UPDATE: HONDA NSX GT3 2016 SPRINT/ENDURANCE — HONDA NSX GT3 EVO 2019: SPRINT/ENDURANCE ACC
View attachment 959934
CHANGELOG: HONDA NSX GT3, SPRINT/ENDURANCE
V1.6 **PLEASE DELETE THE OLD CAR FOLDER!
— fixed broken rear lights emissive
— fixed rims
— fixed LOD B hide lumirank code for non racing cars
— added new damage textures
— added internal hood for damage
— added new LOD B, LOD C
— fixed LCDs brightness with PBR
— various tweaks
— fixed wiper animation last keyframe
— added Alpinestars driver suits, gloves (credits to Michael Doherty)
— added RainFX ready data.acd.RainFX. (rename it to data.acd when RainFX will be no more WIP)
CHANGELOG: HONDA NSX GT3 EVO, SPRINT/ENDURANCE
V1.2 **PLEASE DELETE THE OLD CAR FOLDER!
— fixed broken rear lights emissive
— fixed rims
— fixed LOD B hide lumirank code for non racing cars
— added new damage textures
— added internal hood for damage
— added new LOD B, LOD C
— fixed LCDs brightness with PBR
— various tweaks
— fixed wiper animation last keyframe
— added Alpinestars driver suits, gloves (credits to Michael Doherty)
— added RainFX ready data.acd.RainFX. (rename it to data.acd when RainFX will be no more WIP)
**PLEASE DOWNLOAD & INSTALL ALSO Alpinestars Tech-1 ZX Glove Collection by Tripple8
where I can get some skins for the Mercedes AMG GT3 EVO (2020) with working bottom lights? Thanks in advance![]()
I am trying to not fall in the modder trap of more==better, and finish one track properly, for now its Curvelo, I want to bring the track over from AMS in its complete state with all trees and objects, original conversion cut a lot of corners.
Will get back on Tripoli after, what is done so far (new from scratch) is new actual terrain data and a new road mesh which is based on a tracing of the remainders of the old track from google telemetry, as the original is quite different to the real layout in a lot of areas. I am struggling to find what the pits actually looked like, the one online resource that showed it as a seperate road is innacurate from what few resources I can find. the original track in rf/ams had pits you could not actually get into. If you find any info on this matter post it up or send to me, also I am happy to release the FBX of what I have so far if any modder wants to run with it.
If you find any info on this matter post it up or send to me, also I am happy to release the FBX of what I have so far if any modder wants to run with it.
Here is my personnal rework for this beauty
Have fun
Mike
I just now have AMS Imola 2001 ready to start... (i will send you my trees heh)now that I have figured out how to reuse all the trees in the original AMS track I am nearing completion on a brand new conversion, not a conversion of a conversion, a "purist" direct ams>>ac, will be interesting to see if same problem exists,
In my case it is motivating me to go even faster and i already did and learned more stuff to put in my releases. My patrons are motivating me! I hope you will feel this in my upcoming RD release, which i already planned for the weekend.
Some income losses COVID caused was my reason.
hi, I have a problem, in practice using csp with some cars and only using the internal view blurs the frame, is there a way to solve?
PS: if I change the type of material from alpha blending to testing it goes but it completely obscures the side windows
Many thanks for the M2 rework. The collider seems way to low, it makes the car jump when hitting curbs. Is this something we can fix in cm?
View attachment 960357
Where can i find older shader patch files ? , 1.40 is the oldest in official site but would like to try older versions as these newer built all give me same problem:digital instruments look bad with black borders, all work fine with vanilla game.
where can I set the headlight intensity higher?
Hi noroardanto,
open data/collider.ini, you will find that:
[COLLIDER_0]
CENTRE=0 ,-0.26 ,0.05
SIZE=1.70,0.10 ,3.5
GROUND_ENABLE=1
just replace -0.26 with 0.1
that will make the job
I'm not questioning your choice, it's totally yours to make, but I'm just curious as to why you chose Patreon's subscription method instead of, for example, the PayPal.Me post-release donation route?
I'm not entirely convinced that Patreon's model fits car and track mods very well, as the temptation undoubtedly exists to start lots of projects to attract new subscribers then slow the actual public releases right down to a crawl so that dev builds are still an ongoing carrot dangling in front of potential (and existing) subscribers. It's no secret that it's in the Patreon owners' interests to spin things out for as long as they can to maximise revenue, and I'm sure this must be hard to resist when the Patreon is set up entirely to generate revenue. Not saying anyone here does this, or that you would even consider it, but it does happen.
Personally I much prefer rewarding a deserving modder with a donation after the fact once I've derived some enjoyment from the mod and think the modder deserves a cup of coffee by way of thanks, rather than paying in advance for something that I might not actually enjoy. It's why I stopped buying season passes sight unseen with new videogame releases - so many of them ended up being disappointing, unused and a waste of money. And I guess by asking for an optional PayPal donation from a player as a thank you if they enjoyed the mod, after the mod has been completed and released, then the modder is kind of keeping more within the original spirit of modding as a fun diversion done for personal enjoyment rather than as a way to generate money. There seems to be a shift happening in the modding scene where modders increasingly consider themselves to be their own personal indie videogame company rather than a hobbyist deriving enjoyment from creating content and sharing it freely. If this trend continues then I'm not sure how well it bodes for the future of modding, to be honest.
I almost deleted this post before hitting send because monetisation of mods can be a touchy subject (like private mods and encryption are), but it is probably worthy of discussion in a thread dedicated to modding.
Actually, I do have a paypal.me. HTTP://paypal.me/teddabod69
There a bunch of folks in the Philippines asking how they can donate because I'm doing tracks from the Philippines and some wanted a different route than paypal for some reason. So I started a Patreon. I didn't realize it defaults to monthly. I did it quickly to give folks different a different option to donate, but I don't want to do this monthly thing. Hmmm. I shouldn't have asked you guys for money. I don't need it, but folks have asked me before how they can donate for my time/effort. That's why I figured I'd just give the money to my son for doing the models. I'm really surprised that anyone would donate to me, but figured as much as I've donated to other modders that maybe it was a karma thing. I dunno. My tracks and any mods I do for any game will always be free.
I'm quite embarrassed now to be honest.
Try turning 'Temporal AA' off if you're running that. It was causing 'windscreen smear' on the internal cameras for some people in recent builds.
Can someone Help me Fix this ??????
View attachment 960070
Thanks, that is exactly the issue I was having, "driving through a layer of water or something". It really was a distraction.
I did eventually find the setting and adjusted the height of the layer of skid marks and turned off the shadows fx, it seems to be working fine again.
Thanks for the reply.
Go to your assettocorsa.ini file and check if it is set to read-only in Windows.
Go to your assettocorsa.ini file and check if it is set to read-only in Windows.
Thank you Xezez, i'll take a look and do some serious testing.
Clark International Speedway v0.95
If you find any info on this matter.
I need the 'pleasant distraction' of sim racing more than ever.
This is GTP Team Work![]()