Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Thread starter daan
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Skin updated, added new skin, now including oily smoke config adapted to F302's Daytona.
preview.webp

Screenshot_f302_ferrari_365_gtb4_c_rmi_silverstone_1975_8-1-126-17-29-37.webp
 
are you replacing these with new files?

RESOURCE_3= txDetail
RESOURCE_FILE_3= tarmac-detail.dds <-------------?
RESOURCE_4= txNormalDetail
RESOURCE_FILE_4= tarmac-detail_NM.dds <-------------?
No, I just used the original values and the textures of the original shader (which is ksMultiLayer_fresnel_nm in RT Spa'66 revisited by @racinjoe013 )

I was not able to make this mirroring effect disappear by changing the original values of the original ksMultiLayer_fresnel_nm shader
 
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Question for you (and @Fall Guy, and anyone else who's mastered refractive lights via config)... could refractive lights be added to VRC's super tourers? I love these cars but when chasing down a pack of them the rear lights of the cars in front look pretty awful by modern modding standards. Some rear lights on the super tourers are very flat and dull, and don't look much better than NASCAR fake-light decals. Refractive lights would be the icing on the cake for this otherwise wonderful pack.
Screenshot_vrc_erc_1999_vorax_ddm_gts_tsukuba_8-1-126-17-38-14.webp


This is best what can be done without modifying 3d mesh and creating new textures. They aren't created with refraction in mind so they doesn't look good. For example revese light and turn signals using same mesh so one of them won't work.

When i make mod i separate for left and right and then individual functions like reverse light, brake light and turn signals.

First you need to unpack data.acd and delete light.ini or at least remove lines corresponding to rear lights in above mention file.
Based lighting on this file mess up light when you setting up refraction and selflighting. All lighting should be set in ext_config to make full use of CSP functions.

NGL the best for refraction are cars based on Gran Turismo because they have it originally
 

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Custom Championship: from FIA GT '02 to FIA GT '03
Same mods (RSS GT Legend Pack + Porsche 992 GT3 GtSupreme)
Same circuit (Brno reworked https://www.assettoworld.com/track/automotodrom-brno-1 )
ONLY the skins changed
Can someone please explain to me why the game keeps crashing with this error? Everything is the same except the skins, I can't figure it out...😖🤬

"CRASH in:
OS-Version: 6.2.9200 () 0x100-0x1
WARNING: TaskBarIcon :: COULD NOT FIND TEXTURES FOR IMGUI_LUA_Stretched Grid_main_ICON
ERROR: SymGetSymFromAddr64, GetLastError: 487 (Address: 00007FFA12AA2F05)
00007FFA136686ED (DWrite): (filename not available): (function-name not available)
d:\dev\dev_pc_master_race\ksphysicsac\car.cpp (1671): Car::pollControls"
 
What about this fix I tried several months ago for the RT Spa 66? (and reposted just above )

Works here with CSP 0.3.0.p212

[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= fixing mirror effect raidillon
MESHES=vis_1ROAD_1_001
MATERIALS= ROAD_TRACKMAIN01_WET
SHADER = ksPerPixelMultiMap_NMDetail
PROP_... = ksAmbient, 0.38
PROP_... = ksDiffuse, 0.33
PROP_...= fresnelC, 0.3
PROP_... = fresnelEXP, 6
PROP_... = fresnelMax,0.6
PROP_... = ksSpecular, 0.1
PROP_... = ksSpecularEXP, 10
RESOURCE_3= txDetail
RESOURCE_FILE_3= tarmac-detail.dds
RESOURCE_4= txNormalDetail
RESOURCE_FILE_4= tarmac-detail_NM.dds


(Yeah , just trying here to make you release a v2 :mischievous:)
This seems to have done the trick for me. Thank you so much. I'd have never figured this out myself.
 
How can I turn it into AWD? Which files do I need to change?
I'm actually working on a AWD2 version of it now. But so far I'm having to tweak the tyre grip and aero figures a bit due to it being massively tail happy. But it shouldn't take too long, I just used car tuner to clone the car and then edited the drivetrain file as mentioned by others. It won't be a historically accurate version as apparently the Quattro had a 50:50 diff split. I'm having to put quite a bit more drive into the front wheels to stop the tail happiness on power, but it's definitely getting there stability wise, and of course it's extremely fast off the lights 😂
 
k_p
View attachment 1511887

This is best what can be done without modifying 3d mesh and creating new textures. They aren't created with refraction in mind so they doesn't look good. For example revese light and turn signals using same mesh so one of them won't work.

When i make mod i separate for left and right and then individual functions like reverse light, brake light and turn signals.

First you need to unpack data.acd and delete light.ini or at least remove lines corresponding to rear lights in above mention file.
Based lighting on this file mess up light when you setting up refraction and selflighting. All lighting should be set in ext_config to make full use of CSP functions.

NGL the best for refraction are cars based on Gran Turismo because they have it originally
To me that's a huge improvement over the original VRC lights, which were dull and flat. The lenses weren't even reflective on this Vorax. With your mod the lights now have depth, the lenses actually look like translucent plastic, and the light scatters convincingly as it refracts. You say the mesh construction isn't ideal and you don't sound entirely happy with the result but nevertheless, I think you've done a great job and have definitely improved this car. The loss of turn signals is a small price to pay, and who needs blinkers on a touring car anyway? Great job, and many thanks. I hope you'll eventually do the same for the rest of the VRC touring cars.
 
Why won't certain cars track with Content Manager? I have various mods that follow the rules: no capitals, folder name under 32 characters, etc. Do the Lods having capitals in their name matter?
 
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