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Did you remember to rename the road surfaces to pit ?can anyone help. ive moved the pitlane on spa 88 to its gt position. im therefore trying to record a new pitlane ai. ive recorded the file but the ai are speeding in the pits. what did i do wrong?
Even they are cool, compared to any other anyway.And the Mafia! Don't forget the Mafia!
Try welding the vertices in that area. I presume you have imported in fbx format which imports vertex normals as per uv mapping. Hence the uv seems highlighted in green.Hi modders, another question, very confused here... and I don't seem to be able to find any answers online. I am trying to unwrap UV in 3DS Max so that I can create AO map with CM, but the way how the surfaces were unpeeled seems to have affected the normals of the surface. Please refer to snap shot below, first shot is the a snap shot in CM, showing the creases on the supposed to be smooth surface, the creases are exactly where the seams are for the UV map, which is shown in second snap shot below. Please advise how I can eliminate the creases and maintain the smoothness, thanks a lot in advance!
View attachment 1246712
View attachment 1246713
I also noticed that this occurs when I use the ksPerPixelMultiMap shader, but does not seem to occur if I use the ksPerPixel shader. Here is my settings:
View attachment 1246717
ah yes that was the trick thanksDid you remember to rename the road surfaces to pit ?
F9 will toggle through the different modes and "off" as well.I'm wondering if anyone could help me out please (aware that there have been lots of requests in this thread). I've just installed the AC Evoluzione mod (BTW, can highly recommend it, but you need a good 3-4 hours to download all of the content), and after getting the GT7 HUD working, I can't seem to get rid of this split time indicator at the bottom. Does anyone know how to get rid, as I've been through all of the dashboard settings, all of the config files, and can't find anything.
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Hey, that is the Morgan LMP2 right? You can either buy it from SimDream Development (and when i say buy it, you can find their stuff for free pretty easily as well, since they are known for stealing things from other modders/games and charging for it) , or i´m pretty sure it has been made by some people here on GTPlanet or some other known modders as well, you will have to do a quick search, but it is not hard to find it.Does anybody know where i can find the car and the skin please. thanks
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... and you should hear the different accents when we speak Italian!Even they are cool, compared to any other anyway.
Beautiful place, awesome accent when they speak a-da-English, no. For sure. (hope that isn't offensive to anyone)
Hi guys,
I need your help on a problem I can not solve on my own. There have been complains, that Zofftys Porsche 964 Carrera 2 Cup is a very high quality car, but AI is too slow. Testing shows exactly that. The AI really is too slow. A quick solution is to save a setup called ai_default and restart AC. Doing so the AI is very competitive and there behavior would be a good base to do further adjustments in the ai.ini. Here a comparison for the Kunos Imola track.
Without "ai_default" setup: View attachment 1246776and with "ai_default" setup:View attachment 1246777
The problem is, that it wouldn't be a good solution for all people using the car to save the setup manually all the time. I looked into the directory where the setups are saved and I saw, that there is a folder called "generic" next to all the track specific folders. The problem is, that when I save the same setup I put into the track specific folder into "generic" AI will be slow again. Is there a way to force the AI to use a generic setup specified by me? I know how to tweak the ai.ini but this is not the problem. Thanx for your help. Daniel
NVM...figured it out, was not selecting the entire rear wing in the damage.ini, was just selecting the meshLontime lurker...first time poster
First, thanks to all you guys in the modding community even in this thread who have made this game remain relevant for way longer than anyone thought, lots of mods in this thread that are simply awesome.
I've started to mess around somewhat with modding and wanted to try and improve the scamdream 86 mod by balancing the cars etc, and adding some additional new features. One I was wondering about was wobbling exhaust/wings etc. Although I have the code in damage.ini working in the object inspector, it does not seem to actually work on the car itself, anyone experience this before?
View attachment 1246780
This would leave me to believe that the cars setup may be off. If values in the setup are riding on dimed values to either the left or the right to make up the players car setup, that doesn't work for the AI. The AI uses the cars data minus the setup (unless you give it one like you did here), so it's probably not performing as well on track. That's why it's really not true to just have "grid filler" cars. Not if you want a good race with good behaving AI. The best races in AC come from cars with correct physics, a correct setup file and a correct AI file not just copy and pasted from another car but fine tuned to the car it's in.Hi guys,
I need your help on a problem I can not solve on my own. There have been complains, that Zofftys Porsche 964 Carrera 2 Cup is a very high quality car, but AI is too slow. Testing shows exactly that. The AI really is too slow. A quick solution is to save a setup called ai_default and restart AC. Doing so the AI is very competitive and there behavior would be a good base to do further adjustments in the ai.ini. Here a comparison for the Kunos Imola track.
Without "ai_default" setup: View attachment 1246776and with "ai_default" setup:View attachment 1246777
The problem is, that it wouldn't be a good solution for all people using the car to save the setup manually all the time. I looked into the directory where the setups are saved and I saw, that there is a folder called "generic" next to all the track specific folders. The problem is, that when I save the same setup I put into the track specific folder into "generic" AI will be slow again. Is there a way to force the AI to use a generic setup specified by me? I know how to tweak the ai.ini but this is not the problem. Thanx for your help. Daniel
Thanks for your response, the green lines are the seams auto created when I unwrapped and flattened the UV map. Does it mean I need to weld the vertices wherever this happens? That can be a lot of locations! I just tried welding a few of these vertices, same thing is still happening.... I can see that in kseditor as well. Any suggestions to simplify this? Should I import obj or 3ds to make life easier? Thanks.Try welding the vertices in that area. I presume you have imported in fbx format which imports vertex normals as per uv mapping. Hence the uv seems highlighted in green.
Thank you for that, will try it out later.F9 will toggle through the different modes and "off" as well.
It's in the listing, but it's in the Ovals.@Breathe Could it be that I'm missing the Indianapolis-1960 track from Legion in your listings?
https://perendinator.blogspot.com/2019/02/indy-1952.html
View attachment 1246798
Are the vertices welded in that area in the view port?Thanks for your response, the green lines are the seams auto created when I unwrapped and flattened the UV map. Does it mean I need to weld the vertices wherever this happens? That can be a lot of locations! I just tried welding a few of these vertices, same thing is still happening.... I can see that in kseditor as well. Any suggestions to simplify this? Should I import obj or 3ds to make life easier? Thanks.
NO WAYYY, ahh i always wanted the w209 clk dtm in ac. thganks for making this happen
It would help, if you could explain what version of that track you´re referencing to. And even better, sharing a link where to get it. There seem to exist various ones.Hey guys, is there a config file or a fixed version of Chicagoland Speedway around ?
Version I have has a lighting problem...
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Compared to any other tracks it is very obvious (Charlotte here) :
View attachment 1246750
I take note of that, but I have other models in the pipeline... so it's unlikely to be in the near future.Finally! I've been looking forward to this, a normal C4 Coupe at last.
Though with that said, I'm now curious on one thing; are you going to consider working on a mod for the C4 Grand Sport in the future? It's fine if you don't want to of course, it's your choice. I just wanted to ask.