Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
  • 133,579 comments
  • 35,126,305 views
GIMP isn't sufficient.
It's superior :)
I'd suggest creating the skin in higher quality, and then experimenting with the chosen algo and options when scaling to 2K. Depending on the shapes, anti-aliasing etc, the output can vary quite a bit. 2K is 2K, there's only so much you can do, especially when pixel-peeping in the showroom.
Good to know, I really like working with gimp.
So you mean I should make the skin in 8k or even above and skale it down later?
What can I do with UV maps, to get skins look more lively and colourful (if you could say that over a b/w livery)?
 
Hi everyone!

Since a few weeks ago, I also started working on 3D modelling. In this regard, I try to adjust the 3D model, lights and animations, trying not only to improve the model's quality, but above all correcting parts that may not correspond to the original real model.

I'm still just starting to work on the 3D model, so don't expect perfection, but I think you can already see some results and clearly an upgrade compared to previous versions.

My lastest mod is out:
Ferrari Testarossa - 1984 - Assetto Corsa Mod

******** NEW VERSION v1.3 ********View attachment 1229585
The original TESTAROSSA, not the later versions "512 TR" or "F512 M".

View attachment 1229586
View attachment 1229587

Download link:

Enjoy!!!
Is it possible to make an ‘OutRun’ version, that didn’t exist in reality, but came with the hood down, and a pretty blonde in the passenger seat? :D
 

Attachments

  • 506DF51F-D0A9-417B-BC06-C8D4B44D2A3B.gif
    506DF51F-D0A9-417B-BC06-C8D4B44D2A3B.gif
    158.7 KB · Views: 4
Last edited:
Broadford Speedway v1.0

Screenshot_ks_toyota_ae86_tuned_broadford_speedway_9-1-123-22-47-21.jpg

Broadford Track is the popular name of Broadford State Motorcycle Sports Complex in Victoria, Australia.
Opened in 1975.(Wikipedia)
Conversion from rFactor.
-CSP recommended
-24 pit/start
-AI, cam

Credits & Thanks;
Original rFactor Track by Left Foot Brake
-Thanks for giving me permission.

AC Converted by @shi (shin956)
logo.png and sections.ini by @Fanapryde
some textures by kunos

Enjoy.
Converted upon request by Patreon member Warren Bennett.
 
Good to know, I really like working with gimp.
So you mean I should make the skin in 8k or even above and skale it down later?
What can I do with UV maps, to get skins look more lively and colourful (if you could say that over a b/w livery)?
Good thing he answer'd first, 'cause I would have advised to throw that gimp in the dump :lol:

No need to start at 8k, really. 4k would be enough if you will downscale it to 2, anyway. Sharpeness can help, blending also, and always pay a good attention to the size of the objects you put in (for exemple : you import a logo at 2k/2k, you move it, resize it, down to 500/500, and a bit later you re-move it and resize it again, to 700/700, thinking "it was a 2k at first, no prob!", well, not anymore! and bim, blurry)
 
Hi there. Does anybody know how to get the dashboard background of the ks_bmw_m4_gt3 light up at night? Thanks.
 

Attachments

  • Screenshot_ks_bmw_m4_gt3_rt_suzuka_10-1-123-12-45-56.jpg
    Screenshot_ks_bmw_m4_gt3_rt_suzuka_10-1-123-12-45-56.jpg
    11.9 KB · Views: 7
  • Screenshot_ks_bmw_m4_gt3_rt_suzuka_10-1-123-12-45-50.jpg
    Screenshot_ks_bmw_m4_gt3_rt_suzuka_10-1-123-12-45-50.jpg
    94.6 KB · Views: 5
shi
Broadford Speedway v1.0

View attachment 1229697
Broadford Track is the popular name of Broadford State Motorcycle Sports Complex in Victoria, Australia.
Opened in 1975.(Wikipedia)
Conversion from rFactor.
-CSP recommended
-24 pit/start
-AI, cam

Credits & Thanks;
Original rFactor Track by Left Foot Brake
-Thanks for giving me permission.

AC Converted by @shi (shin956)
logo.png and sections.ini by @Fanapryde
some textures by kunos

Enjoy.
Converted upon request by Patreon member Warren Bennett.

Thank you for doing this sir, that came up good. Always drive past the turn off to this place, but never get to see it. Not much chance of me getting to do laps in a B Double.. but I'd give it a crack lol.
 
Soramame Speedpark v1.0

bgr00.jpg
bgr01.jpg
bgr03.jpg


"Soramame Speed Park is fantasy permanent road course. The short circuit of approximately 2km is constructed at intense ups and downs and a technical corner. have fun!" - Soramame 2017

features:
  • 28 pit/grid with AI
  • supports hotlap+time-attack modes
  • CSP effects, RainFX, Lighting, etc
* suggest to enable included skin for more JDM effect

credits:
  • converted by @RMi_wood with permissions from the author, @soramame6r4
  • updated trees, track groove, previews, AI and misc errata by @shi
  • logo and outlines by @Fanapryde
  • beta testing by @Breathe and above mentioned


:: DOWNLOAD ::
 
Last edited:
Thanks, I'd rather not. It doesn't work in showroom, so for a new release mod, looks incomplete in the showroom
I'm not sure that is a hard line people draw, I think that people are pretty familiar with the mod since a lot of the RSS/VRC Formula 1 skins use this helmet mod.

And I'm pretty sure probably 95% of the mods I've ever download don't bother to do anything with the helmet. Just doing anything in that regard is a leg up
 
Soramame Speedpark v1.0

View attachment 1229729View attachment 1229730View attachment 1229732

"Soramame Speed Park is fantasy permanent road course. The short circuit of approximately 2km is constructed at intense ups and downs and a technical corner. have fun!" - Soramame 2017

features:
  • 28 pit/grid with AI
  • supports hotlap+time-attack modes
  • CSP effects, RainFX, Lighting, etc
* suggest to enable included skin for more JDM effect

credits:
  • converted by @RMi_wood with permissions from the author, @soramame6r4
  • updated trees, track groove, previews, AI and misc errata by @shi
  • logo and outlines by @Fanapryde
  • beta testing by @Breathe and above mentioned


:: DOWNLOAD ::
It says 'File not found'.
 
Good to know, I really like working with gimp.
So you mean I should make the skin in 8k or even above and skale it down later?
What can I do with UV maps, to get skins look more lively and colourful (if you could say that over a b/w livery)?
I don't think it's useful to go TOO big, but yes, at least 4k and maybe experiment with 8k.
I have no UV unwrapping skillz yet, so I'm at the mercy of whoever created the AO.
I have sometimes adjusted exposure/contrast/shadows/etc on the AO if I don't agree with how it looks, extracted via CM.
I've also found that OG modders have a huge range of personal tastes regarding shaders, and quite often restoring those back to Kunos defaults, and then tweaking from there, can give good results. And yes, certainly even for a monochome livery. Contrast/depth/shine etc.

Edit: And just to agree 100% with @Alguecool regarding logos (not GIMP :D). Don't place a logo on the car and scale it multiple times to get the size right. Each successive scaling degrades the quality of the logo (layer). I work out how big it actually has to be, have the (hi-res) logo open separately, scale it once and then place it. Same goes for transform/rotate. Do that at hi-res, scale, copy and place.

Edit Too: That prompted me to check again, on a feature coming to GIMP, called "Linked Layers". Targeted for milestone 3.2, it'll be functionally equivalent to Photoshop Smart Objects, allowing "embed" of layers, vectors maintaining their original quality.
 
Last edited:
Hi there. Does anybody know how to get the dashboard background of the ks_bmw_m4_gt3 light up at night? Thanks.
I assume this is the FSR M4. If so, it isn't set to have the dashboard light up in the first place.

You need to add in ext_config either:

[EMISSIVE_EXTRA_A_...]
NAME = DISPLAY
COLOR=2
FALLBACK_HEADLIGHTS_COLOR=2
LAG = 0.8
or

[INCLUDE: common/custom_emissive.ini]
[CustomEmissive]
Meshes = DISPLAY
Resolution = 1024, 1024
@ = CustomEmissive_Rect, Start = "0, 195", Size = "1022, 634" , CornerRadius = "x , y",Exponent = 2.0
@ = Headlights, Lag = 0.8, Intensity = 1
and play around with cornerRadius and intensity values
 
Hi everyone,

I'm releasing Long Beach remastered

I have redone most of the shaders , added skidmarks, reflections and more,i have created the missing bridge and fencepoling, overhauled some off the trees and added the missing ones and some other minor changes.
I still don't know (and quiet frankly not really bothered)how to do lightning and rain etc. so if anyone is interested in doing it, i can upload the editor files.

I'm still running at an older CSP so depending on your setup and filter it might look awful and the original long beach wasn't really friendly to the system to begin with and i've only added more polygons, maps and textures to it, so it might struggle to get decent FPS (especially if you run in 4K)

I also dont know if it will work by simply dragging the file into content manager, probably better to just copypaste the folder into the tracks folder manually.

Big thanks to Terra21 and nrms for the original conversion and Reboot team and JohnR from which i borrowed some textures.

View attachment 1228740

View attachment 1228741

View attachment 1228739



https://www.mediafire.com/file/e4rwvcmanz51cb1/fln_long+beach.zip/file
You guys are ****ing amazing .

What a great job you have done on this track. Finally get to race on this classic with good FPS

Its running fine on my system ( triple 1440p , RTX 3080 ) over 90 FPS mostly

Once again massive thanks to all you modding guys , you really are super talented
 
Last edited by a moderator:
I assume this is the FSR M4. If so, it isn't set to have the dashboard light up in the first place.

You need to add in ext_config either:


or


and play around with cornerRadius and intensity values
Thank you :cheers: This looks good to me:

[EMISSIVE_EXTRA_A_...]
NAME = DISPLAY
COLOR=10
FALLBACK_HEADLIGHTS_COLOR=10
LAG = 0.8

Is it possible to let it run also with headlights off? Again, thanks.
 
Last edited:
I don't think it's useful to go TOO big, but yes, at least 4k and maybe experiment with 8k.
I have no UV unwrapping skillz yet, so I'm at the mercy of whoever created the AO.
I have sometimes adjusted exposure/contrast/shadows/etc on the AO if I don't agree with how it looks, extracted via CM.
I've also found that OG modders have a huge range of personal tastes regarding shaders, and quite often restoring those back to Kunos defaults, and then tweaking from there, can give good results. And yes, certainly even for a monochome livery. Contrast/depth/shine etc.

Edit: And just to agree 100% with @Alguecool regarding logos (not GIMP :D). Don't place a logo on the car and scale it multiple times to get the size right. Each successive scaling degrades the quality of the logo (layer). I work out how big it actually has to be, have the (hi-res) logo open separately, scale it once and then place it. Same goes for transform/rotate. Do that at hi-res, scale, copy and place.

Edit Too: That prompted me to check again, on a feature coming to GIMP, called "Linked Layers". Targeted for milestone 3.2, it'll be functionally equivalent to Photoshop Smart Objects, allowing "embed" of layers, vectors maintaining their original quality.
Also, I don't know how that works on gimp (shopper here, sorry), but another advice : don't paint to change color. It can sound silly, but using the paint tool in a space or a selection (from an already-existing content or a new one) will apply the paint on all pixels (logical), so for every curve/diagonal at the limit of your selection/space, it will break the original blend applied to it (it might be long to explain what's what, but basically blending colors/grades on pixels is the best way to acheive smoothess on an image, and so sharpness too. It is an integral part of jpeg, png and many others formats for decades). On photoshop the best way to change colors is with the layers themselves, by applying the change directly to it (pretty useful for not-that-sharp logos for exemple). I don't know for gimp but it might work the same, I guess. For horizontal/vertical lines, or full image color you don't have to care (no blend implied), but for small object it is a smooth-saver :)

In fact, pretty much any effect you want applied on your image (contrast/tone/brightness/you-name-it) should be applied to the layers only, because it doesn't affect directly the pixels. Think of them as very fragile things : the less you touch them the better they work :)
It's a very common mistake so I'll just say it, just in case.

Edit : Aaaand I quote the wrong guy. Sry, that was for @campino89 ^^
 
Last edited:
I have a question for you and maybe someone has a BOP version of it for the whole ACC mods for Assetto Corsa that are all about the same speed because the differences are currently quite big
 
Looks like someone beat me to the Marc V8 Bathurst skin.

ive asked him to share it on here as its private atm. Once I've got permission from him and the other guy with the BMW skins i'll share my custom championship files with grid preset and links etc.

edit: got permission from one of them, other guy hasnt responded. he doesnt do AC skins so ill upload and link to his original. gimme a few hours


__custom_showroom_1676061056.png
 
Last edited:
An updated version of my Monza mod if you want to try it. It is not for people who use the recently released 3D tree addon. As always, backup your existing monza track folder before trying this to easily revert back to it if you don't like the mod.

Monza mod

If you are not familiar with past versions, here's a list of what it does and new things added.

-- Has a new vao patch to eliminate the overly dark\black shadows on the trees that the CSP vao patch produces.
-- Hides the Kunos 3D trees.
-- Alters some shader settings to make the track fit my eye better.
-- With the new lua texture changing capability, the trees (and a few other textures) will change look automatically depending on the date you choose to drive. You no longer need to have a special track skin enabled to get the winter trees. The early spring and late fall trees could use some work, but they will do for now.

Should work with @Pyyer Monza mods, but if you want some of the changes (like the 3d tree removal) to also carry over to the @Pyyer mods, you need to extract the files in the 'Optional Tweaks for Pyyer F1 mod' folder. I'd suggest testing things on the base track first just to make sure you like the changes.
 
Last edited:
There's a rather wonderful Yugo 55 Sport on Lemax's website.


this just dropped by Fuzo aka TMM Modding

Now someone has to post a decent Fiat 126p and we have all the 80s socialism treasure´s :D
:gtpflag:

just jokin´there are indeed many more interesting cars to explore
 
I'm not sure that is a hard line people draw, I think that people are pretty familiar with the mod since a lot of the RSS/VRC Formula 1 skins use this helmet mod.

And I'm pretty sure probably 95% of the mods I've ever download don't bother to do anything with the helmet. Just doing anything in that regard is a leg up
it's just that I asked for help with a graphic editing, and got told to use a different helmet instead, which doesn't actually help, but if someone were to create that helmet texture for the 2019 helmet, I could make it work on the 2012 one.
Sure many other mods don't do anything with driver suits and helmets, but I'd rather put in that little bit more effort. I had started trying to learn how to do the conversion and the physics, then got offered to have those done by someone who is far better at it than I could ever be, so I'm putting my efforts into something else, but have got stuck doing the textures for this particular helmet.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back