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How long did it take to make a skin like that lol? Is it 4k or 2k, i can never manage to get 2k skins to not look like a blurry mess even saving as 8888I reworked my old skin for the Marcos Mantis
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How long did it take to make a skin like that lol? Is it 4k or 2k, i can never manage to get 2k skins to not look like a blurry mess even saving as 8888I reworked my old skin for the Marcos Mantis
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Taking the opportunity to comment on the Le Mans versions.the 2002-2006 is the le mans 2017.
you can see that tertre rouge is way slower.
You can add too pre-1956 le mans
all pre-war
and lot of difference iteraiton such as 88-89 etc
Hi mate, you've got 'cable fix' listed in the changelog but the power lines were still very jagged and aliased for me.UPDATE Dijon-Prenois 2016 v3.0
This is a major update for one of the most downloaded tracks of my collection. Please download again if you like the track or you don't have it!
v3.0
- Implemented all features made by gunnar333: GrassFX, RainFX, seasons, lights, semaphores, digital flags, groove line, missing TV camera crew, satellite image scenery, vao, UI stuff, fixed flags, material adjustments
- shader overhaul of Gunnars version, edited marshal flags because they glowed in the night, better trees, more crowds
- new UI and loading screens
- smoothed road mesh
- cable fix
- fixed a lod
- changed the values for the off track area, now dirt additive and with less vibrations
- added fictive DRS zones
- purged .kn5 files for less file size
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Dijon-Prenois 2016 v3.32 by Gunnar333 and Rainmaker
MediaFire is a simple to use free service that lets you put all your photos, documents, music, and video in a single place so you can access them anywhere and share them everywhere.www.mediafire.com
View attachment 1264536View attachment 1264537View attachment 1264538View attachment 1264539
;fix jagged power cables - add appropriate cablefix.dds as per instructions below
;IMPORTANT: ***remove any DYNAMIC_CABLES entries elsewhere in the config***
[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= fixing fat and jagged power cables
MESHES= XXXXX ;cable mesh name from object inspector, OR...
MATERIALS= ELECTLINE ;cable material name from object inspector
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS= 1
RESOURCE_0= txDiffuse
RESOURCE_FILE_0= cablefix.dds ;put standard cablefix.dds in extension folder, or create new cablefix.dds from the cable dds if it is not plain/square, and make translucent by colouring alpha channel approx 50% grey
PROP_... = ksAlphaRef, 0.5
PROP_... = extExtraSharpLocalReflections, 0.0
Amen to that, it's probably the best one I have ever driven in games. It is based on the 1971 layout I believe, with the first chicane in the final straight ater maison blanche.Taking the opportunity to comment on the Le Mans versions.
Track modders, never tried, or is it not possible to convert the classic pCars 2 version of Le Mans? It's just fantastic to drive on this track (the problem is that the diversity of cars is found in Assetto, not in pCars 2).
They're Inactive againI 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
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File on MEGA
mega.nz
Hey! I meant that I reduced the size of the cables. But you're right with your special patch the AA looks better. Patched!Hi mate, you've got 'cable fix' listed in the changelog but the power lines were still very jagged and aliased for me.
To fix them, add this to the config and put the DDS in the extension folder (after removing the .txt extension):
Code:;fix jagged power cables - add appropriate cablefix.dds as per instructions below ;IMPORTANT: ***remove any DYNAMIC_CABLES entries elsewhere in the config*** [SHADER_REPLACEMENT_...] ACTIVE=1 DESCRIPTION= fixing fat and jagged power cables MESHES= XXXXX ;cable mesh name from object inspector, OR... MATERIALS= ELECTLINE ;cable material name from object inspector BLEND_MODE = ALPHA_BLEND IS_TRANSPARENT = 1 CAST_SHADOWS= 1 RESOURCE_0= txDiffuse RESOURCE_FILE_0= cablefix.dds ;put standard cablefix.dds in extension folder, or create new cablefix.dds from the cable dds if it is not plain/square, and make translucent by colouring alpha channel approx 50% grey PROP_... = ksAlphaRef, 0.5 PROP_... = extExtraSharpLocalReflections, 0.0
This skin is still one of the simple ones and its 4096x4096. Don't know how long i worked on this skin. Searching for the logos takes up most of the time. Especially with old racing teams, where you can hardly see the logos on the pictures or sometimes the logos can no longer be found because the companies no longer exist. For this skin i recreated the "Eurotech" Logo, because it doesn't exists anymore or could only found in very low resolution. Good mapping also plays a very important role in how quickly you can create a skin. On average and estimated, I would say that I need about 10-16 hours for a really good and complex skin and I have all the logos for itHow long did it take to make a skin like that lol? Is it 4k or 2k, i can never manage to get 2k skins to not look like a blurry mess even saving as 8888
Nice work. so much time gets taken up in researching for logos of real liveries, and often not all angles of a car are easy to see in photos, which makes identification even harder. Kudos to you for being able to recreate the logos yourself. That alone can take many hours.This skin is still one of the simple ones and its 4096x4096. Don't know how long i worked on this skin. Searching for the logos takes up most of the time. Especially with old racing teams, where you can hardly see the logos on the pictures or sometimes the logos can no longer be found because the companies no longer exist. For this skin i recreated the "Eurotech" Logo, because it doesn't exists anymore or could only found in very low resolution. Good mapping also plays a very important role in how quickly you can create a skin. On average and estimated, I would say that I need about 10-16 hours for a really good and complex skin and I have all the logos for it
For example, this was one of the more complex skins I've made. I had to hand draw the crocodile on the roof myself because it couldn't find it anywhere. I think I must have worked 16 hours on this skin.View attachment 1264575View attachment 1264576
yea maybe it's just the resolution then, problem with 4k it's quite a bit of file size like 90mb uncompressed even compressed still 20mb/skinThis skin is still one of the simple ones and its 4096x4096. Don't know how long i worked on this skin. Searching for the logos takes up most of the time. Especially with old racing teams, where you can hardly see the logos on the pictures or sometimes the logos can no longer be found because the companies no longer exist. For this skin i recreated the "Eurotech" Logo, because it doesn't exists anymore or could only found in very low resolution. Good mapping also plays a very important role in how quickly you can create a skin. On average and estimated, I would say that I need about 10-16 hours for a really good and complex skin and I have all the logos for it
For example, this was one of the more complex skins I've made. I had to hand draw the crocodile on the roof myself because it couldn't find it anywhere. I think I must have worked 16 hours on this skin.View attachment 1264575View attachment 1264576
Only Project CARS 1 tracks have been decrypted, PC2 and AMS2 are still locked away.Amen to that, it's probably the best one I have ever driven in games. It is based on the 1971 layout I believe, with the first chicane in the final straight ater maison blanche.
I have no idea about the "how to do", but as we already have some PC2 tracks converted, it seems do-able...
You can get a great 2k skin by scaling down a great 8k (or 16k) skin. Can be a bit of a memory hog in photoshop with all the logos and stuff tho... (that SCCA looks great!)yea maybe it's just the resolution then, problem with 4k it's quite a bit of file size like 90mb uncompressed even compressed still 20mb/skin
i've seen some 2k skins with some pretty nice sharpness for the resolution but i could never get that
View attachment 1264600
even using bc7 compression it does help with smoothness of ao but not as much with decals
tho i guess from afar it's not too bad
I always do all my skins in 4k and after finishing the skin, i downscale the skin to 2k, if i want it in 2k. It's very important to have the logos in high resolution or for the best result as vector file. The advantage of vector files is, you don't have any quality loss on the logo, when you are changing the size of it. And if you don't have the logo in high resolution or as vector file and want a good quality, then your only option is to recreate the logo in high resolution yourself.yea maybe it's just the resolution then, problem with 4k it's quite a bit of file size like 90mb uncompressed even compressed still 20mb/skin
i've seen some 2k skins with some pretty nice sharpness for the resolution but i could never get that
View attachment 1264600
even using bc7 compression it does help with smoothness of ao but not as much with decals
tho i guess from afar it's not too bad
View attachment 1264602
Hi no you dont have to be register I try with firefox and chrome NPFirefox, Chrome, Brave all the same. They requires you to login into Patreon
Let’s not guess, but wait for the “Rolling start” modder for the Indianapolis’60, as lots of other stuff in AC, like moving pit crew, rain, rotating ferris wheel, 3D trees, sound from spectators and even a walking dinosaur, we’re never think that could be done in AC.I think if it were possible to have rolling starts in AC, we would have them already.
one of these is happening...Pre 1955 and 1923 Le Mans would be a cool thing... 1950 Reims too, if I keep thinking there would be many tracks... Circuit Ain-Diab and 1974 Monza...
Just a minor error in the UI, data in car.ini is different (but wrong too).I like the car, nice work - but according Wikipedia this car was around 875 kg (and not 1260 as stated for the mod) - maybe you could look into this for any potential future updates?
Gran Turismo 6 has a great laser scanned version of Le Mans 2005. Probably the oldest "historic" scanned track that's also ready to convert. That would be amazing.
Only Project CARS 1 tracks have been decrypted, PC2 and AMS2 are still locked away.
That reminds me of a recent comment about AC2 and the possibility of implementing damages to car mods due to an improved graphics engine over the AC engine... when it's already possible to do so with our veteran game.Let’s not guess, but wait for the “Rolling start” modder for the Indianapolis’60, as lots of other stuff in AC, like moving pit crew, rain, rotating ferris wheel, 3D trees, sound from spectators and even a walking dinosaur, we’re never think that could be done in AC.
RandomThat reminds me of a recent comment about AC2 and the possibility of implementing damages to car mods due to an improved graphics engine over the AC engine... when it's already possible to do so with our veteran game.
(Ok, ok, it's not BEAMNG's damages, but it works acceptably, at least, with kunos cars...)
Random breakdowns would be a great feature (annoying I know), but you get engine failure/hydraulic failures because of 50p seals. Watching an AI car suddenly pull over on a cloud of smoke would make the game complete.That reminds me of a recent comment about AC2 and the possibility of implementing damages to car mods due to an improved graphics engine over the AC engine... when it's already possible to do so with our veteran game.
(Ok, ok, it's not BEAMNG's damages, but it works acceptably, at least, with kunos cars...)
You absolute legend! Thank you for taking this on. Between you, @shi and
That would be the icing on the cake... although I would settle for a dented hood (or bonnet 😁), some broken glass, or scratches on the bodywork...Random breakdowns would be a great feature (annoying I know), but you get engine failure/hydraulic failures because of 50p seals. Watching an AI car suddenly pull over on a cloud of smoke would make the game complete.
I used to love this with Geoff Crammond’s GPX series. Scripted it not, the player didn’t know, so it was always cool to see it happen to you or the ai.Random breakdowns would be a great feature (annoying I know), but you get engine failure/hydraulic failures because of 50p seals. Watching an AI car suddenly pull over on a cloud of smoke would make the game complete.
That's great news.