Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
  • 155,367 comments
  • 49,334,063 views
Nissan R33 Touringcar (GT6 Model)
__custom_showroom_1750873350.jpg
__custom_showroom_1750873356.jpg
__custom_showroom_1750873360.jpg
 
I'm trying to bypass the skin track system to make addon layout.
It should be quite simple.
Add an "extension" folder, under your new layout folder.
Inside this folder:
  • copy the new texture.
  • create an "ext_config.ini" file.

Edit the "ext_config.ini" file whit the following lines:

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MESHES = put here the name of the mesh you want to change the texture
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = put here the name of the new texture (with the file extension, eg: .dds)

Instead of MESH names you can use MATERIALS names.
 
Thanks, I'll give that a try. But this last edit part is probably where I'm going wrong because I have tried to replace the helmet before, and that was probably inside the Driver_Driver part.
To be clear here's what is happening.

Setting the steer.ksanim alone will set the driver position in the car, and the way the hand moves. But there are some bones that aren't affected by the export by default.

The part about the helmet and the tilt, it has to do with the driver_pos.knh, and it's not related to whatever object you replaced, it's tied to the bones. If the helmet is affected by the bone then it's not the issue.


The issue is this option during the export
1750877327634.png


With All Objects, whatever I was doing the head was tilted (towers)


Before I wasn't doing it, i kept default "all Objects"
1750877575559.png


Now with this to "Selected Objects" the export work. and the head is tilted just like how I set it in blender
1750877504061.png
 
Can anyone help me with ACTV competizione?

I'm trying to setup a 2002 F1 season, using a skin pack based on the F2002, but I just cannot get the logos to appear in the leaderboard. They all appear with the default logos.

I've both tried to put the logo in as logo.png in each skin's folder, and put it into ACTVC's logos folder as ferrari_f2002_a_2002_ferrari_01_michael_t.png for example - It makes no sense why it's not working, because it works with other cars, except for when i tried to setup a 2018 season, when Haas wouldn't work.
 
20 liveries away from 200 made (just counted earlier funnily enough), i am hitting that milestone and that will probably be it for me

i have a choice: i either get on with skinning OR i get on with drinking German pilsner's...............most of the time the skinning wins out its better for my health (probably)
 
Last edited:
Can anyone help me with ACTV competizione?

I'm trying to setup a 2002 F1 season, using a skin pack based on the F2002, but I just cannot get the logos to appear in the leaderboard. They all appear with the default logos.

I've both tried to put the logo in as logo.png in each skin's folder, and put it into ACTVC's logos folder as ferrari_f2002_a_2002_ferrari_01_michael_t.png for example - It makes no sense why it's not working, because it works with other cars, except for when i tried to setup a 2018 season, when Haas wouldn't work.

I don't fully understand what you try to do but probably something with the leaderboard, huh?

I did my own TV graphics for the 2002. But the TV broadcasts never used logos. Is it this same leaderboard base that you're trying to modify.... or are you trying to modify the vanilla AC leaderboard?

 
Last edited:
Finally completed a big part of my 60's Norisring by Sergio Loro revamp/remaster. Here's some pics:
I've replaced all advertising banners/boards with original logos based on historic photographs, with a few exceptions being taken from other German race tracks as not a lot of photos are available from the Norisring's early post war years online.

Screenshot_wsc_legends_lola_t70_mk3gt_norisring_f3ct_25-5-125-17-50-53.jpg


Screenshot_wsc_legends_porsche_910_norisring_f3ct_25-5-125-17-52-12.jpg


Screenshot_wsc_legends_chevron_gt_norisring_f3ct_25-5-125-17-51-24.jpg


Screenshot_wsc69_alfa_romeo_t33-2_norisring_f3ct_25-5-125-17-50-38.jpg


Screenshot_npg_montagne_m2_10_1500_norisring_f3ct_25-5-125-17-49-50.jpg


Screenshot_wsc_legends_chevron_gt_norisring_f3ct_25-5-125-17-52-46.jpg


I'm wondering if I should also tweak the trees, something looks off with them but I can't exactly pinpoint what, maybe they're too bright or overexposed?
 

Attachments

  • Screenshot_npg_montagne_m2_10_1500_norisring_f3ct_25-5-125-17-52-31.jpg
    Screenshot_npg_montagne_m2_10_1500_norisring_f3ct_25-5-125-17-52-31.jpg
    93.3 KB · Views: 9
  • Screenshot_wsc_legends_ford_gt40_mk1_norisring_f3ct_25-5-125-17-53-16.jpg
    Screenshot_wsc_legends_ford_gt40_mk1_norisring_f3ct_25-5-125-17-53-16.jpg
    101.6 KB · Views: 8
I need help from track modder.
I would like to see how you make the export from blender working.

Me I use knconvert_x64 to convert the kn5 to fbx
I convert the Fbx to a readable format with autodezsk fbx converted
I import the fbx into blender with these options
1.JPG


I edit what i have to

and when I want to export I select the "magione_grassbank" assembly in collection folder and export in fbs with these options.
2.JPG



But when I open kseditor, there are material error and the hierarchy is totaly ****ed up i can't even lanch the track ingame.
And Into kseditor I ave this root
3.JPG
4.JPG

What did i do wrong?

Can someone help me please?
 
Last edited:
If someone has skills in blender animation, I could use some help.

For now, I've made up the guide which tells all steps toward how to setup the rig in blender, move it into position and move the arms and hands, and what option to chose during the export so that what you do in Blender is replicated in game.


Now the issue I'm facing, is that while this is easy for round steering wheel, and I exported 2- 3 animations for a round steering wheel and didn't face an issue, for a Formula steering wheel or any rectangular shaped steering wheel, it's another piece of work.

Here you will find the blend used in the guide, which shows the actual state of the animation : https://sharemods.com/ncyiawpxlk2z/driver_rigged_v1.blend.html

2 problems. The hand movement isn't quite smooth when it moves there's some position delta that makes the hand wobble a little between frames. And when the steering wheel start reaching 180°, the hands automatically goes into the moment where you leave the hands from the steering wheel, switch place to take the wheel on the rest position after the round wheel turned 180°. On the case of a Formula Steering wheel we don't do that and the hand needs to be kept on the steering wheel past 180°. Unforuntately on the RIG, the cubes past these frames doesn't move the hands anymore and we have to wait until the next rest pose frame for the cubes to have an effect on the hands.

1750885641142.png


One "hefty" solution would be that during these frames where the cube has no effect on the placement of the hand, we instead move the bones, but I think there's another thing supposed to do this job

1750885966681.png


but I don't know how to make the Hand_target object active.

If anyone can improve the animation I did and tell me how I can make the animation smoother it would be great
 
I have an odd frame rate issue and was wondering if anyone else has had something similar and if you might have found a solution.
So when I'm running the formula Lights oval car from URD it limits my frame rate to around 38 to 41 fps despite the fact i have it set to limit it to 60 or 72 if im in VR. This issue is only with this car and the other cars that came in the same pack from URD. Every other car is fine. Ive tried clean installs and messing with csp settings and nothing has worked. It should be noted that the CPU and GPU readings in render stats are coming out wrong seemingly showing plus 100 to the number like the decimal point has been moved.
Also this is on the current 2.11 csp and ive tried going back to 1.79 only for it to give me 5 fps......
1750895948798.png
 
Finally completed a big part of my 60's Norisring by Sergio Loro revamp/remaster. Here's some pics:
I've replaced all advertising banners/boards with original logos based on historic photographs, with a few exceptions being taken from other German race tracks as not a lot of photos are available from the Norisring's early post war years online.

View attachment 1460429

View attachment 1460427

View attachment 1460428

View attachment 1460430

View attachment 1460431

View attachment 1460425

I'm wondering if I should also tweak the trees, something looks off with them but I can't exactly pinpoint what, maybe they're too bright or overexposed?
Living not that far away from Nuremberg, i must admit this is a true gem.
Thanks for your impressive work.
 
I don't fully understand what you try to do but probably something with the leaderboard, huh?

I did my own TV graphics for the 2002. But the TV broadcasts never used logos. Is it this same leaderboard base that you're trying to modify.... or are you trying to modify the vanilla AC leaderboard?


I'm using ACTV Competizione which has the ability to display logos in the leaderboard
 
Just catching up after a couple of months away from AC and just wanted to say thanks to @shi for this great version of Adelaide, it's leagues better than the Terra21 F1 1992 version.
I don't suppose whoever added the flag-waving spectators to the F1 1992 version would be interested in adding them to this 1985 one?
Thanks for enjoying Track!

I have put adding flag-waving spectators on my list of things to do.
(Or maybe you could work on it, that would be great)
 
I have an odd frame rate issue and was wondering if anyone else has had something similar and if you might have found a solution.
So when I'm running the formula Lights oval car from URD it limits my frame rate to around 38 to 41 fps despite the fact i have it set to limit it to 60 or 72 if im in VR. This issue is only with this car and the other cars that came in the same pack from URD. Every other car is fine. Ive tried clean installs and messing with csp settings and nothing has worked. It should be noted that the CPU and GPU readings in render stats are coming out wrong seemingly showing plus 100 to the number like the decimal point has been moved.
Also this is on the current 2.11 csp and ive tried going back to 1.79 only for it to give me 5 fps......
View attachment 1460455
Hi are you using a quest 3 by any chance?
 
If someone has skills in blender animation, I could use some help.

2 problems. The hand movement isn't quite smooth when it moves there's some position delta that makes the hand wobble a little between frames. And when the steering wheel start reaching 180°, the hands automatically goes into the moment where you leave the hands from the steering wheel, switch place to take the wheel on the rest position after the round wheel turned 180°. On the case of a Formula Steering wheel we don't do that and the hand needs to be kept on the steering wheel past 180°. Unforuntately on the RIG, the cubes past these frames doesn't move the hands anymore and we have to wait until the next rest pose frame for the cubes to have an effect on the hands.

One "hefty" solution would be that during these frames where the cube has no effect on the placement of the hand, we instead move the bones, but I think there's another thing supposed to do this job
I do have a little bit of knowledge of doing animations in Blender for AC, so I'll give this a proper look later, but there are some driver animation experts floating around here.


but I don't know how to make the Hand_target object active.

If anyone can improve the animation I did and tell me how I can make the animation smoother it would be great
Its greyed out because its parented to another empty further up. When you click on the greyed object, you'll see in the square highlight on the parents above where the item is now placed. But when it comes to the hand rotating past 90deg and leaving the wheel, you'll have to select animation at the top and reposition the bones at the specific keyframes needed.

Having a quite dabble with the file you sent, it does seem like you need to adjust the hand cube at a few keyframes like 13, so move the timeline to 13, move the cube where you want the hand to be and then press "I" and it'll save the new position of the hand at that keyframe (or whatever object you have selected at the time), then adjust the rest to suit. If you need another keyframe in between just move the timeline to that spot, adjust the hand and then press "I" again to add the new keyframe. But I generally find the less keyframes you can get away with the better and smoother the animation.

I need help from track modder.
I would like to see how you make the export from blender working.

Me I use knconvert_x64 to convert the kn5 to fbx
I convert the Fbx to a readable format with autodezsk fbx converted
I import the fbx into blender with these options
View attachment 1460436

I edit what i have to

and when I want to export I select the "magione_grassbank" assembly in collection folder and export in fbs with these options.
View attachment 1460437


But when I open kseditor, there are material error and the hierarchy is totaly ****ed up i can't even lanch the track ingame.
And Into kseditor I ave this root
View attachment 1460438View attachment 1460439
What did i do wrong?

Can someone help me please?
I believe your importer is messing you about here. 17kb is way too small for an fbx file track, and your tree structure within Blender seems very small. AC tracks need the roads, walls, pits, etc to be set as specific names (common example is 1ROAD, 1WALL, 1PIT, etc). These names correspond to the settings in the surfaces.ini file in the data folder of the track. You also need at least 1 pit box, start lines, etc, and I'm not sure the importer is doing this correct.

Try to download the trial of 3dSimEd, import the kn5 file into that (you should see the whole circuit), then export it from there using File->Plugin Export, the settings for AC at the bottom and change the FBX option to the top one). This will create an fbx file and texture folder, import the fbx file in blender, and this should have the textures assigned too. Then do what you want to do with the track and export the FBX. I use the following settings:
1750924285427.png


The error you are getting in KSeditor is because the texture gras-shad hasn't been assigned in kseditor. Go into materials, find the gras-shad material and assign the correct texture. However if you do the steps I mentioned above then kseditor usually finds all the textures correctly, the trick is to always have the Blender file and a folder called "texture" with it that contains all the textures the track uses. So long as you do that your life is a lot easier in kseditor.
 
shi
Thanks for enjoying Track!

I have put adding flag-waving spectators on my list of things to do.
(Or maybe you could work on it, that would be great)
I've done so many of these in the past I find it hard to find the motivation to do any more.
Placing them on any track should be a lot quicker now using the @leBluem Track Decoration app but I've not really had a chance to delve into it properly.
 
shi
Bahrain F1 2004-2008 v1.01

View attachment 1423386
Add-on to recreate the Bahrain F1 2004-2008.
Add a new layout.

The reason for the 2004-2008 period is that the road surface has been painted since 2009.

-CSP required

How to install:
Drag and drop into the folder name: fn_bahrain

Credits & Thanks;
Bahrain v1.0.1 by Fenryr

Add-on by @shi (shin956)
The billboard texture base is taken from Bahrain (F1C, CTDP's rFactor version base) by dmarques.
Test and Feedback by @Breathe

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;

Added physics_alt.kn5.
Updated surfaces.ini.
Updated ext_config.ini for each layout. ([DIRT] section)
- Thanks M1GHTYM4VS for the suggestion.

Hi, thanks for the circuits you give us and your great work...I want to report a bug for this circuit in all 4 versions; if you go off the track on turn 11, an AC crash occurs...can it be solved?
 
Hi, thanks for the circuits you give us and your great work...I want to report a bug for this circuit in all 4 versions; if you go off the track on turn 11, an AC crash occurs...can it be solved?
fn_bahrain is required.
I've done so many of these in the past I find it hard to find the motivation to do any more.
Placing them on any track should be a lot quicker now using the @leBluem Track Decoration app but I've not really had a chance to delve into it properly.
Yes, I was trying to use that App.
I hope that motivation for AC comes back to you again!
 
Last edited:
shi
fn_bahrain is required.

Yes, I was trying to use that App.
I hope that motivation for AC comes back to you again!
Hi thanks for the feedback, but I already have the original Fenyr circuit as you see. If you try to go off the track at turn 11 in your versions, a loop occurs and the car goes back to the pits...thanks

1750943499600.png
 
Hi thanks for the feedback, but I already have the original Fenyr circuit as you see. If you try to go off the track at turn 11 in your versions, a loop occurs and the car goes back to the pits...thanks

View attachment 1460640
You are using Bahrain v1.1.
I have created for Bahrain v1.0.1.
I was not aware that Bahrain had been updated.
That is the cause of the problem.

To fix it, change
FILE=physics_alt.kn5 to FILE=physics.kn5 in [MODEL_1] in models_f1_2004/05/06/07/08.ini in the fn_bahrain folder.
 
Sharing a mod? Host it on GTPlanet Downloads. Free, public hosting for files up to 10GB in size.
Back