In CM, right click over the top of a track image. In the popup menu, choose manage skins. Hit the plus button in the bottom left area of the manage skins screen and give your new skin folder any name you like. Then click the override textures button. It will bring up a window showing you all of the track's textures. Click the check boxes for any texture you want to extract and then click the override button. This will extract the textures that you want to mess with.Dear community i was wondering if there is a way to analyse the texture of a .kn5 file or a way to extract them via content manager
This lod that I have seen many times people taking about.CM LOD generator is failing to make LOD D, any idea why that could be, this list pops up but it means nothing to me! LOd B and C seem to be generated without issue.
Yes but this works only for the texture of the default track not for those included into an extensionIn CM, right click over the top of a track image. In the popup menu, choose manage skins. Hit the plus button in the bottom left area of the manage skins screen and give your new skin folder any name you like. Then click the override textures button. It will bring up a window showing you all of the track's textures. Click the check boxes for any texture you want to extract and then click the override button. This will extract the textures that you want to mess with.
LODs (Level Of Detail) are lower detail versions of a 3D model (in AC, KN5).This lod that I have seen many times people taking about.
What do they do to improve a mod?
There even is the Cote D'Azur track available (by Xemulator):Not a race car yet, but it was raced back in a day in Need For Speed Porsche Unleashed and probably irl too in 60s.
These days its possible to recreate it in Assetto.
Here.
Oh, for personal and mod related reasons (no I'm not buying one!). Finally found the relevant data... Here, over at the GT6 thread for some reason lolThe AI says:
The Lamborghini Reventón features an active rear spoiler that adjusts to three different positions depending on speed. However, specific speed thresholds for these adjustments aren't widely documented. The car's aerodynamics were inspired by fighter jets, designed to enhance stability and performance at high speeds. If you're looking for precise details, Lamborghini's official documentation or enthusiast forums might have deeper insights.
Are you researching for a project or just a curious car enthusiast? 🚗💨
For that kind, you can put the kn5 file in a temp folder, then open CM. Now go to the temp folder and click on the .kn5 file to highlight it. Next, hold down the shift key on the keyboard, and double click the kn5 file. Wait a few seconds and a folder should popup with a texture folder and fbx file for the kn5 you want to view.Yes but this works only for the texture of the default track not for those included into an extension
I tried this method but Content Manager gives errorFor that kind, you can put the kn5 file in a temp folder, then open CM. Now go to the temp folder and click on the .kn5 file to highlight it. Next, hold down the shift key on the keyboard, and double click the kn5 file. Wait a few seconds and a folder should popup with a texture folder and fbx file for the kn5 you want to view.
For these steps to work, you may need to have the paid version of CM and have developer options enabled. Been so long tha I can't remember if that is the case.
Hello. I downloaded this DTM specification and copied the extension folder and it solved the problem.for me in preview they are also black ...
eg:
View attachment 1444278
without CPS it gives white-ish rims indeed.
So redo the previews with CSP option on, then you have the correct same wheels in preview as in game.
Strange though why would they turn black with CSP? I don't have the answer to that ...
kn5 is likely encryptedI tried this method but Content Manager gives error
Decidedly I blame him for this 288![]()
It's needed if you don't want to clutter up the extension folder with extra stuff. I don't like unnecessary files in the track's extension folder. It just confuses me if I go back to it weeks or months later. I forget what I need to keep and what can be removed.kn5 is likely encrypted
also, the "temp" folder is not needed. Simply highlight the kn5, press enter and then the shift key directly after, hold shift for 5sec or so
go into the preview settings and change the steering value to 12.Ah, I see well. Tried it out but a lot of my cars just spawns weirdly in the preview, Tires pointed in the wrong direction or worse
View attachment 1446079
kn5 is likely encrypted
also, the "temp" folder is not needed. Simply highlight the kn5, press enter and then the shift key directly after, hold shift for 5sec or so
That's fine guys thank you I found a workaroundIt's needed if you don't want to clutter up the extension folder with extra stuff. I don't like unnecessary files in the track's extension folder. It just confuses me if I go back to it weeks or months later. I forget what I need to keep and what can be removed.
This fixed it! Thanks.go into the preview settings and change the steering value to 12.
If the problem still remains, set it to 0.
View attachment 1446675
I dont understand at all what you are saying here...It's needed if you don't want to clutter up the extension folder with extra stuff. I don't like unnecessary files in the track's extension folder. It just confuses me if I go back to it weeks or months later. I forget what I need to keep and what can be removed.
Correct. And in my experience, that folder and file get created in whatever folder the original kn5 file is in when extracting via CM. So in @xNAPx case, he said he wanted to extract textures from a kn5 in the extension folder (unless I misunderstood him). Assuming I didn't, when he holds the shift key down and double clicks on the kn5 file in the extension folder, CM will create the "unpacked-the_model.kn5" folder inside the extension folder. And personally, I don't like to do it that way because it clutters up the extension folder. So I move the kn5 I want to mess with to a temp folder first.I dont understand at all what you are saying here...
Extracting a KN5 via CM has nothing to do with the extention folder.
You get a new folder called "unpacked-the_model.kn5" with a FBX and a texture folder inside.
I have seen this when using the standard AC launcher .there is an opinion that this happens because among your machines there are unpacked data.asd.when using Content Manager this does not happenIf anyone has any idea why the game stucks when loading and because of this the gamepad cannot work properly, I would be thankful for any help. That bug doesn't produce any crash log since it stucks in the loading screen when saying "loading car metadata 100%". I have corrected the faults of car mods btw.