The "What Are You Working On?" Thread

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Ten year anniversary today. Release by end of the month. See FB page or P13 thread for more details.

Any update on this?

P13C is probably the best mod ever released for AC. (if you want to hotlap and ignore AI.)

Should be really interesting how far you guys have come with P13B in terms of new data/features etc due to your guys work with professional side of motorsports.

 
Any update on this?

P13C is probably the best mod ever released for AC. (if you want to hotlap and ignore AI.)

Should be really interesting how far you guys have come with P13B in terms of new data/features etc due to your guys work with professional side of motorsports.

Waiting on a CSP update that keeps getting pushed back. Hoping for end of the week. Car has been ready for a while.
 
Almost There

The Design changes during weeks of development
- New Front Design (More Aggressive & More Flatter)
- New Fender Design (More Sleeker)
- New Rear Design

The Thing that i haven't done yet
- Detail & Misc
- Interior Model & Design
- Wiper Animation
- Livery

I target to released this in 25 January so wish me luck i guess
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Soon enough it will be in game render
Any progress on this project?
 
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Any progress on this project?
We have progress Yes!, Right now we testing the physics of the car, And making many variant of the car also skinning is in progress.
We Apologies for stating an unrealistic deadline, Due to our over confidence.
We delay because we want to make sure that our first mod isn't breaking the RD Rule or any international copyright law we making sure that the car is clean as possible and pleasure to drive.
 
self advertise for track props, now with palms, and a road !


and in the same aspect, i have a couple of 3D mesh for cars i would donate if people were willing to turn them into AC mods :)
a 1985 chevy caprice
a 1969 camaro ss
Mesh was done by not-very-good-me-16years-ago, not game friendly etc. but still a solid base for someone to play with it. It still needs actual work i know, so it's harder than ripping a forza model.

Behold the magnificence.
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Screenshot_porsche_356_1500_coupe_1951_weissach_skidpad_18-1-124-13-56-55.jpg
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Fooling around lately with this little skidpad. Trying out some Megascans 4K textures. It's been a while since I did some AC modding. The workflow between 3DS Max -> ksEditor felt a bit tedious (select objects -> export -> open ksEditor -> save to KN5...) so wrote a little MaxScript that'll export the selected objects with one click and then a python script which observes changed FBX files and automatically saves them to KN5 files (with the modded ksEditorAt v6). Works pretty good when you've set up your shaders already.
 
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First livery going decently. I'm not really aiming for fidelity since it's 1024^2 on a 2000 poly model.
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Edit: Got one, thanks. Former text:
Would anyone mind doing a cleaned up version of the series logo? I don't need super high resolution it's just a bunch of fiddly details that I don't have something good on hand for. I haven't totally looked into it but if it needs to get to specifics to that degree, 1987 Shell Ultra Australian Touring Car Championship, round 3 at Symmons Plains is my main guideline of what content to include (though I'm starting on cars that hit all 9 rounds cause they are much easier to find photos of)

EDICE0t.jpeg

Too bad jpg doesn't like red. Looks a fair amount nicer in the flesh.
 
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Some updates from the Procedural Road Generation from Spline and terrain mesh, project I am working on in blender , using geometry nodes.
Procedurally creates road with extra widening and super elevation at curves, based on design speed and width of Road. . Automatic Terrain Cut and Fill, conforms to base terrain.
Needs only Road Spline and Terrain as input, which can be got from google earth and navigation data. Uses Bezier splines.
Added visualization option to debug the road spline, range for visualization can be adjusted for finer control of nodes. Attributes such Elevation, radius . grade etc can be viewed as numerical values .

Some of Future plans. . Physical mesh generation with surface deformation. Road texture masks, Terrain Deformation and integration of base terrain, UV mapping(already works for road. Have to do new implementation). Rgb Terrain texture mask, junctions integration, Road side Components like lights, signs etc. road markings.. etc , Vegetation maybe.
 

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I'm looking into editing the default grass textures of kunos tracks and maybe some other. just need to find where to extract or find those other textures
That's actually CSP textures in the GrassFX module, you can't really edit them directly (if you want the changes to apply to tracks) you'll need to change the track config files instead to point at your different textures.
 

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