PC Assetto Corsa PC Mods General Discussion

Discussion in 'Assetto Corsa' started by Thom Lee, Apr 28, 2014.

  1. UolterUait

    UolterUait

    Messages:
    262
    First of all you need templates to the materials you might want and you can find them here:
    https://github.com/ac-custom-shader...ter/config/cars/common/materials_interior.ini
    You don't need to write all of the values but only those you want to edit, the ones not written will keep that material's standard values.

    Here is an example to better understand how to write it in an ext_config.ini file that you must create into a folder called "extension" inside the car folder. So Assetto Corsa/content/cars/extension/ext_config.ini and with a text editor you write the config inside the file.
    Code:
    [INCLUDE: common/materials_interior.ini]
    [Material_Aluminium_v2]
    Materials = INT_Alu
    Metalness = 0.35
    BrightnessAdjustment = 0.5
    DetailTexture = 1
    DetailNormalTexture = common/pbr_metal.dds
    DetailNormalPBRSecondaryColor = 0, 0, 0, 0
    DetailScale = 30
    DetailNormalBlend = 1
    DetailNormalPBRSmoothnessGamma = 2
    OcclusionMap = 0.8
    Detailtexture=1 when added means that the material will keep the texture it already had just with a different shading. If that is removed it will use that "pbr_metal.dds texture instead.

    You always need at the beginning of the config the INCLUDE line
    After "Materials0 " you need to write that material's name from the model
     
  2. Real Toonces

    Real Toonces

    Messages:
    334
    Huge improvement!
     
    DiscoveryJoke, JakubP and racealot like this.
  3. Masscot

    Masscot

    Messages:
    3,959
    I'm happy to confirm that the Moto layout is, as stated, terrible.
    Fantastic update though. It's very cool indeed watching the portable lights deploy or retract during day/night transitions. I love little details like this.
    And (LTTP I know) but holy feck at dynamic shadows. I hadn't tested these before because CSP builds after 0.1.61 have terribly borked particles, but wow... just wow.
     
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  4. JakubP

    JakubP

    Messages:
    238
    Josuracer and Masscot like this.
  5. Masscot

    Masscot

    Messages:
    3,959
    Nice job with the M5 (not tested the AMG yet).
    I do like these older analogue cars. So rewarding to drive.
    I tweaked the shifting animation timing and preload for a more natural feel in VR (to me, anyway). If anyone wants to try it, just paste this text over what's in the data/driver3d config:
    (back up the original first as always, just in case)

    Code:
    [MODEL]
    NAME=driver_80
    POSITION=0, 0, 0
    [STEER_ANIMATION]
    NAME=steer.ksanim
    LOCK=360
    [SHIFT_ANIMATION]
    BLEND_TIME=97
    POSITIVE_TIME=306
    STATIC_TIME=11
    NEGATIVE_TIME=306
    PRELOAD_RPM=6492
    INVERT_SHIFTING_HANDS=0
    [HIDE_OBJECT_0]
    NAME=DRIVER:HELMET1985
    [HIDE_OBJECT_1]
    NAME=DRIVER:GLASS_1985
    [HIDE_OBJECT_2]
    NAME=DRIVER:Driver_Body_SUB0
    [HIDE_OBJECT_3]
    NAME=DRIVER:GEO_Driver_FACE
     
    Last edited: Aug 25, 2020
    Sokinawa, MrB00 and gergerger like this.
  6. sonicmarmy

    sonicmarmy

    Messages:
    115
    Legend! Thanks so much :D
     
  7. sonicmarmy

    sonicmarmy

    Messages:
    115
    Buxton
     
    safi hellie likes this.
  8. Masscot

    Masscot

    Messages:
    3,959
    Just realised the offside wing mirror wasn't active on that M5 (a couple of posts up).
    Paste this into the data/mirrors config to fix it, overwriting everything in there.

    Code:
    [MIRROR_0]
    NAME=bmw_m5e28_88_cockpit_mirrorL_mirrorLeft_
    [MIRROR_1]
    NAME=bmw_m5e28_88_cockpit_mirrorR_mirrorRight_
    [MIRROR_2]
    NAME=bmw_m5e28_88_cockpit_interior_mirrorMiddle_
     
  9. graveltrap

    graveltrap

    Messages:
    1,273
    Location:
    United Kingdom
    Well that has an impact!, thanks for taking the time to explain the basics.

    Like I expected it applied the change to a lot of places where it is unwanted, all the trim on the car is now chrome! So is it possible to apply and existing material from the car to a different mesh via an ext_config.ini? Sorry my terminaology might be bad, i Know exactly what I want to do, but just don't know how to do it :dunce:

    Edit: Something like this, just need to figure out how to make Aluminium v2 look like EXT_Carpaint_Aluminium now... It sucks that these changes can't be seen in the CM showroom which threw me off a bit.

    Code:
    
    [Material_Aluminium_v2]
    Meshes = GEO_Wing_SUB0
    BrightnessAdjustment = 0.04
    DetailScale = 700
    
    
     
    Last edited: Aug 25, 2020
    Masscot likes this.
  10. SillyBillyP

    SillyBillyP

    Messages:
    210
    Location:
    Scotland
    Thank you for sharing this. Can TheRealCeeBee's WallCement003.dds file simply be added to your cm_skins folder for ease of use?
     
  11. JakubP

    JakubP

    Messages:
    238
    There was recently an Evo 5, once the Touge Workshop made a great EVO 6.5 Tommi Makinen, but there was no EVO 6 GSR.
    It already is :cool:


    Mitsubishi Lancer Evolution 6 GSR

    acrm_mitsubishi_evo6_gsr.rar - 59.3 MB

    -changed bumper to GSR
    -changed rims to GSR
    -removed decals Tommi Makinen
    -changed engine sound
    -added yellow skin
    -changed track width
    -changed suspension settings
    -changed tyres settings
    -changed engine rpm's
    -changed engine power & torque
    -revised tyre shaders
    -revised car shaders
    -tinted rear windows

    Have fun !!! :gtpflag:
     
    LeGeNd-1, Pencil, jpcxn and 14 others like this.
  12. racealot

    racealot

    Messages:
    206
    Location:
    Australia
    The short answer to your Q is a resounding Yes... doing so though, will overwrite the existing file... If your intention is to have more then one colour for the sidewall (say keep both), then best to have cm-skins separately, by copying & renaming the folder \sidewalls... Then replacing/overwriting it with TheRealCeeBee's WallCement003_dds file.

    Now you'll have two sidewall skins with different colours that can be activated in CM, and the original colour of course.
     
    TheRealCeeBee and SillyBillyP like this.
  13. ParanoidDoge

    ParanoidDoge

    Messages:
    397
    Location:
    Scotland
    Anyone knows why most of my custom showrooms stopped working ? They're all in the right folder yet don't show up in CM showroom :

    [​IMG]

    [​IMG]

    I have no clue.
     
  14. JakubP

    JakubP

    Messages:
    238

    I also don't know, after the last CM update, I also had some strange problems with the disappearance of mod sounds, errors in the display of letters, disappearance of texts, etc.
     
  15. dragster666

    dragster666

    Messages:
    692
    You must first go into showroom and then open up visual settings an Gear icon in the cm showroom settings and then click on Scene on top
    and there should be you'r showrooms.
    2020.08.25-16.36.png
     
    Gabriele likes this.
  16. Paulo Ribeiro

    Paulo Ribeiro

    Messages:
    870
    Location:
    Portugal
    Hello folks,

    Anyone got this CM update? Buggy or ok?

    [​IMG]
     
  17. ParanoidDoge

    ParanoidDoge

    Messages:
    397
    Location:
    Scotland
    Well that worked. Stupendous.
     
  18. JakubP

    JakubP

    Messages:
    238

    I have no idea I'm standing in such a version, I can't update, so I think it's time to reinstall the system.

     
  19. Masscot

    Masscot

    Messages:
    3,959
    Thanks!
    This has the same weird yellow brake lights as the original car - any chance of a fix?
    Here's tweaked shifting animation timing - unfortunately, the 'static time' interger doesn't seem to affect how long he holds the gearstick, even with a value as low as '1'. Any idea why? This happens with a few mods.
    Paste this over what's in data/driver3d. Backup first, just in case.
    Code:
    [MODEL]
    NAME=driver_no_HANS
    POSITION=0, 0, 0
    [STEER_ANIMATION]
    NAME=steer.ksanim
    LOCK=360
    [SHIFT_ANIMATION]
    BLEND_TIME=92
    POSITIVE_TIME=943
    STATIC_TIME=1
    NEGATIVE_TIME=972
    PRELOAD_RPM=7126
    INVERT_SHIFTING_HANDS=1
    [HIDE_OBJECT_0]
    NAME=DRIVER:HELMET
    [HIDE_OBJECT_1]
    NAME=DRIVER:GEO_Driver_FACE
    I get a lot of harsh FFB wheel 'rattling' under heavy braking with this car (but not on the original). Any idea why? I'm in the process of tweaking my FFB from a fresh setup but can't seem to tune this rattle out with a few cars (CSWv2.5).
     
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  20. Masscot

    Masscot

    Messages:
    3,959
    Bahrain International Circuit has just been updated at RD

    https://www.racedepartment.com/downloads/bahrain-international-circuit-all-layouts.35001/
    • Global shaders tweaks.
    • New asphalt texture and shader settings.
    • New skid marks texture.
    • The oval layout now has night lighting.
    • Glass is now reflective.
    • Some windows are now transparent.
    • The grass has been darkened.
    • All trees are now correctly modelled 'Y' trees - same goes for the bushes.
    • The off-track surface is no longer sand, but still has less grip than the asphalt. (Tarmac runoff has its own surface properties similar to the asphalt)
    • Custom Shaders Patch bounced Light has been added.
    • The Custom Shaders Patch config is written on 0.1.52, but I have made some tweaks that should improve the experience on newer versions.
    • Added in a few Tyre Barriers that I had previously deleted.
    • Tyre Barriers are now textured.
    • Normal mapping applied to more meshes.
    • The small lakes now have animated water.
    • Fixed some Z fighting.
    • All textures are now DDS format (Might improve performance?)
     
  21. bob76

    bob76

    Messages:
    35
    anybody knows how to add grassfx to acu instabul park?
     
  22. RMi_wood

    RMi_wood

    Messages:
    397
    Location:
    Finland
    CM update is fine, nothing broken.

    However, CSP+CM... (on a side note) *after editing .kn5 files that I cant distribute because paymod*

    seems the CMshowroom, (CM)showroom and AC showroom do not honour per-car texture or shader replacements in
    .\your_car\extension\ext_config.ini with CSP. Changes are only seen on-track.

    can someone confirm this behaviour?
     
  23. Elio92

    Elio92

    Messages:
    843
    Hi Paulo ! :)

    I got the update yesterday evening (in France).
    I didn't noted something's wrong but with the billions of hardware and software combinations, who knows !?

    As usual (!?), the release note isn't inside CM, It stills only previous and useless notes for now.

    Cheers ! :cheers:

    EDIT
    Thanks to @MrB00 for the direct link about the release note ! :tup: ;)

    Version : 0.8.2149.36611
    • New setting to change Assetto Corsa language;
    • Controllers management reworked, now relies on instance GUIDs;
    • Support for CSP-only servers (for Custom Shaders Patch v0.1.62 or newer);
    • Support for cars having custom camera trajectories for Custom Showroom;
    • Message showing after successfull link sharing (optional, enabled by default);
    • Rating and notes in context menus for cars and tracks;
    • Skip executable with FTP upload;
    • New items in main menu to download or install from a downloaded archive;
    • New “acmanager://launch” command for simply launching Content Manager;
    • Steam ID changing uses Steam API again;
    • Custom Shaders Patch: share a link to settings in a certain section only;
    • More encrypted KN5s are now supported;
    • Fixed:
      • CM downloading CSP configs even if it’s not active or even installed;
      • Objects toggling getting stuck;
      • Missing items in “entry_list.ini” causing issues with original manager;
      • Scrolling in installation section of the menu;
      • Saving of shared post-processing filters;
      • AC version check for CSP;
      • Servers packing into a single executable;
      • Sorting by name online;
      • Nationality in race grid table got a dropdown list (still editable);
      • Some of crashes;
      • Few UI issues here and there.
     
    Last edited: Aug 25, 2020
    AC Modder, xezez, Natan5 and 3 others like this.
  24. Ted Hough

    Ted Hough

    Messages:
    90
    I think the new CM version works well for me so far! Haven't had any issues.
     
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  25. MrB00

    MrB00

    Messages:
    1,979
    Changelog can be found here

    https://acstuff.ru/f/d/10-content-manager-detailed-changelog/246

    I'll probably update mine after I finish my latest skin - don't want anything to break whilst i'm half way through :D
     
    Elio92 likes this.
  26. graveltrap

    graveltrap

    Messages:
    1,273
    Location:
    United Kingdom
    I only see changes on track after editing ext_config.ini, not in the CM Showroom :(
     
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  27. Gregz0r

    Gregz0r

    Messages:
    140
    Location:
    United Kingdom
  28. JakubP

    JakubP

    Messages:
    238
    added your driver settings, brake lights changed to red :cheers:

    https://sharemods.com/q5oh36dbk661/acrm_mitsubishi_evo6_gsr.rar.html
     
    Last edited: Aug 25, 2020
    LeGeNd-1, kalun318, Hotnuma and 2 others like this.
  29. Masscot

    Masscot

    Messages:
    3,959
    Anyone else notice that if you spend a while editing a few mods in CM (even just deleting cars and tracks, or changing previews) then things very soon slow down to a crawl? CM gets extremely unresponsive and takes ages updating its UI.
    Signs of a significant memory leak perhaps? Any way to check this?
    Restarting CM doesn't even clear it, the whole PC has to be restarted.
    (not related to the new CM update, it's been like this for as long as I can remember. Not a PC issue either, it did this on my old PC too)
     
    evosaurusx, Real Toonces, R48 and 4 others like this.
  30. JakubP

    JakubP

    Messages:
    238
    I noticed that I lose engine sounds from other mods when I remove or add new mods :confused::boggled::odd: