Hey there.
In my Caterham (& modding) journey to Assetto, i keep going back to useful posts, sometimes savings links as shortcut to be sure to keep that valuable info on how to something in particular.
Today i decided it would be nice to do a sticky note where we would edit this post in useful stuff.
A lot was said in the "dumb question thread", but there's so many pages to look into!
I invite anyone to post useful links below and i'll update them here, trying to sort them by categories.
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Installation
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Car Modding
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3D Modelling
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SKINS
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ANIMATION
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Sound
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Car Physics
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In my Caterham (& modding) journey to Assetto, i keep going back to useful posts, sometimes savings links as shortcut to be sure to keep that valuable info on how to something in particular.
Today i decided it would be nice to do a sticky note where we would edit this post in useful stuff.
A lot was said in the "dumb question thread", but there's so many pages to look into!
I invite anyone to post useful links below and i'll update them here, trying to sort them by categories.
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Installation
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Car Modding
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TUTORIAL - Your FIRST car in Assetto Corsa - Basic Guide
LAST EDIT: 04-09-2017: feedback from Pankykapus (3D artist at Kunos) 27-08-2017: added info from @garyjpaterson (ty) 11-01-2019: added folder name...
assettocorsamods.net
Car materials / shaders / modelling stuff : (more in the next pages)
Rim & Rim blur material with rim_detail texture for color
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AC Modding Questions Thread
Just to be sure, additional sound sources do not work for racetracks, right? For example adding a source for a speaker or ocean waves... 5 years on and we're still waiting for a reply from the devs :(...
www.racedepartment.com
Shaking Parts while driving (thx @garyjpaterson)
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You can make things like the exhaust (or mirror) 'jiggle' through the damage.ini.
Try something like this - the important bits are min and full speed, as setting them both to -1 means the 'damage' is on all the time.
[VISUAL_OBJECT_0]
NAME=Exhaust1
STATIC_ROTATION_AXIS=-1,0,0
STATIC_ROTATION_ANGLE=0
MULT_G=0.1
DAMAGE_ZONE=REAR
MIN_SPEED=-1 ; three the most important values
FULL_SPEED=-1
ALLOWED_G=0,0,0
OSCILLATION_MIN_ANGLE=0
OSCILLATION_AXIS=0,-1,1 ; change this to choose axis
OSCILLATION_MAX_ANGLE=1 ; and this to change amplitude
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You can make things like the exhaust (or mirror) 'jiggle' through the damage.ini.
Try something like this - the important bits are min and full speed, as setting them both to -1 means the 'damage' is on all the time.
[VISUAL_OBJECT_0]
NAME=Exhaust1
STATIC_ROTATION_AXIS=-1,0,0
STATIC_ROTATION_ANGLE=0
MULT_G=0.1
DAMAGE_ZONE=REAR
MIN_SPEED=-1 ; three the most important values
FULL_SPEED=-1
ALLOWED_G=0,0,0
OSCILLATION_MIN_ANGLE=0
OSCILLATION_AXIS=0,-1,1 ; change this to choose axis
OSCILLATION_MAX_ANGLE=1 ; and this to change amplitude
Tyre texture (ksTyre) faulty shadows
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Z-fighting : depth mode in ksEditor (thx @CC)
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if you use this setting inside the SDK on logos and mesh what you find issues with clipping/Z Fighting ect ingame use this stops the issues : eNoZWrite
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Z-fighting : depth mode in ksEditor (thx @CC)
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if you use this setting inside the SDK on logos and mesh what you find issues with clipping/Z Fighting ect ingame use this stops the issues : eNoZWrite
3D Modelling
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see here for a nice example on a Z4 : https://www.racedepartment.com/threads/bmw-z4-3-0i-e85-with-photogrammetry-wip.122806/
Dan the magnificent explained his way of doing things with photo reference modelling (or however it's called!)
using Camera match for 3dsmax : [url]
using Camera match for 3dsmax : [url]
SKINS
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Car skinning (projection in 3dsmax & photoshop)
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Skins - Car skinning tutorial
This is not specific to AC modding, but I could not find a better place where to post. Just sharing some knowledge about how to use 3DS Max for car skinning a couple of videos. Here is the first part: And here is the second part:
www.racedepartment.com
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ANIMATION
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Anim / Skin flexible (using 3Dsmax) :
Details :
Basically i applied the skin modifier to the brake cable, and i applied both screws as bones. No need of more null/dummy this way
Prior to this, you need to make sure you put gizmo of the cable properly, and centered in 0,0,0
i edited the enveloppe very wide as you can see in the screenshots.
To try quicker what's best for enveloppe parameters, i animated some key frames of the steering, then as i was playing with the enveloppe shape, i was playing the timeline to see the result, faster than selecting the bones etc.
aaand last but not least, but this you know the pain ;p is the ksEditor, messing around with skin
i personally had to go texture the object in the .ini of the fbx and reloading kseditor with it, otherwise i couldn't do anything to it... fun!
Details :
Basically i applied the skin modifier to the brake cable, and i applied both screws as bones. No need of more null/dummy this way
Prior to this, you need to make sure you put gizmo of the cable properly, and centered in 0,0,0
i edited the enveloppe very wide as you can see in the screenshots.
To try quicker what's best for enveloppe parameters, i animated some key frames of the steering, then as i was playing with the enveloppe shape, i was playing the timeline to see the result, faster than selecting the bones etc.
aaand last but not least, but this you know the pain ;p is the ksEditor, messing around with skin
i personally had to go texture the object in the .ini of the fbx and reloading kseditor with it, otherwise i couldn't do anything to it... fun!
Custom Steering Animation (using 3Dsmax)
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And scale driver for animation above (using 3Dsmax)
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How to Animate Suspension Using That Script And DIR_ Feature (using 3Dsmax)
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Rotating object in extra_animations.ini
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[ROTATING_OBJECT_0]
NAME=FAN - name of the dummy
RPM=100 - as there is no blurred texture, after a certain speed it actually starts looking slower so keep around 100
AXIS=1,0,0
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[ROTATING_OBJECT_0]
NAME=FAN - name of the dummy
RPM=100 - as there is no blurred texture, after a certain speed it actually starts looking slower so keep around 100
AXIS=1,0,0
Sound
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Fonsecker tutorial (windows / Adobe Audition )
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Rory Walker tutorial (mac)
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Car Physics
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