Assetto Corsa PC Mods General DiscussionPC 

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so here version 1.1 Opel Calibra DTM´94
thats new:
Version 1.1
-New Shift correction ,add Overalls by Mascot
-New Physics (éboo´s)
-New Sound (found on Overtake/RD)
-New Skins (Orginal Game Skins)
-add Body.dds to internal banner
-optimze all Lods to the new Body.dds include internal banner

Thanks for the update and for including the skins. Even if they're fake-a-likes they will make very useful guide layers for anyone to add the proper brands without having to guess the correct positions.
Always include all skins and (if available) the .psd template and it's then a lot more likely that skinners will add more.

Edit: You didn't add the revised shift timing in driver3d.ini from the files I sent you?
Bruce Lee on amphetamines is currently changing gear in The Matrix.

@JK1977 Here's your new data.acd but with the proper timing included:
 

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Opel Calibra DTM 4k skin close replica

Not exactly the same body so there are a few differences but its close enough to the real thing

drag and drop to install



Screenshot (622).png
 
That's exactly it.

DTX5 is cool and all but as you said, the compression results in visual glitches and I hate those. I can't unsee them.

RMS R8 (same AO stuff as the Calibra) with DTX5 compression:

View attachment 1382804

without:

View attachment 1382805

If there's a way, somehow, to apply AO to a skin without having : visual artifacts AND a huge file I'm all ears !

"Your skins are being saved as body.dds so they effectively replace the txdetail part of the shader and then the game uses the AO form the body_diffuse.dds which is loaded with the car. So your screenshots (if that other car you have set up is the same) will all include AO whether the actual skin you made has it or not, it is grabbing the AO from txdiffuse. So not really a "no AO" comparison at all"

That's exactly what I've been doing to the cars I tinker with, so yeah, no AO needed on the skin themselves. And the Calibra should have it...

View attachment 1382808
There is a better compression than DXT5 for DDS files with less visual glitches. In paint.net it's called "BC7 (Linear, DX11+)". You should use this instead of "BC3 (Linear, DXT5)" und compare the results with the uncompressed file. The file size of the DDS will be the same as with DXT5, but you must ALWAYS save the DDS with mipmaps as AC can't create the mipmaps for the new format and the game will crash otherwise. But 21.3MB with mipmaps is better than 64MB for a 4K uncompressed DDS without mipmaps. Just test it.
 
A little something i've been fooling around with for Spa_2022. If there is enough interest, I will make it available for anyone interested. It would require downloading the track again. I realize that might upset some people because of all the hassle it takes to get the Pyyer extensions installed. Maybe I can figure out a way to do it where you don't need to delete the existing track folder and only need to overwrite the existing files.

 
Apologies for the swift update but I think the adjustments help a lot with overall contrast and general aesthetics.
** LINK UPDATED to v1.6 28th May **
VAO patch adjustments for deeper shadows/higher contrast; new grass texture, and saturation adjusted; tree contrast/saturation adjusted; new Germanic balloon skins.
https://sharemods.com/6pbot2cu0k9c/vhe_hockenheim_v1point6.zip.html
Improved AI (far from perfect) for Short A/B + new pitlanes (lined up with fast_lane for A, new for B).

Time improvements with IMO suitable cars:

Short A:
Clio Cup 1:15.3 -> 1:12.0

Skip Barber 1:13.5 -> 1:11.5

Mx5 Cup 1:13.2 -> 1:11.4

Ginetta GT5 1:11.4 -> 1:10.1

Audi TT Cup 1:06.6 -> 1:05.0

Short B:
Clio Cup 1:15.3 -> 1:13.7

Skip Barber 1:15.6 -> 1:13.5

Mx5 Cup 1:14.3 -> 1:13.1

Ginetta GT5 1:12.5 -> 1:10.9

Audi TT Cup 1:07.8 -> 1:06.8
 

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Ill ask again since I have interest. Since I'm new to making mods and conversions Is it ok to post conversions if you have tried to get permission but cannot get any response/can't find a way to contact the creator? Cause this guy has fallen off the face of the earth. I just don't want to break a rule. Like I have his name as the lead credit in the track file. Also is there any sort of thing around converting rfactor conversions of the SRW tracks? Asking as I am currently working on Edmonton
 
There is a better compression than DXT5 for DDS files with less visual glitches. In paint.net it's called "BC7 (Linear, DX11+)". You should use this instead of "BC3 (Linear, DXT5)" und compare the results with the uncompressed file. The file size of the DDS will be the same as with DXT5, but you must ALWAYS save the DDS with mipmaps as AC can't create the mipmaps for the new format and the game will crash otherwise. But 21.3MB with mipmaps is better than 64MB for a 4K uncompressed DDS without mipmaps. Just test it.
Be careful with the BC7 one, the trouble isn't just the mipmaps on AC. It's mostly due to directX compatibility, and as Dx is fondamentally linked with Windows, depending on the version/update/etc, it can result in a simple "bleh" by one's computer and not another. Because I'm not sure if AC was even made compatible at all to begin with.

Personally I prefer to avoid it.
On the AO's artifacts subject, you can reduce them with a few tricks on Photoshop, without having to add weight.

Once you got it (whatever source, really, but always twice the size of your final render, maybe 4 times but not more), black and white (neutral) filter on it, then duplicate layer, filter, surface blur, navigate your blur so you get the minimal changes while cleaning surfaces (usually a threshold around 10/15), and finish with a mask and the eraser to reveal/diffuse spots if needed. quick and effective. Of course, only apply if you keep the AO as it is on AC, no painting on it!

And keep your AO as black and white, always. for exemple an AO coming from CM is not black and white by default, so compression will create color artefacts on the edges.
 
Not yet, I need to confirm a few things before I do just that.

Claudio made and released this back in mid 2023 on his patreon until he took it down for some reason. He even made more cars and I already know that people gonna say delete them because of their bad quality. But until I see better models, these are staying in my garage.


He also have others like these and some that haven't been released yet:


View attachment 1382468
Would love to get that Viper RT/10. Any estimated time to release it on sight?
 
The Ascari FGT has seemingly 6 mirrors... how to get rid of the 3 bogus ones?
( I've seen this on many mods already , and it always is annoying to actually set the mirrors as you need to go over the none existing mirrors till you find the correct ones...)
 
He was denied permissions to convert them (including the Pantera in your previous post) and he did it anyway despite original creators saying no, namely the DB7 (made by me and other people), as well as the FTO, the Camaro and the Viper.
Did something go wrong while converting, or is it like this in the original ? In that case the wheels, tires and wheel arches sure need some TLC (to name just a few things)...

detomaso.png
 
has someone maybe a link to this car?
 
There is a better compression than DXT5 for DDS files with less visual glitches. In paint.net it's called "BC7 (Linear, DX11+)". You should use this instead of "BC3 (Linear, DXT5)" und compare the results with the uncompressed file. The file size of the DDS will be the same as with DXT5, but you must ALWAYS save the DDS with mipmaps as AC can't create the mipmaps for the new format and the game will crash otherwise. But 21.3MB with mipmaps is better than 64MB for a 4K uncompressed DDS without mipmaps. Just test it.
Still has visual artifacts lol

But people will say 'yeah you don't see them whilst driving!' but I know they're there and it irks me so much.



Capture d'écran 2024-08-22 081505.png



jaqory : it's the GTS-R from FM4, that car has existed a long time for AC
 
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Still has visual artifacts lol

But people will say 'yeah you don't see them whilst driving!' but I know they're there and it irks me so much.



View attachment 1383008


jaqory : it's the GTS-R from FM4, that car has existed a long time for AC
I don't consider AO to be that must. I like how AC projects natural shadows depending on the lights, and somehow, AO only looks like a Non-completely-clean car, darkening the white, clarifying the black, so at some point the white is not white neither the black is not black.
 
I don't consider AO to be that must. I like how AC projects natural shadows depending on the lights, and somehow, AO only looks like a Non-completely-clean car, darkening the white, clarifying the black, so at some point the white is not white neither the black is not black.
It's also my OCD acting up lol. No worries, as norms said it's all personal preference
 
I don't consider AO to be that must. I like how AC projects natural shadows depending on the lights, and somehow, AO only looks like a Non-completely-clean car, darkening the white, clarifying the black, so at some point the white is not white neither the black is not black.
That sounds like the AO might be too aggressive. As a band-aid in these situations where the car gets too dark it can be countered by increasing the ksAmbient on the car paint.
I agree with @norms (and many others) in that AO is an important part of the car's overall aesthetic. To me, lighting always look somewhat false and clinical without it, both externally and (especially) in the cockpit.
 
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hey guys, how do I find my AcTools Content Manager folder? I'm trying to install Stefan Clift GT7 car categories.

C:/ Users / "username" / AppData / Local / AcTools Content Manager

when i get to users, there is no appdata folder, is there another way to find this?
 
hey guys, how do I find my AcTools Content Manager folder? I'm trying to install Stefan Clift GT7 car categories.

C:/ Users / "username" / AppData / Local / AcTools Content Manager

when i get to users, there is no appdata folder, is there another way to find this?
Probably hidden system folder. You can type %appdata% in the address field in file explorer. It will take you to AppData\Roaming, so you'll have to navigate up to find AppData\Local, but it's an easy starting point.
 
Any reason why they weren't included?

Also, who was it who said they could add the much better physics from the Eboo car in just a few minutes? Did that ever happen?
I said you could change physics in a matter of minutes, but I said that because there was a guy saying he was going to get his friend to do it - so I just said, give it a go yourself! But it's a very simple operation to do, not really too sure why more people don't try. There is a 8 minute (or so) video on YouTube by a guy called Sin or Zin. He's basically changing the physics of a drift car and he talks you through it. I mean, I'm happy to help but I'd need both physics sets and about 10 minutes of my time.

Edit - BOOM!

 
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I said you could change physics in a matter of minutes, but I said that because there was a guy saying he was going to get his friend to do it - so I just said, give it a go yourself! But it's a very simple operation to do, not really too sure why more people don't try. There is a 8 minute (or so) video on YouTube by a guy called Sin or Zin. He's basically changing the physics of a drift car and he talks you through it. I mean, I'm happy to help but I'd need both physics sets and about 10 minutes of my time.

Edit - BOOM!


Thanks, but @JK1977 has already done it in the update.
 
Did something go wrong while converting, or is it like this in the original ? In that case the wheels, tires and wheel arches sure need some TLC (to name just a few things)...

View attachment 1382883
Looks like he just imported the GTR2 wheel and called it a day. Which is very apparent since he didn't bother updating the 3D model for AC either and just straight ported the low poly GTR2 model.
 
Spa 2022 Update

This is my take on the excellent Spa 2022 mod by guigui0256. I cannot stress enough how I take no credit for this what so ever. Please do not give me any credit or thanks for this. I did basically nothing other than fix a couple of technical issues with the treeline lighting and altered a few textures. I realize this is not a cool thing to do to alter someone else's work without permission. I did reach out to the creator awhile back about these issues and he said he was happy with the track so I don't feel like I am doing anything wrong. If he sees this and asks, I will pull it.

The download is rather large because it is a full track folder. I run the track as it's own separate track, not as an addon in the original Kunos Spa folder. Reason being, his extension impacted how the original Spa looked and I didn't want to change that so I made it a separate track. Sorry for the big download.

Spa 2022 Update


Spa 2022 Update to work with original Spa Folder. Won't alter the original track.

Spa 2022 Update for original Spa Folder

The mods have full support for all of Pyyer's Spa F1 and WEC extensions. In order for them to work properly, please follow the directions below.

1.) Install whichever version of the mod you choose to use.

2.) Install Pyyer's Spa extensions into the track folder. Do not drag them into the root 'assettocorsa' folder or they will not get installed to the correct location.

3.) Install the files in the included 'Files_for_Pyyer_extensions' folder and overwrite anything it asks.

View attachment 1205882


Notes:

-- If you want the sound effects back, open up the ext_config file and set the ext_config-audio section at the top to ACTIVE = 1. It does weird things on my system so I had to disable it.
Links for both versions have been updated with fixes for two small but important issues. Use the links in the quote above to get the updated versions. Thanks to @MasterFocus , @Masscot and @leBluem for the help with how to fix the problems.

I believe you can simply extract the update into your current track folder and overwrite when it asks, but it might be best to make a backup just to be safe. If you have all of Pyyer's Spa F1 and WEC extensions, don't forget to also extract and overwrite the files in the 'Files_for_Pyyer_extensions' folder. If you have problems after installing the new version (especially for the standalone version), you will have to start from scratch. I'm hoping that doesn't happen for those with all of the Pyyer extensions installed because I would hate for you to have to go through the hassle of reinstalling them.

Fixes\Additions:

-- Fixed the missing shadows when a car is over the white lines.
-- I think I fixed the floating skid\groove marks.
-- Added a SeasonalTrees track skin to the standalone spa_2022 version. It will make the trees look like the small video I posted yesterday.
-- One suggestion, if you have a lighting.ini file in any of the layouts data folders, you should consider deleting or renaming it to get the proper sun pitch and heading angle.

Please let me know if you run across any problems with this new update. It was very hard making sure I applied the fixes to all of the layouts and I probably didn't test it thoroughly enough so I could have easily overlooked something. Thanks...
 
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