Assetto Corsa PC Mods General DiscussionPC 

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Australia this time around

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Reflections is controlled between the txMaps and txDetails of the car body texture. txDiffuse is the skin that you see in the skins folder, txNormal is whatever normal is used with that skin / body. Different people use different things for txMaps and txDetail, simple way is to find a car with metail_details.dds which is a default texture. Bodymap.dds is simply a square texture, and you control the reflection of the car paint by how much either grey or what you make the bodymap.dds file. Convert the attached files to .dds and play with how grey or white you make the bodymap file and you'll see what I mean.
Dear Bruce! Thank you very much, I will try it ;)
 
FULL 2008 F1 season, with co-operation with CIMMERIAN ITER.
=======================================


First co-operation project with a fellow GTPlanet member Cimmerian Iter/Kakauiyt. His 2008 cars are masterpieces and FREE. They {really drive well and are comparable to VRC 2005/2007 cars.

Video has a commercial track (2010 layout of Singapore). The downloadable track is the free version. I don't spread paid mods.

I created all new track skins with period correct ads for genuine 2008 season experience. I also did new 2008 TV graphics used (Used Vuluth's 2022 leaderboard as a base).

User is set to Kimi (King of cool) Raikkonen who actually had a bad season. Hamilton at McLaren with AI level 100 and Massa/Ferrari at 99 are extremely hard to beat and title will be decided between them (unless you make outstanding performances).

Of course you can easily change the season to play with anyone you want from the champs files.

100% correct schedule and extremely realistic results/performance. Video description has all the downloads.

I worked for days to get the correct 2008 sponsors to each track. Monaco was the biggest job. I don't have the modding skills of the experts but I work hard and I actually love to play these seasons. That's my only motivation, I love F1 and AC is the only platform that enables us to make F1 gaming history like this, at this level.

I want TV graphics, I want the correct atmosphere.

All tracks are carefully hand picked and the absolutely best there is to offer. Great AI, only Magny Cours 2011 is an easy(ish) pole (for me). Very challenging season but the cars don't do any idiotic things at all (great job) and the track ai's are great.

BRIDGESTONE is the main sponsor for all tracks so it goes without saying all BRIDGESTONE banners are there of course.

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VIDEO (ALL TRACKS HAVE TIMESTAMPS), video description has links to all the downloads.




PS feel free to use/modify my 2002, 2005, 2007 etc. track skinpacks anywhere you want. I don't want to see any AC classic F1 videos with ARAMCO, SALESFORCE, Crypto.com and HEINEKEN ads anymore. Now there's no excuse to use them (or DRS signs) anymore in your classic F1 vids. Those are just horrible to watch for a HC fan like me. :D

The link of the champ file is not 2008 but well 2007. Possible to resolve the issue?
 
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The link of the champ file is not 2008 but well 2007. Possible to resolve the issue?
Champs dl link fixed already. Thanks for reporting. Yeah Overtake is down for the first time ever and the cars are not downloadable. Amazing luck hehe.

And by the way... ACU Sepang is not useful. That's why that particular version is used. ACU track has a weird pit issue. When you have a 20 lap race and the ai pits at the 10th lap or so... the ai cars will lose one full lap in the pitstop and the leading car is suddenly 1 lap behind. And yes, not car related. Happens with every AC car.

That issue has been there for years and nobody fixed it. Maybe people don't play full races then. This version of Sepang works perfectly and has super fast ai (at least for me). I have never mastered that one weird turn before pit straight hehe.
 
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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)
 
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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?

 
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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?
 

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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?
 
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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

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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......
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Hi are you using a quest 3 by any chance?
 
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