration on an earlier version?

Maybe someone else who reads the thread might know, or actually worked on it themselves.



While I'm on the subject, anyone well versed in track modding (from Reboot Team or otherwise) who reads the thread, please send me a PM if you have the time, as I'm still determined to fix the issues with Yas Marina from my last post. I've gotten to the point where I have everything open in FBX, but cannot move or manipulate the timing element "boxes" that kseditor produces.

I'd ask on assettocorsamods.net, but as this Yas is a conversion, they'd probably (figuratively) tar and feather me and piss on my head if I brought up the project.

Cheers.
I've compared it with other Monaco's and it's based on Legion's (monaco_faux_vintage).
There are identical files (dates and sizes).
But I have no information about the author of this update.
 
I'd be interested to see your prompts if you don't mind sharing them.
Of course it will only become viable once we can get it understand that once we have something we like it must only change what we ask to be changed in revision or next request, and not keep changing the front and rear spoiler shapes and adding and removing vents etc randomly with each new image generated.
The image quality is already astounding!
OK so this one.
'Alfa Romeo 75 aggressive body kit like Group 5 red with number 75 on door in modern garage'

Remember here i have spent ages learning how to do stuff like this in blender, and then using AC to bring stuff 'to life'...
Then AI comes along and ...

20250418_0921_Alfa Romeo 75 Garage_simple_compose_01js3zprmze9wafr86dfs1qd4n.png


I mean you'd still have to work to get it into a game like AC, but for just rendering car shots..... its there.
 
Imagine destroying trees to render pictures for ***** and giggles, wooooooh AI is so cool!!!

Wish we could ban that stuff because it's useless and clogs the thread with unnecessary *****. This ain't Twitter
Yeah. I'm 100% in agreement with you on that. AI is going to turn what little bit of brains the human race has left to mush... and totally screw the enviroment along the way for good measure.
 
shi
Magnificent Park v1.5
View attachment 1302462
Fictional circuit in France.
Converted from rFactor and rFactor2.

-CSP recommended
-3 layout
-32 pit/start
-AI, cam

NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.

Credits & Thanks;

rFactor Original Track by HarySeb
-Thank you for giving me permission.
rFactor2 Converted by Nibiru

AC Converted by @shi (shin956)
AI by Viola_seven
Alternative skins and Michelin Bridge texture by @Masscot
textures and config updates by @Mike08
Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
Crowds texture by @Kniker97
.lua and font base by @gunnar333
Test and Feedback by @RMi_wood , @Masscot , @ApexVGear , @mrtomcat66 , KevinK2 , TITI , @Fanapryde

rFactor2 version (steam workshop);

This track consists of an rFactor1 version and an rFactor2 version.
The base International/National layout was converted from the rFactor1 version.
Converted and combined parts of the Enduro layout from the rFactor2 version.
The reason I didn't convert everything from the rFactor2 version is because the wall billboards on the walls were omitted.

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

v1.1 changelog;
-Fixed shaders for windows and fence. Thanks to report by @Masscot .
-Fixed pit surfaces. Thanks to report by @ApexVGear .
-Added ai_hints.ini. Thanks to report by @mrtomcat66 .
-Fixed semaphore.ini.
-I deleted the old Balloon and replaced it with a new one.
-Fixed the mapping of the Michelin Bridge . Also changed the texture to the one created by @Masscot . Thanks.
-Changed the preview of the enduro and international layout.
-Fixed the mapping of some billboards.
-Fixed cone normals.
-I also added groove to the enduro layout section. Thanks for the suggestion by @KevinK2 and @Masscot .

v1.2 changelog;
-Fixed the mapping of some billboards. Thanks to report by @Masscot .
-I replaced the back of the billboard with a different texture.
-Corrected the mapping of Treewall.

v1.3 changelog;
-A number of minor fixes were made. Fixes to normals, mappings, floating objects, etc.
-Groove/skidmark was re-created.
-Added spectators by camera_facting.ini. The crowd textures were from Kniker97. (Thanks)
-Added 3D terrain.
-Added working scoreboard. (.lua and font base by gunnar333)
-Added Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
-Updated pit_lane.ai by TITI. (Thanks)
-Included textures and config updates by Mike08. (Thanks)
-Included skins by Mascot. (Thanks)

v1.4 changelog;
-New physical road surface by pugsang. (Thanks)
-Updated ext_config. (Thanks for the report by Mascot.)
-Added flying stuff by Mascot. (Thanks)
-Plugged holes in the grass.
-Removed Treewall and added trees.

v1.45 changelog;
-Fixed a problem with flickering trees.
-Updated flying stuff position by Mascot.
-Updated ext_config.ini.

v1.5 changelog;
Updated ext_config.ini. (video screen and fence)
Updated trees.
Updated VAO-patch.
Updated semaphore.ini.
Updated flags.
Smoothed edges of road surface.
Added sand edges.
Added textures created by Mascot to kn5. The original textures are included as skins.
Fixed tire wall mapping.
Other minor fixes.

Magnificent Park v1.5
The link is in the quote.

v1.5 changelog;
Updated ext_config.ini. (video screen and fence)
Updated trees.
Updated VAO-patch.
Updated semaphore.ini.
Updated flags.
Smoothed edges of road surface.
Added sand edges.
Added textures created by Mascot to kn5. The original textures are included as skins.
Fixed tire wall mapping.
Other minor fixes.
 
Imagine destroying trees to render pictures for ***** and giggles, wooooooh AI is so cool!!!

Wish we could ban that stuff because it's useless and clogs the thread with unnecessary *****. This ain't Twitter
Well its an opinion, a pathetic one IMO though. We've been destroying trees since Neanderthals first ripped them down to make fires and shelters. It didn't start with AI....
We are a destructive species and it will never change, the damage to the planet from EV production is shocking considering people drive around in them like they are planet saviours....
But fine whatever, i posted 3 pictures in a massive thread. I won't do it again boss....
Funny how you have never complained about all the childish memes every 2 pages....
 
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