I was slightly bothered by the lack of the iconic city skyline on the Reboot Team version of Suzuka so I thought I would try to get it in the game and look I managed to do it
Just a small mod adding a .kn5 model to the track.
Now you can bravely take photos of the S curves!
Would be better if the skyline would be a bit more high-res but as it's not really possible to get photos of the city in such angles the best I could do was screenshotting it from a Super GT race
Installation:
1. Make a backup of 'models_suzukaeast.ini', 'models_suzukagp.ini', 'models_suzukawest.ini' in "X:"\Steam\steamapps\common\assettocorsa\content\tracks\rt_suzuka\' in case you want to delete my mod.
2. Copy the content of the .zip into "X:"\Steam\steamapps\common\assettocorsa\ folder.
Overwrite the files.
Credits: Reboot Team, TheNuvolari
Just a small mod adding a .kn5 model to the track.
Now you can bravely take photos of the S curves!
Would be better if the skyline would be a bit more high-res but as it's not really possible to get photos of the city in such angles the best I could do was screenshotting it from a Super GT race
Installation:
1. Make a backup of 'models_suzukaeast.ini', 'models_suzukagp.ini', 'models_suzukawest.ini' in "X:"\Steam\steamapps\common\assettocorsa\content\tracks\rt_suzuka\' in case you want to delete my mod.
2. Copy the content of the .zip into "X:"\Steam\steamapps\common\assettocorsa\ folder.
Overwrite the files.
Credits: Reboot Team, TheNuvolari
Open the track as an .fbx file in your preferred 3D modelling program (I prefer Blender), add a simple plane (or just a single square shaped face can do), select a material for it that is compatible with transparent alpha (a track material surely has at least one), duplicate it so it will be standalone, then modify the UV as you wish and make a .dds file for the texture you want it to show like the city or a mountain or something. Then when you finished delete every mesh that is from the track mod itself, only the plane mesh you modified should remain. Then export as .fbx don't forget the FBX scale, import it to ksEditor, edit the properties like Diffuse and emissive as you like, then save as .kn5.
Open the models_*TRACKNAME*.ini in the track you want to modify, and just add a new line with the next number in it like:
[MODEL_9]
FILE=*NAMEOFKN5*.kn5
POSITION=0,0,0
ROTATION=0,0,0
If you did everything well it will be visible in-game :)