AC Modding Questions Thread

This probably has been asked and answered a billion times before, but is it possible to have proper carbon fiber reflections (or any kind of unique finishes like matte or semi-gloss) for car liveries?

I've noticed that most cars that have proper carbon textures just have a standalone texture that is assigned to a specific part of the car like a splitter or a wing it seems, so I'm kinda doubtful.

ac_carbon.jpg
 
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Yeah it's possible but it applies to the entire object, so it needs to be split up into the parts that have carbon fibre and parts that don't.
 
Hi everyone, I can't use this CSP script well:
[EXTRA_FX_EMISSIVE_...]
MESHES=
MATERIALS =
DIGITAL_INSTRUMENTS =
RANGE = 21.1
COLOR = 0.12
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0

I created a strobe light on the roof of the car and however I set "INTERIOR_ONLY = 0\1 or EXTERIOR_ONLY = 0\1" I don't get the result I need.
I would like to see the blue and red strobe light projected outside, on the asphalt and on the surrounding objects, while sitting in the car, but if I check EXTERIOR_ONLY, the light passes through the car roof meshes and the effect is wrong.
There doesn't seem to be a setting to see the lights projecting onto the outside environment from inside the car and without reflecting inside the car through the roof mesh.
And then I don't know the reason but certain meshes do not emit or reflect light even when entering the correct mesh name or material name
 
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Hello, I have an issue graphically with Assetto Corsa, the cars I'm doing use ksmultimap shader, with a diffuse texture (generated by cmshowroom), AO map (diffuse map but with green at 100%) flat nm and txdetail is the car skin. I used shaders value that make the car a little glossy, but when exporting the car I don't have any sunspecular value in the shader settings. I don't really know why this setting appears sometimes in some car and doesn't in mine.

In game, the car looks good when not facing the sun. We can find some gloss on the under body, and the tyre looks good.

image.png


The side is also more glossy than the tread

image.png


But when facing the sun the car look absolutely flat, totally different than what I have when generating previews with Content manager and how the car look in cmshowroom (I know that the result by CM is not accurate, but not totally different than in game)

image.png

For the side tyre, I may understand why because I use a texture on which the alpha is 0 aside of the grove mark so that it shines more and replicate what the grove look in reality


pilote-de-formule-1-espagnol-fernando-alonso-de-renault-f1-team-rides-le-trottoir-pendant-la-deuxieme-session-de-formation-pour-le-grand-prix-2006-de-formule-1-d-espagne-a-la-piste-de-course-circuit-de-catalunya-a-montmelo-pres-de-barcelone-espagne-vendredi-12-mai-2006-2006-le-grand-prix-de-formule-1-espagne-a-lieu-le-dimanche-photo-gero-breloer-d3nh1c.jpg


But for the rest? It's not understandable it shouldn't be totally flat as if I used ksperpixel shader.

I can do something with CSP shader instead just like in this picture, but I want to fix it with vanilla assetto before taking in csp shaders to fix.


image.png


Thanks
 
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Hello, I have an issue graphically with Assetto Corsa, the cars I'm doing use ksmultimap shader, with a diffuse texture (generated by cmshowroom), AO map (diffuse map but with green at 100%) flat nm and txdetail is the car skin. I used shaders value that make the car a little glossy, but when exporting the car I don't have any sunspecular value in the shader settings. I don't really know why this setting appears sometimes in some car and doesn't in mine.

In game, the car looks good when not facing the sun. We can find some gloss on the under body, and the tyre looks good.

image.png


The side is also more glossy than the tread

image.png


But when facing the sun the car look absolutely flat, totally different than what I have when generating previews with Content manager and how the car look in cmshowroom (I know that the result by CM is not accurate, but not totally different than in game)

image.png

For the side tyre, I may understand why because I use a texture on which the alpha is 0 aside of the grove mark so that it shines more and replicate what the grove look in reality


pilote-de-formule-1-espagnol-fernando-alonso-de-renault-f1-team-rides-le-trottoir-pendant-la-deuxieme-session-de-formation-pour-le-grand-prix-2006-de-formule-1-d-espagne-a-la-piste-de-course-circuit-de-catalunya-a-montmelo-pres-de-barcelone-espagne-vendredi-12-mai-2006-2006-le-grand-prix-de-formule-1-espagne-a-lieu-le-dimanche-photo-gero-breloer-d3nh1c.jpg


But for the rest? It's not understandable it shouldn't be totally flat as if I used ksperpixel shader.

I can do something with CSP shader instead just like in this picture, but I want to fix it with vanilla assetto before taking in csp shaders to fix.


image.png


Thanks
Maybe the paint job is flat because the AO maps are missing, after that if you see a kunos car where you like the paint effects, with CM copy the shaders values and see if you have solved it, then play a bit with the values to customize, but the important thing is that you have the AO maps
 
Maybe the paint job is flat because the AO maps are missing, after that if you see a kunos car where you like the paint effects, with CM copy the shaders values and see if you have solved it, then play a bit with the values to customize, but the important thing is that you have the AO maps
that's what I did, I copied the shaders values I usually use on my other cars and they look correct.

For the AO map, I generated one with content manager like I usually do, then open it in paint.net, add a green filter that cranks the G value to 255 for every pixel. SO the ao map should still do its job.

This is how the car look in cm showroom.

image.png
 
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Hello, I have an issue graphically with Assetto Corsa, the cars I'm doing use ksmultimap shader, with a diffuse texture (generated by cmshowroom), AO map (diffuse map but with green at 100%) flat nm and txdetail is the car skin. I used shaders value that make the car a little glossy, but when exporting the car I don't have any sunspecular value in the shader settings. I don't really know why this setting appears sometimes in some car and doesn't in mine.

In game, the car looks good when not facing the sun. We can find some gloss on the under body, and the tyre looks good.

image.png


The side is also more glossy than the tread

image.png


But when facing the sun the car look absolutely flat, totally different than what I have when generating previews with Content manager and how the car look in cmshowroom (I know that the result by CM is not accurate, but not totally different than in game)

image.png

For the side tyre, I may understand why because I use a texture on which the alpha is 0 aside of the grove mark so that it shines more and replicate what the grove look in reality


pilote-de-formule-1-espagnol-fernando-alonso-de-renault-f1-team-rides-le-trottoir-pendant-la-deuxieme-session-de-formation-pour-le-grand-prix-2006-de-formule-1-d-espagne-a-la-piste-de-course-circuit-de-catalunya-a-montmelo-pres-de-barcelone-espagne-vendredi-12-mai-2006-2006-le-grand-prix-de-formule-1-espagne-a-lieu-le-dimanche-photo-gero-breloer-d3nh1c.jpg


But for the rest? It's not understandable it shouldn't be totally flat as if I used ksperpixel shader.

I can do something with CSP shader instead just like in this picture, but I want to fix it with vanilla assetto before taking in csp shaders to fix.


image.png


Thanks
If you use liveries then you will have to include the AO map with the livery in a program like photoshop, add some effects and place it inside the skin folder, but if you also want to be able to change paint with CM, then you will just have to put the AO map with transparency inside the shaders in kseditor, of course in both cases with also a NM map and one with white channel. Later when I'm at home I'll make you one
 
that's what I did, I copied the shaders values I usually use on my other cars and they look correct.

For the AO map, I generated one with content manager like I usually do, then open it in paint.net, add a green filter that cranks the G value to 255 for every pixel. SO the ao map should still do its job.

This is how the car look in cm showroom.

image.png

What are you putting green into? That sounds like the "maps" file, not the AO map. The AO is a greyscale texture (or, greyscale set to multiply over the racing livery for non-solid colour cars) which lives in the txDiffuse slot in the shader. The AO with green at 100% is a maps texture which controls surface finish, which lives in the txMaps slot. They are different textures with completely different purposes.

Can you share your textures here? Even just a screenshot in 512x512 resolution should be fine. Show both the RGB combined channels and the alpha channel for all relevant textures and someone should be able to help.

Finally, also check to see if there is a CSP Extension config overriding things; could be in the skin folder, the car/extension folder, or in the master extension folders.
 
What are you putting green into? That sounds like the "maps" file, not the AO map. The AO is a greyscale texture (or, greyscale set to multiply over the racing livery for non-solid colour cars) which lives in the txDiffuse slot in the shader. The AO with green at 100% is a maps texture which controls surface finish, which lives in the txMaps slot. They are different textures with completely different purposes.

Can you share your textures here? Even just a screenshot in 512x512 resolution should be fine. Show both the RGB combined channels and the alpha channel for all relevant textures and someone should be able to help.

Finally, also check to see if there is a CSP Extension config overriding things; could be in the skin folder, the car/extension folder, or in the master extension folders.
Extension is only here to change tyre texture, nothing is applied aside the tyres

1732731376996.png

Diffuse, alpha is 0 generated straight from CM

1732731423449.png


AO with green at 100%

1732731511629.png


Shader values

EDIT : Ok I apologize it seems to be a WTF moment, I don't see in which world I have selected multimap simple reflection for the top part, but the sides are multimap and follow the same texture philosphy
 
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