I now that Forza and GT Converts take way more time. But i was talking about a rfactor convert. you don't need any dummies if you take them from kunos and if i remember correctly the cars don't got any animations. I'm sure if you do like dummies, animations for doors and lights it takes a bit more time but still it's ****ing easy to make it. But you said it already, i got my own opinion and you too. I just want to tell you that your mods are low quality and not even worth a penny. I don't even know how legal it is to gain money from something where you don't have the rights for like the brands of the cars or the sponsors on the liveries
Great job Tony. Converting cars, from any other SIM format takes time. It is easy for those who sit on the sidelines to comment on quality. YET, I have seen ZERO mod contributions from them. Fixing a shader here and there is copy and paste - hardly worth a mention. Getting a car to run, look good enough as a grid filler, from nothing - worth a mention.
For those who comment from the sidelines - If someone is asking for a donation for their time to convert mods - you don't know their circumstances - either contribute or shut up.
Here is a new camera file for use with Legion's "Daytona Road Course Faux '67" track. For those who don't know, this is the version of the track with the infield twisty bits but no chicanes. (Sigh here, and think of the "good ole days") Just delete the ".txt" extension from the file, and drop it into the data folder contained within the sans_chicane file for the track. Enjoy![]()
WOW! I always wanted to drive Costa di Amalifi in AC!I have spent today trying once again to import stuff from Gran Turismo 4 - as it's probably my most played game of all time, and the nostalgia googles are super powered... FINALLY i've got something to show for my research - I present to you, GT4 (gt PSP but shhhh) Tracks in blender
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Amalfi Coast
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Grand Canyon.
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I feel like we need to make a AC:GT team to collaborate on porting all of these tracks to the game
Seems like this works with every track in the game, so the possibilities are any of these
https://gran-turismo.fandom.com/wiki/List_of_Gran_Turismo_PSP_Circuits
It would be nice if someone who has the idea of making the 2021 route of Barce!
Found this via an article at Jalopnik: https://jalopnik.com/heres-how-fans-are-resurrecting-beloved-cars-from-retro-1846407708
Soldat Raggio from Ridge Racer. Basically almost entirely scratch made (because the original 3D model isn't up to scratch), with performance as close as possible to the original car while making it believable for a sim. The author also manages to include a rocket start feature using KERS
If twitter link doesn't show up, here's the DL: https://mega.nz/file/84ljDSxD#s3L7cMPTbxoDGRDKhTsi25m_iR8HZTIcdSfejRrnv4A
They're trying to port a few more cars and even some RR tracks. Reading the readme, their discord is called "Trackside 765" but I can't find it via google. I know one of the members is a member on GTP who used to do lots of hybrid modding in GT2, but hasn't been active since 2018. If anyone is interested in helping them out, get in touch!
https://www.gtplanet.net/forum/members/xenn.160601/
https://www.youtube.com/user/GTPXenn
Oh Guys, it's easy! it all exports at the correct scale and everything.
Here's about 20% of El Capitan in Assetto Corsa. Added a normal map to the asphalt and that's it. Obviously some changes are needed like the trees etc... but it shows just how good Gran Turismo looked back in the day.
Here's a download link so you can try it yourselves in game.
Here's a video of it.
Here's some photos of it.
I guess the next step is to document the process so other can have a go at it?
If anybody is interested in picking a track and having a go at the conversion let me know, with a few people it'd only take a few weeks to get all of the GT originals in AC.
Exciting!!!
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Can you post a link to that track?
Cant find it on his blog
The latest preview version of CSP has a new option that massively reduces this.
Watkins Glen 1967 - reworked
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Changelog:
@gunnar333:
@DaBaeda:
- physical mesh redone and fixed holes by doing this new mesh
- new AI
- complete renewed kn5 (reduced file size round about to 50%)
- new cam facing people
- new US flag
- reworked s/f stand and marshal
- ...
@TaistoTurri :
- new cams
me:
- retoned trees skin
Thanks a lot for all other involved ones too (Filemissing, Flyingsaucer and all the helping ones on FM´s discord server) bringing this track to a better state.
- new horizon
- grass fx
- rain fx
- fixed trees
- smoothed visually some meshes
- some minor other things ...
👍
Hope you enjoy it...
https://sharemods.com/fsqx1x8kz6q8/glen_reworked_21_03_31.7z.html
I'll give you all the hugs for Citta Di AriaRipping content from GT4 PSP
Well it’s not technically ripping as it is more taking screengrabs and stitching them together, but hey ho. It’s the best (only) method I’ve found that actually works.
You will need JPCSP a java PSP emulator
http://emulation.gametechwiki.com/index.php/JPCSP
A copy of GT PSP
Launch the emulator (I keep the controls window open too as it doesn’t detect my Xbox One Controller
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Go to time trial, select car, track etc.
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In the time trial you’ll need to take several scene exports and stitch them together
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I found using the third person camera behind the car is the best way, as it seems to capture more of the environment around you
Then in blender or whatever just open the obj files they will be saved in the JPCSP directory under ‘export’
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As you can see you won’t get the full track so you’ll need to take several scene exports then edit them into the track mesh.
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Haven't seen this one here yet, spotted it at Assettoland yesterday: Jaguar XK120S. I had no expectations so this was a pleasant surprise. All in all very nice mod, the model is beautiful, the car drives nicely and after ~100km haven't found anything to complain yet.
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https://mega.nz/file/VQlGiA7L#0OiUqSklRX6ziRZkKbnzFgqLk18DLxWJKr2kZQcqeFs
Oh, cool didn´t know this.@slider666 great choice of circuit, really appreciate all classic/vintage stuff and the updates you make are top drawer...
...but Sergio Loro is about to release a scratch built one in a few days![]()
Haven't seen this one here yet, spotted it at Assettoland yesterday: Jaguar XK120S. I had no expectations so this was a pleasant surprise. All in all very nice mod, the model is beautiful, the car drives nicely and after ~100km haven't found anything to complain yet.
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https://mega.nz/file/VQlGiA7L#0OiUqSklRX6ziRZkKbnzFgqLk18DLxWJKr2kZQcqeFs
What? No 72-spoke Borranis?
What? No 72-spoke Borranis?
Oh, cool didn´t know this.
Will he release it for free or as paymod?
For sure, it will be better than this one, but nevertheless, never bad to have a choice...![]()
Bentley Continental GT3 2015 ACC, Sprint and Endurance V1.0
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The team:
_delpinsky
_enkay74
_Fabr_123
_Fanapryde
_FileMissing
— 3D car conversion
— added Sprint and Endurance car models
— added LODs
— added damage textures
— created wiper animation
— raindrops visible on internal windows
— added extension folder
— added ext_config.ini file per skin
— added LED_PANEL
— added SAS
— added wobbling safety net and antenna
— added SuperGT numberplate
— added RainFX code into car.ini
— added custom fonts
PHYSICS UPDATE:
— scratch made by _FileMissing & _DestinyOvLight
SOUND UPDATE:
— scratch made by _Fabr_123
SKINS UPDATE:
— scratch made and converted from ACC by _enkay74
BETATESTING:
— by _Fanapryde & the whole team. Thanks to _Masscot for the VR testing.
Thank you all, guys
** CSP 0.1.74 preview CustomEmissiveMulti issue **
With the latest CSP 0.1.74 preview, you won't be able to see [CustomEmissiveMulti] meshes emissive light.
In order to see the dashboard indicators and the secondary dashboard leds working correctly, just use the CSP 0.1.73, 0.1.73 preview (if you want RainFX working) or try a newer CSP build when available.
My cars are optimized for A3PP filter. Actual GT3 cars apparently use different colour emissive for brake lights in daytime and nighttime, which means there's a chance an heavy colour correction by a PPfilter may produce wrong colours compared to the ones I made — texture and CSP code — using a different PPfilter.
Download: Link