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I don't have this update notice so I don't know...Well! thanks! And so why CM find to an update if I have 1.1 installed?
I don't have this update notice so I don't know...Well! thanks! And so why CM find to an update if I have 1.1 installed?
I'd be interested to see your prompts if you don't mind sharing them.Wow chatgpt/sora is insane.
I reckon its not too far off being able to mod using this....
View attachment 1444408
Then i asked for just a body shell..............
View attachment 1444409
There's this one from BCRCWow chatgpt/sora is insane.
I reckon its not too far off being able to mod using this....
View attachment 1444408
Then i asked for just a body shell..............
View attachment 1444409
Thank you jac0 and Perico Lospa for the help,yes that is a major pain , esp in VR it can be quite immersion breaking.
You can alter the reflective properties of any material, with extension code , play around with it :
[SHADER_REPLACEMENT_...] ;improve carbon
ACTIVE = 1
MATERIALS = name_of_material_here
PROP_... = ksAmbient, 0.13
PROP_... = ksDiffuse, 0.08
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 180
PROP_... = fresnelMaxLevel, 0.05 ;esp this one , lower is less reflection
PROP_... = fresnelEXP, 40
PROP_... = fresnelC, 0.01 ;esp this one , lower is less reflection
PROP_... = useDetail, 100
PROP_... = detailUVMultiplier, 14
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1
BUT if the material is chrome , it SHOULD reflect... but it should be made impossible to see the curb reflection from inside the car as it should be consealed by the car chassis and doorpanels ...
So anyone has a neat trick to force that via extension? (I guess that is a fault of the creator , and needs to be dealt w in 3D program, and can't be fixed w simple extension code?)
no , when I resized it w Gimp it was all good ...
the resulting dds looked very weird after having it being converted by XnConvert ...
View attachment 1443883
also attached the resulting DDS (remove .txt) , maybe someone can figure out what happened?
The original dds looked like :
View attachment 1443885 (and can be found in the original post if you wanna download it)
It would be good to know the case in which NOT to rely on XnConvert (esp when doing batch resizing , it could be dangerous to loose stuff - if you don't backup first that is)
settings used :
View attachment 1443882
But have you tried to simply ask the AI to produce a FBX of the output?Wow chatgpt/sora is insane.
I reckon its not too far off being able to mod using this....
![]()
Then i asked for just a body shell..............
Naaaah, a pleasure to help you with whatever little I know, just as others have helped me before.Thank you jac0 and Perico Lospa for the help...
AWESOME !!!! 😲😲😍 !!!Wow chatgpt/sora is insane.
I reckon its not too far off being able to mod using this....
View attachment 1444408
Then i asked for just a body shell..............
View attachment 1444409
I tried that once and it didn't work, wouldn't give me a file, but I'm curious to see if others manage it.But have you tried to simply ask the AI to produce a FBX of the output?
I've compared it with other Monaco's and it's based on Legion's (monaco_faux_vintage).Anyone have any idea about this "gt_monaco_vintage" that appeared on Breathe's list?
![]()
gt_monaco_vintage
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
What is it? Is it a conversion/scratch made? Who's the author? Is this an iteration on an earlier version?
Maybe someone else who reads the thread might know, or actually worked on it themselves.
While I'm on the subject, anyone well versed in track modding (from Reboot Team or otherwise) who reads the thread, please send me a PM if you have the time, as I'm still determined to fix the issues with Yas Marina from my last post. I've gotten to the point where I have everything open in FBX, but cannot move or manipulate the timing element "boxes" that kseditor produces.
I'd ask on assettocorsamods.net, but as this Yas is a conversion, they'd probably (figuratively) tar and feather me and piss on my head if I brought up the project.
Cheers.
OK so this one.I'd be interested to see your prompts if you don't mind sharing them.
Of course it will only become viable once we can get it understand that once we have something we like it must only change what we ask to be changed in revision or next request, and not keep changing the front and rear spoiler shapes and adding and removing vents etc randomly with each new image generated.
The image quality is already astounding!
Yeah. I'm 100% in agreement with you on that. AI is going to turn what little bit of brains the human race has left to mush... and totally screw the enviroment along the way for good measure.Imagine destroying trees to render pictures for ***** and giggles, wooooooh AI is so cool!!!
Wish we could ban that stuff because it's useless and clogs the thread with unnecessary *****. This ain't Twitter
Magnificent Park v1.5
View attachment 1302462![]()
Fictional circuit in France.
Converted from rFactor and rFactor2.
-CSP recommended
-3 layout
-32 pit/start
-AI, cam
NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.
Credits & Thanks;
rFactor Original Track by HarySeb
-Thank you for giving me permission.
rFactor2 Converted by Nibiru
AC Converted by @shi (shin956)
AI by Viola_seven
Alternative skins and Michelin Bridge texture by @Masscot
textures and config updates by @Mike08
Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
Crowds texture by @Kniker97
.lua and font base by @gunnar333
Test and Feedback by @RMi_wood , @Masscot , @ApexVGear , @mrtomcat66 , KevinK2 , TITI , @Fanapryde
rFactor2 version (steam workshop);
![]()
Steam Workshop::Magnificent Park
steamcommunity.com
This track consists of an rFactor1 version and an rFactor2 version.
The base International/National layout was converted from the rFactor1 version.
Converted and combined parts of the Enduro layout from the rFactor2 version.
The reason I didn't convert everything from the rFactor2 version is because the wall billboards on the walls were omitted.
Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
-Fixed shaders for windows and fence. Thanks to report by @Masscot .
-Fixed pit surfaces. Thanks to report by @ApexVGear .
-Added ai_hints.ini. Thanks to report by @mrtomcat66 .
-Fixed semaphore.ini.
-I deleted the old Balloon and replaced it with a new one.
-Fixed the mapping of the Michelin Bridge . Also changed the texture to the one created by @Masscot . Thanks.
-Changed the preview of the enduro and international layout.
-Fixed the mapping of some billboards.
-Fixed cone normals.
-I also added groove to the enduro layout section. Thanks for the suggestion by @KevinK2 and @Masscot .
v1.2 changelog;
-Fixed the mapping of some billboards. Thanks to report by @Masscot .
-I replaced the back of the billboard with a different texture.
-Corrected the mapping of Treewall.
v1.3 changelog;
-A number of minor fixes were made. Fixes to normals, mappings, floating objects, etc.
-Groove/skidmark was re-created.
-Added spectators by camera_facting.ini. The crowd textures were from Kniker97. (Thanks)
-Added 3D terrain.
-Added working scoreboard. (.lua and font base by gunnar333)
-Added Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
-Updated pit_lane.ai by TITI. (Thanks)
-Included textures and config updates by Mike08. (Thanks)
-Included skins by Mascot. (Thanks)
v1.4 changelog;
-New physical road surface by pugsang. (Thanks)
-Updated ext_config. (Thanks for the report by Mascot.)
-Added flying stuff by Mascot. (Thanks)
-Plugged holes in the grass.
-Removed Treewall and added trees.
v1.45 changelog;
-Fixed a problem with flickering trees.
-Updated flying stuff position by Mascot.
-Updated ext_config.ini.
v1.5 changelog;
Updated ext_config.ini. (video screen and fence)
Updated trees.
Updated VAO-patch.
Updated semaphore.ini.
Updated flags.
Smoothed edges of road surface.
Added sand edges.
Added textures created by Mascot to kn5. The original textures are included as skins.
Fixed tire wall mapping.
Other minor fixes.
Well its an opinion, a pathetic one IMO though. We've been destroying trees since Neanderthals first ripped them down to make fires and shelters. It didn't start with AI....Imagine destroying trees to render pictures for ***** and giggles, wooooooh AI is so cool!!!
Wish we could ban that stuff because it's useless and clogs the thread with unnecessary *****. This ain't Twitter
Link to the original car? This is just an update.Yellowsubmarinecar!
This mod has distinct handling for muscle car enthusiasts.
Fun to race it too, if You don't mind lots of body roll.
Here.
Here's the one I have. Works with the update.Link to the original car? This is just an update.
EDIT: once copied over the files from smallblockhero´s car, it crashes due to the data.acd.
Wow could you link this beauty down please!?
If managed properly, you can't really destroy a tree. It will grow back up and be even better than the one you cut down. It's basically an infinitely renewable resource. Not even AI-driven.Well its an opinion, a pathetic one IMO though. We've been destroying trees since Neanderthals first ripped them down to make fires and shelters. It didn't start with AI....
We are a destructive species and it will never change, the damage to the planet from EV production is shocking considering people drive around in them like they are planet saviours....
But fine whatever, i posted 3 pictures in a massive thread. I won't do it again boss....
Funny how you have never complained about all the childish memes every 2 pages....
We're somewhat limited by the way the starting light overlay is illuminated, but I went in a different direction a few years ago and swapped in a different traffic light texture, and made the start lights larger.hi all,
probably y'all know this already but I just figured this out
to disable the default (virtual) starting lights
all you need to do is replace off.dds in content\textures with a dds file that is blank(totally transparent)...
(as most tracks now have actual starting lights incorporated, and the fake ones are breaking immersion for me)
download (includes a backup of the original in case you wanna reverse the change).
View attachment 1444888
![]()

then you should go and have a look, because he's already made all the corrections.hi all,
probably y'all know this already but I just figured this out
to disable the default (virtual) starting lights
all you need to do is replace off.dds in content\textures with a dds file that is blank(totally transparent)...
(as most tracks now have actual starting lights incorporated, and the fake ones are breaking immersion for me)
download (includes a backup of the original in case you wanna reverse the change).
View attachment 1444888
EDIT : for the Dodge Coronet Super Bee Hemi ,
it's quite nice , but internal chrome gives those unreal reflections ...
as a workaround I toned down the reflection of the chrome on interior.
I also did the following:
changed sound (didn't have external sound)
increased steering wheel ratio
fixed driver head being visible in 1st person view
fixed taillights and made brakelights more visible
DOWNLOAD (repacked car , original by Smallblockhero + updates by Didier Bestard + my fixes)
QUESTION to the guru's here:
the car apparantly doesn't colide on the red colider box (which we can change easily), but instead on this:
View attachment 1444917
is there a way to change that one?
Also if anyone knows how to keep the chrome but not have it reflect curbs etc.(as they are not supposed to be reflecting on the inside of the car) ?
Lastly , if someone can make the CSP wipers and rainfx work, then this is a mighty fine vintage muscle car mod for AC imho.
EDIT2: I also added smoke, and crew colors to the skins (and I had to make the purple skin a chameleon one with my face ofcourse) But that will be for v0.9 when I get the working wipers and rainfx from someone to incorporate
Also if anyone can pass a fix for the collider, I will incorporate that and share it as a v1.0 at that time
(after which ACTK can post it as v1.0.1 in his garage with added LODS and cockpitHR for all to enjoy)