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Hi. So mystery is solved by looking at those lines:
Last edited:
Hi. So mystery is solved by looking at those lines:
It seems to me that the person here simply forgot to place the KN5 for replacement)))))Hi. So mystery is solved by looking at those lines:
View attachment 1531750this tells csp to hide and replace some cockpit elements. but replacement file misc.kn5 is not provided. So if You want to replace things include kn5 file too. If You don't have it and not intending to replace anything set ''active = 0''
You forgot to attach the MISC.kn5 file.so no one can see your planThis is exactly the case, thanks for the explanation
EDIT: I've updated the ext_config for the Alfa Romeo 4C, I've noticed a problem with the color of the pbr_leather_pattern. Now it's correct, no more white dots.
View attachment 1531571
Ferrari 212 EVS by Geroda74Lmao what the **** is that mapping anyways
F1 1998 - ROUND 01 - Melbourne v1.2
View attachment 1400354
Conversion from rFactor.
-CSP recommended
-30 pit/start
-AI, cam
Credits & Thanks;
rFactor Track by Grand Prix Team (1998 Track Pack)
-Thank you for giving me permission
AC converted by @shi (shin956)
AI and sidelines by Thockard
ai_hints.ini by wakamatospcl
Some objects from melbourne_2019_chq/ melbourne_2019
Crowds texture by @Kniker97
marshall and some textures by kunos
Enjoy.
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v1.1 changelog;
The walls now have thickness.
Added ai_hints.ini by @wakamatospcl . (Thanks!)
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)
v1.2 changelog;
Added the yellow lines in the pit lane. (Reported by DriverOne)
Updated Marlboro logo textures.
Updated s/f Gantry logo textures.
Changed the texture of the palm tree.
Other minor fixes.
Detroit Street Circuit 1985 v1.1
View attachment 1459103
Detroit Street Circuit with 1985 layout.
Conversion from F1 Challenge.
-CSP recommended
-36 pit/start
-AI, cam
Credits & Thanks;
F1 Challenge Track by dmarques
(Converted from Carrera.4's rF version)
Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file
AC converted by @shi (shin956)
AI line, window light textures and config base from detroit1988 by Rainmaker
cam by @Gregz0r
logo.png and sections file by @FanaprydeDetroit 1988: Real TV Replay Cameras from 1988.
Real F1 TV replay cameras for the Detroit 1988 GP track. I edited these to mimic how they were back in the day, using period footage as the base reference for each camera's position, start and end points, within kseditor. I had to improvise as...www.overtake.gg
Crowds texture by @Kniker97
marshall and some textures by kunos
Test and Feedback by @Breathe
Enjoy.
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v1.1 changelog;
Updated tree textures.
Fixed Crowds texture.
The file is already in the "extension" folder of the car. Is the original. For me new ext_config file is working as intended with CSP 0.3.0preview361You forgot to attach the MISC.kn5 file.so no one can see your plan
I don't have anything there, although there is an extension folder.The file is already in the "extension" folder of the car. Is the original. For me new ext_config file is working as intended with CSP 0.3.0preview361
Huh? It is a kunos car, it even did not have extension folder on my end. You must have downloaded it somewhere, or it is not kunos car?The file is already in the "extension" folder of the car. Is the original. For me new ext_config file is working as intended with CSP 0.3.0preview361
View attachment 1531815
Maybe this thing is different in CSP car config?
Edit: it's ****** quality but says: Latest version 2801
Blender Uv Auto Mapping, the most lazy way & fast it get the job done for texture AO but made every car livery nightmare to makeLmao what the **** is that mapping anyways
Someone called LING LING months ago on Discord taught me how to properly unwrap UV manually by hand by marking seams and unwrapping based on angle, while also merging polys by distance and recalculating bad vertex normals. Previously before meeting him there I used a program called RizomUV, but it's pretty much the same UV layout as Blender but as a separate program, even tho I used an addon bridge for that program.Blender Uv Auto Mapping, the most lazy way & fast it get the job done for texture AO but made every car livery nightmare to make
Yep, that reminds me of the renault 5 mapping that took me a week to figure out what was whatBlender Uv Auto Mapping, the most lazy way & fast it get the job done for texture AO but made every car livery nightmare to make
I get it from CM showroom, it's the only way I know to make liveries, for personal use, via Paint.net (I don't have any other graphics programs).Blender Uv Auto Mapping, the most lazy way & fast it get the job done for texture AO but made every car livery nightmare to make
I believe that file comes from the config files downloadable via CM, like in the @Valyul screenshot. You're right, that kn5 contains exactly what is missing. Try to update the config via CM and then install my tweaked ext_config.ini. See if MISC.kn5 pops up in your extension folder and if everything works correctly. If not I can post the file here for everyone who doesn't have it.View attachment 1531816
No KN5 files were found for this car.
So, most likely, someone posted this file somewhere, but few people know about it.
I've been trying to learn how to UV unwrap now because of a new car being made, its quite a nightmare, but I pretty much stumbled upon this method you explained via various Youtube videos. Interesting that you say by angle is best because I found that projected view worked a bit better, but now that I think about issues I'm having with projected view, maybe by angle is the better solution. Ah well, wouldn't be the first redo of this uv map!Someone called LING LING months ago on Discord taught me how to properly unwrap UV manually by hand by marking seams and unwrapping based on angle, while also merging polys by distance and recalculating bad vertex normals. Previously before meeting him there I used a program called RizomUV, but it's pretty much the same UV layout as Blender but as a separate program, even tho I used an addon bridge for that program.
It was latest version for me, i redownloaded anyway. No kn5 appeared, if it was csp it would be not in car/extension folder anyway, it would be in csp extension loaded folder.I believe that file comes from the config files downloadable via CM, like in the @Valyul screenshot. You're right, that kn5 contains exactly what is missing. Try to update the config via CM and then install my tweaked ext_config.ini. See if MISC.kn5 pops up in your extension folder and if everything works correctly. If not I can post the file here for everyone who doesn't have it.![]()
When you extract the AO from a car in the showroom, the save icon (floppy disk) is not visible until you move the mouse toward the lower right side of the screen, yeah?I get it from CM showroom, it's the only way I know to make liveries, for personal use, via Paint.net (I don't have any other graphics programs).
Usually it's a .dds file but in this case it's already .png, I can't extract it...
That's right, in order for it to appear automatically for everyone, it needs to be posted on GitHub. GT3Masters97 And perhaps if your config looks better, it can also be edited, with the consent of the previous authors.It was latest version for me, i redownloaded anyway. No kn5 appeared, if it was csp it would be not in car/extension folder anyway, it would be in csp extension loaded folder.
So please share that mysterious kn5 file.
Exactly, thanks: it's a PNG file, the floppy disk icon appears if I move to the left, but the image is completely black. How do you create a skin from a PNG file?When you extract the AO from a car in the showroom, the save icon (floppy disk) is not visible until you move the mouse toward the lower right side of the screen, yeah?
Also, sometimes there are two images, accessed by swiping left or right. Only one has the save icon.
I think if the livery file is a dds, you will get the option to save as dds, if it's a png you won't. « (r) I think.
Hope this might help.
Yes, everyone can tweak the config on his own liking 👀That's right, in order for it to appear automatically for everyone, it needs to be posted on GitHub. GT3Masters97 And perhaps if your config looks better, it can also be edited, with the consent of the previous authors.
Yes, everyone can tweak the config on his own liking 👀
[ANIMATION_...]
FILE=car_door_L.ksanim
TIME=2.0
INPUT=EXTRA_B
AFFECTS_INTERIOR_SHAPE = 1
[ANIMATION_...]
FILE=car_door_R.ksanim
TIME=2.0
INPUT=EXTRA_C
AFFECTS_INTERIOR_SHAPE = 1
If you find any other inaccuracies, please post them, so I can publish the updated config in the next package (I'll post them like this, individually I think it's a mess) 👀View attachment 1531846
This animation option does not work.I did it this way
perhaps because the animation file has a slightly different nameCode:[ANIMATION_...] FILE=car_door_L.ksanim TIME=2.0 INPUT=EXTRA_B AFFECTS_INTERIOR_SHAPE = 1 [ANIMATION_...] FILE=car_door_R.ksanim TIME=2.0 INPUT=EXTRA_C AFFECTS_INTERIOR_SHAPE = 1
If the image really is completely black, then the modder hasn't created an AO from the 3D model.Exactly, thanks: it's a PNG file, the floppy disk icon appears if I move to the left, but the image is completely black. How do you create a skin from a PNG file?
I understand, thanks. Sorry, how do you use the wireframe in the showroom? Is it the "paint shop" function?If the image really is completely black, then the modder hasn't created an AO from the 3D model.
Baking the AO was discussed a few posts up, but it's basically creating a map of where light would be shadowed or highlighted on the car body « this is a gigantic simplification. Baking AO isn't elite tier work, but it's beyond most of us ¯\(ツ)/¯
You can still use the wireframe (from the showroom) of the 3D model to paint a livery, but you won't get the visual "help" of the baked AO shadows that make us understand shape. Cars without AO seem flat, monotonal.
You get the wireframe from CM when you get the AO there is a button next to "calculate AO" that says "view mapping" thats where your wire frames are.I understand, thanks. Sorry, how do you use the wireframe in the showroom? Is it the "paint shop" function?
This is the process I did: but when I press "calculate AO", I can only download a completely black image, without the car mapping...😅You get the wireframe from CM when you get the AO there is a button next to "calculate AO" that says "view mapping" thats where your wire frames are.
if you are doing a dark skin then you dont really need AO or at least not as much if it is a white skin. But with a lighter coloured car you do need AO