AC Modding Questions Thread

If you know the camera settings then in theory it should be easier to setup a camera in 3ds to match exactly.

Though usually you are not going to know those settings, which is why the tool Dan linked to is so helpful - it works out the fov etc based on a few key measurements. So say you know the tyre size and wheelbase/track. You plot your 4 tyres in the correct position and scale in the scene, and you already have a few places in the 3d space for 3ds to try and match to a photo.

And yes, once you have some cameras setup, sure, start building a model or spline. Keep it loose in the beginning, so you can tweak it to fit different angles, and always check as many angles as possible.

Bit like this
2146ff8fb2c930464194c229084bccd9.gif

Hey Gary, those reference images, did you put them on a plane or as viewport background? Thanks!
 
I can't seem to find a template for the "plain" driver's suit. I tried using crew suits and TTM's template but I get what I think is the drivers shoe pattern up the drivers leg or on his torso (depending which I use.) Am I doing something wrong? I would have thought there would be templates available for all suits if seperate ones were needed.
 
I can't seem to find a template for the "plain" driver's suit. I tried using crew suits and TTM's template but I get what I think is the drivers shoe pattern up the drivers leg or on his torso (depending which I use.) Am I doing something wrong? I would have thought there would be templates available for all suits if seperate ones were needed.

At some point the driver model was updated and the UV layout changed drastically. The templates you have are probably for the original driver model. There should be an updated template somewhere on RD, IIRC the new texture has "2016" in the name, but I can't check right now
 
I can't seem to find a template for the "plain" driver's suit. I tried using crew suits and TTM's template but I get what I think is the drivers shoe pattern up the drivers leg or on his torso (depending which I use.) Am I doing something wrong? I would have thought there would be templates available for all suits if seperate ones were needed.
The pit crew uses the original driver template. Seems those templates aren't in the SDK folder anymore.

Found this good templatepack here on RD: https://www.racedepartment.com/down...it-pit-board-gloves-and-helmettemplate.15040/
Just reduce the texture size to 1024x1024 before exporting to DXT5 dds and you're fine. ;)

The driver uses the newer templates in this folder, it's the 3rd standard driver model in AC history IIRC.
..\Steam\SteamApps\common\assettocorsa\sdk\dev\skin_templates\template 2016_driver
 
Thanks guys, much appreciated :)
I have my own custom templates I made for RSS Stuff for these drivers, all new UV made and AO maps I baked and updated,
if I can find them ill send you a link to it if you want to use them or maybe I can make it a mod to download the templates for the community to use ect,
ill take a look anyways and see where these things are located. :D
 
Yeah I find it, its 4096x4096 and fits all the latest drivers ill remove some unused stuff and check the gloves and helmets textures and settings also and make a upload to RD. :)
3efe304a221e14576bd3a20481cd82fc.png
 
While we're on the topic of driver templates, does anyone have a blank driver glove template that has shading for the wrinkles, but no shading for the fabric texture itself? Want to do a custom one and teach myself a few things with generating normal maps in the process but all the templates I've seen have the fabric texture in the same layer as the overall shading. I'm useless at creating realistic looking wrinkles.
 
While we're on the topic of driver templates, does anyone have a blank driver glove template that has shading for the wrinkles, but no shading for the fabric texture itself? Want to do a custom one and teach myself a few things with generating normal maps in the process but all the templates I've seen have the fabric texture in the same layer as the overall shading. I'm useless at creating realistic looking wrinkles.
I think I have that 1 with no texture its just smooth no dimples and stuff ill check it now,
going to make a driver complete set of psd like a package and upload it to our website for you guys. :)
 
I think I have that 1 with no texture its just smooth no dimples and stuff ill check it now,
going to make a driver complete set of psd like a package and upload it to our website for you guys. :)
Yeah mine as these things on the gloves if thats what you was meaning,
most this crap made by hand anyways, these creases and stuff just paint them with the spray tools,
or download some wrinkles cloth online and overlay it :)
but easier to just paint. :)
1f9381aefaf122834d6fe6c44f0f4ec7.png
 
While we're on the topic of driver templates, does anyone have a blank driver glove template that has shading for the wrinkles, but no shading for the fabric texture itself? Want to do a custom one and teach myself a few things with generating normal maps in the process but all the templates I've seen have the fabric texture in the same layer as the overall shading. I'm useless at creating realistic looking wrinkles.

You can create any pattern you want with Materialize.
http://www.boundingboxsoftware.com/materialize/index.php

height map can be used to create normal map.

edit: example post below
 
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The pit crew uses the original driver template. Seems those templates aren't in the SDK folder anymore.

Found this good templatepack here on RD: https://www.racedepartment.com/down...it-pit-board-gloves-and-helmettemplate.15040/
Just reduce the texture size to 1024x1024 before exporting to DXT5 dds and you're fine. ;)

The driver uses the newer templates in this folder, it's the 3rd standard driver model in AC history IIRC.
That version of crewsuit was one of the templates I had alreeady tried. I tried again at 1024 but the drive still has a shoe on his torso :p

This is working though:
https://www.racedepartment.com/downloads/2016-driver-3d-2d-template.13096/
 
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Yeah mine as these things on the gloves if thats what you was meaning,
most this crap made by hand anyways, these creases and stuff just paint them with the spray tools,
or download some wrinkles cloth online and overlay it :)
but easier to just paint. :)
1f9381aefaf122834d6fe6c44f0f4ec7.png

I've tried painting wrinkles in the past and it always looked terrible; I'm not good at freehanding anything, sadly.

The texture I was looking to do without is mostly the "tooth" of the fabric itself, as well as the material seams as I'd like to make my own. :)

I really should learn how to paint textures like that properly, though; good skill to have.
 
Hi, I'm stuck with a problem I can't seem to fix. (I am trying to modify an existing car)
I'm using some information from this guide
https://assettocorsamods.net/threads/your-first-car-in-assetto-corsa-basic-guide.1019/

I'm trying to replace a wing / spoiler to the toyota mr2 with the one from an rx7 model.
I first used kn5conv.exe to extract files so I can open the .obj in blender.

Then I deleted the toyota spoiler, opened the rx7 model in blender, copied the wing files with CTRL + C / CTRL + V
then adjusted the position a little bit.
I then pressed A to select everything then exported it to .fbx as the tutorial above states.
However, when I enter ksEditor and open the .fbx file I exported from blender all I see is this:
https://gyazo.com/691879cdc87f7dc41e811b32b51f943d

What am I doing wrong?
Additional screenshots of blender and my file structure:
https://gyazo.com/8d0afcafd357177e53603d8637296088
https://gyazo.com/957e60c041ea841ac1d3317572dcce16

If I export the model using a KN5 addon for blender; and if I click on it the ACM showroom opens and the car is all purple.
 
Hi, I'm stuck with a problem I can't seem to fix. (I am trying to modify an existing car)
I'm using some information from this guide
https://assettocorsamods.net/threads/your-first-car-in-assetto-corsa-basic-guide.1019/

I'm trying to replace a wing / spoiler to the toyota mr2 with the one from an rx7 model.
I first used kn5conv.exe to extract files so I can open the .obj in blender.

Then I deleted the toyota spoiler, opened the rx7 model in blender, copied the wing files with CTRL + C / CTRL + V
then adjusted the position a little bit.
I then pressed A to select everything then exported it to .fbx as the tutorial above states.
However, when I enter ksEditor and open the .fbx file I exported from blender all I see is this:
https://gyazo.com/691879cdc87f7dc41e811b32b51f943d

What am I doing wrong?
Additional screenshots of blender and my file structure:
https://gyazo.com/8d0afcafd357177e53603d8637296088
https://gyazo.com/957e60c041ea841ac1d3317572dcce16

If I export the model using a KN5 addon for blender; and if I click on it the ACM showroom opens and the car is all purple.
The KSEditor has no persistence file to open with the fbx, hence it applies sorta random Shader settings to the models materials. No idea if there is a work around or if you need to redo them all.
 

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