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Is the same to a iRacing, if you have access to trading paints, this are a good skinsHello, where can I get the textures with logos for the BMW LMDH?
Thanks!
Is the same to a iRacing, if you have access to trading paints, this are a good skinsHello, where can I get the textures with logos for the BMW LMDH?
Thanks!
Did anyone get the BMW? There's a guy using the guerilla mods BMW car and doing BTCC skins for it which is what I've been using, but it's not the same.Oh
Anyone knows how to do it or turn it into DTM edition?
Phff.... tree-hugger!Hey guys,
i´ve been experimenting a bit with trees fx recently (am I the only one?).
Here´s a short tease......
View attachment 1222163View attachment 1222164View attachment 1222165
Track by: Blacktoof-Marc13000
3D Trees by: Mike08 (Autopolis track)
Over 2000 Trees til now.
Over 1000 still to come.....
What am I doing with my life![]()
Hey mate,Phff.... tree-hugger!
Great work btw.
Are those flat textures or did you add the leafs a bump map too?
Hey guys,
i´ve been experimenting a bit with trees fx recently (am I the only one?).
Here´s a short tease......
View attachment 1222163View attachment 1222164View attachment 1222165
Track by: Blacktoof-Marc13000
3D Trees by: Mike08 (Autopolis track)
Over 2000 Trees til now.
Over 1000 still to come.....
What am I doing with my life![]()
Can be this...?Quick question. Does anyone how to stop the camera from moving outside the car while on the grid pre race? is it a CSP setting?
It's a new feature of gt7 hud. When in race launch gt7 hud settings and disable gt7 start. I think it's called that way, or something similar.
remove UI/camera_trajectory.jsonQuick question. Does anyone how to stop the camera from moving outside the car while on the grid pre race? is it a CSP setting?
If I ever find documentation on how to it I will be joining you.
www.racedepartment.com
The documentation is here: https://github.com/John5i4/Shutoko-Revival-Project/wiki/CSP-3D-TreesIf I ever find documentation on how to it I will be joining you.





Are you talking about when it does a slow pan shot around the car, basically showing off the car visually? I think that's definitely csp related.Quick question. Does anyone how to stop the camera from moving outside the car while on the grid pre race? is it a CSP setting?
Thanks a lot mate!The documentation is here: https://github.com/John5i4/Shutoko-Revival-Project/wiki/CSP-3D-Trees
TreeIt is a free software that allows you to generate/customize trees that can then be exported as (ascii) FBX. There's a free tree library available: http://www.evolved-software.com/treeit/treelibrary
View attachment 1222380
View attachment 1222381
- Convert the ascii fbx to binary fbx via Autodesk FBX converter (2013)
- Import into Blender, merge all meshes together if the tree consists of multiple meshes and make sure the textures/shading/uv-mapping is set up correctly
- Export as fbx and load it into Content Manager's tree converter tool
View attachment 1222382
- The resulting bin files can then be listed inside one more more text files that's will be referenced inside the ext_config.ini
View attachment 1222384
Bonus: baking track AO via accbakery-optix (Nvidia only) outputs an optimized compiled_trees.bin from the text files that you can reference instead of the tree lists.
Update:
Most of TreeIT's trees have around 5-10k tris, which is a reasonably small number. LODs can be created in blender using the decimate modifier and then exported together with the model, CM should then be able to identify the LODs based on the poly count. Unlike in the photo below, all trees (and LODs) should be located at the world origin (0,0,0) before exporting.
View attachment 1222392
These pictures are like heaven for me, damn I love the GT so much 🤩The evolution of how closer and closer we are to getting the spec II as accurate as the ACTUAL spec II in GT. Remembering something like this happening with the MW M3 GTR. Its weird to me how they keep changing the wheels for recent spec II mods like the one in the first picture up front and the other one in the 2nd picture below.
My questions is what's with the change in rims? Is it hard to get there hands on the concept wheels like on the original spec II? I would like to know and why is the one in the first picture is missing the front canards, antenna and front tow hook not to mention the lack of good year tires that they should have. I managed to put good year tires on my car despite the car is encrypted.
View attachment 1222401View attachment 1222406
It's the gt7 hud!Are you talking about when it does a slow pan shot around the car, basically showing off the car visually? I think that's definitely csp related.
Is there anyway to get the wipers working Please.which car is it? I assume it's the bmw lmdh. If this is it, there is a problem with the inner windshield mesh (transparency not set).
[MESH_ADJUSTMENT_...]
MESHES = GEO_INT_GLASS
IS_ACTIVE = 1
IS_TRANSPARENT = 1
Add this to the ext_config.ini file, at the bottom![]()
I've found this very useful ->The documentation is here: https://github.com/John5i4/Shutoko-Revival-Project/wiki/CSP-3D-Trees
TreeIt is a free software that allows you to generate/customize trees that can then be exported as (ascii) FBX. There's a free tree library available: http://www.evolved-software.com/treeit/treelibrary
View attachment 1222380
View attachment 1222381
- Convert the ascii fbx to binary fbx via Autodesk FBX converter (2013)
- Import into Blender, merge all meshes together if the tree consists of multiple meshes and make sure the textures/shading/uv-mapping is set up correctly
- Export as fbx and load it into Content Manager's tree converter tool
View attachment 1222382
- The resulting bin files can then be listed inside one more more text files that's will be referenced inside the ext_config.ini
View attachment 1222384
Bonus: baking track AO via accbakery-optix (Nvidia only) outputs an optimized compiled_trees.bin from the text files that you can reference instead of the tree lists.
Update:
Most of TreeIT's trees have around 5-10k tris, which is a reasonably small number. LODs can be created in blender using the decimate modifier and then exported together with the model, CM should then be able to identify the LODs based on the poly count. Unlike in the photo below, all trees (and LODs) should be located at the world origin (0,0,0) before exporting.
View attachment 1222392
What BMW are you looking for?Did anyone get the BMW? There's a guy using the guerilla mods BMW car and doing BTCC skins for it which is what I've been using, but it's not the same.
I might be behind the 8 ball, but is that the series formerly known as Toyota Racing Series???Looking for a physics guru to help. Have a model in game, physics are borrowed currently, to get it working. Data is unlocked, graphics appears to be encrypted.
Have a technical manual from the manufacturer, that I hope will provide the information required for someone who knows what they are doing. That person isn't me.
This model is a currently used single seater. A professional race driver that has raced these cars at the pointy end of the grid and has a sim rig is willing to help with feedback on how the mod feels.
If this interests you, and only if you can help on the physics, flick me a pm.
Not looking for beta testers at the moment
Hi, thank you for the links, I dont know where is the source but maybe the name of the Porsche is wrong, maybe is this: https://flatsixes.com/porsche-motor...porsche-908lhs-suspension-activated-ailerons/I don't know who asked, the links were inactive, I reuploaded again.
Adaptations: Porsche 917LM_1969
Ford GT40 MK II _LM1966
Porsche
Ford![]()
File on MEGA
mega.nz
![]()
File on MEGA
mega.nz
well, I explained exactly what is wrong in your PM after you had me have a look.Looking for a physics guru to help. Have a model in game, physics are borrowed currently, to get it working. Data is unlocked, graphics appears to be encrypted.
Have a technical manual from the manufacturer, that I hope will provide the information required for someone who knows what they are doing. That person isn't me.
This model is a currently used single seater. A professional race driver that has raced these cars at the pointy end of the grid and has a sim rig is willing to help with feedback on how the mod feels.
If this interests you, and only if you can help on the physics, flick me a pm.
Not looking for beta testers at the moment
Yes. Have the 2020 season liveries done, thanks to help. 4 were missing from the rfactor season, one being championship winner Fraga. I started it by working on the SVG car more so I can create decals. I was able to get the model into the CM showroom but not into the game. Found the fsr Tatuus f3 t318 which is the same body. Have edited car ini to show TRS car in game, but it's physics are very wrong.I might be behind the 8 ball, but is that the series formerly known as Toyota Racing Series???
Not the same mod mate. I'm talking about the car here. What I pmed you about is something differentwell, I explained exactly what is wrong in your PM after you had me have a look.
Sorry guys, but I have to do an update to the update I posted yesterday. There was a creek that ran down the left side of the front stretch on the original track. It wasn't flat and I didn't know how to make it flat so I removed it. Some how it is there again or was there again. It's now removed.Lime Rock Mountain Update
This is just a small update to Lime Rock Mountain. It doesn't make any significant changes, but has one change that may benefit some people. Please delete your previous Lime Rock Mountain folder before extracting. Might be better to keep a backup copy of the previous version until you test this out.
-- Small texture tweaks to a few tree textures.
-- Reworked the .kn5 file to remove some things that I previously hid via the ext_config. The benefit of this is the track should now look\work properly for those that don't use CSP with a few missing features that can't be done without CSP. For those that use CSP, the track should be unchanged.
-- First draft of my attempt to fix some of the terrain issues, mainly the hillside on the top of the hill, but you may notice some other spots look better as well. Basically it's a little terrain merging and smoothing to create a more natural look.
Lime Rock Mountain v2_1
EDIT: Just discovered that this new version has poor performance if I turn off grassfx or run without CSP, which is weird. Going to have to figure out why. If you run into performance issues, you can download the previous version below that has the same small updates minus the new terrain.
Lime Rock Mountain v1.05