Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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I think it's absurd ********, until a month ago it was possible to access his work freely, now it's by invitation only, another stupid person who thinks he's a god and has sold himself for money....
This post won't age well.
I mean as posts go, it doesn't look good anyway, but this issue occured a while back so if it is indeed an issue then it'll surely be resolved.

If it isn't an issue and the guy wants to close that blog.... so what?
GZERO in my eyes was one of the good guys (in sim racing context)....

Another thought...if you wanted an invitation i think you may have just blown it...
 
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Why is it wrong? you can just do it properly without reaching millions of polygons. I agree with you on the 2x subdiv but 1x is still manageable by AC on most systems. I wouldn't call it wrong, I would say that just 2x everything isn't the way to go for sure.

I also reckon I sounded way too rude on my previous answer in response to the telling tales thing and I'm sorry about that.
For creating game assets or models for use in a game, the Turbosmooth or Meshsmooth modifiers are good to use to smooth things out. However, you must use good topology methods to control what they produce. Even so, applying these modifiers to game models and exporting them with no further work is not a good practice. After theses modifiers are applied, the model needs to be converted to Poly or have an edit poly modifier applied to it, as this shows what will ultimately be imported into the game. Even with the most careful topology of the pre-smoothed model, excess or unnecessary polygons will still be created, primarily around flat or nearly flat surfaces. Cleaning up the final polygons with proper application of smoothing groups is more work, but it's required to create a model that looks good in-game while keeping the polycount down.

I create assets for use in Unreal Engine, as well as 3D models for animation and 3D printing.'

Unreal Engine 5 does change things a bit, especially for terrain models, but most models should still be optimized whenever possible.
 
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For creating game assets or models for use in a game, the Turbosmooth or Meshsmooth modifiers are good to use to smooth things out. However, you must use good topology methods to control what they produce. Even so, applying these modifiers to game models and exporting them with no further work is not a good practice. After theses modifiers are applied, the model needs to be converted to Poly or have an edit poly modifier applied to it, as this shows what will ultimately be imported into the game. Even with the most careful topology of the pre-smoothed model, excess or unnecessary polygons will still be created, primarily around flat or nearly flat surfaces. Cleaning up the final polygons with proper application of smoothing groups is more work, but it's required to create a model that looks good in-game while keeping the polycount down.

I create assets for use in Unreal Engine, as well as 3D models for animation and 3D printing.'

Unreal Engine 5 does change things a bit, especially for terrain models, but most models should still be optimized whenever possible.
T meshes on GTS models are specifically made with subdiv in mind and thus have well done topology and are fully in quads and without redundant loops. You shouldn't smooth anything at all that isn't one of those meshes but those are fine.

I believe that the Nanite system of unreal engine 5 could be a revolution for sure but I also hop it's not going to be the end of caring about topology.
 
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Hi guys , I have a problem and I don't know how to solve it, some cars have the track map on the panel, but for me only a black image appears, I researched that it could be the navigators.ini but without success , any help? thanks
 
To celebrate over 1,000 downloads on my Riverside track skin (thank you to everyone who has supported me) I present a special preview of the next skin! Now since the picture doesn't tell much of what track, I will give a hint by adding a riddle.

Take all of your money to the bank as the sun comes up.
Screenshot_pontiac_transam_87_rt_daytona_3-0-122-12-50-59.png


Have fun solving the riddle, and expect this skin done by mid-late January.
 
To celebrate over 1,000 downloads on my Riverside track skin (thank you to everyone who has supported me) I present a special preview of the next skin! Now since the picture doesn't tell much of what track, I will give a hint by adding a riddle.

Take all of your money to the bank as the sun comes up. View attachment 1103272

Have fun solving the riddle, and expect this skin done by mid-late January.
So Sebring it is then. :-)
 
To celebrate over 1,000 downloads on my Riverside track skin (thank you to everyone who has supported me) I present a special preview of the next skin! Now since the picture doesn't tell much of what track, I will give a hint by adding a riddle.

Take all of your money to the bank as the sun comes up. View attachment 1103272

Have fun solving the riddle, and expect this skin done by mid-late January.
It´s Daytona from RT, you should re-name the screenshot before putting riddles.
 
To celebrate over 1,000 downloads on my Riverside track skin (thank you to everyone who has supported me) I present a special preview of the next skin! Now since the picture doesn't tell much of what track, I will give a hint by adding a riddle.

Take all of your money to the bank as the sun comes up. View attachment 1103272

Have fun solving the riddle, and expect this skin done by mid-late January.
Screenshot_pontiac_transam_87_rt_daytona_3-0-122-12-50-59. png
 
It can already be done today, polygon is no longer a limit with Unreal V
yes i ve seen it , but what we saw was a demo , a show real , which dev will take a decade to reach probably for a game :)

Let s see , the virtual futur is exiting , compare to the real one ! :D:D
 
I'm working on them at the minute. two packs, gt1 from 1990-2000 and 2000-2010.

the 2000-2010 pack is nearly done, just doing some final balancing and skins. Removed the Morgan as its really a GT3 car, which I will release separately soon.




if anyone wants to help with the skins I can send the models over. Skins needed are for the Lexus LFA, Ferrari F150, Ultima GTR and the Gumpert Apollo.
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the 1990-2000 pack is 24 cars, i did a lot of work on this already but ive learnt quite a bit since then so it will need going over once more.



i was also working on a few of the other cars including the Quaife Ford Escort.

On further research it seems to be one of the few 4wd Gt1 cars and its crazy to think an Escort ran in GT1 spec. It would be nice to have it in the game. Its been based on the rally model which was the closest match however the model isnt great quality. If anyone wants to help it'd be much appreciated.

I have just to say .... i am completly hyped :crazy:

You´re putting me in an awkward position - i am currently running a gt1 80s-90s grid with a few cars ´, an 2010 pack with 5 cars and the RSS Gt1 pack.
That said, i am using the vanilla launcher and can run only 45 championships at once. So after your realease i have to restructure everything ones again :scared:

But hey Thank You in advance :bowdown:
 
A question. Is the site "Assetoland" "down" or has it migrated to the side, as they say, for guests only? It's been over a week since I can't access it anymore.
 
This post won't age well.
I mean as posts go, it doesn't look good anyway, but this issue occured a while back so if it is indeed an issue then it'll surely be resolved.

If it isn't an issue and the guy wants to close that blog.... so what?
GZERO in my eyes was one of the good guys (in sim racing context)....

Another thought...if you wanted an invitation i think you may have just blown it...
i guess it's because of the edited fat alfie track. there was alot of drama in the comment section and on the vac discord.
 
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