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2or2026 19:45 TUTORIAL - Your FIRST car in Assetlo Corsa - Basic Guide |Assetto Corsa Mods Log in or Sign up ASTETIS SORTA WOLDS es Create the next gem of simracing] HOME FORUM. Search Forums Featured Threads Archive o EVENTS — Members About Us featured Threads Recent Posts (Search, HOME )> FORUM )> MODDING FOR ASSETTO CORSA )> Car Models | Physics (TUTORIAL) Your FIRST car in Assetto Corsa - Basic Guide Featured Discussion in Car Models | Physics started by luchian, Aug 22, 2017, FACEBOOK Page tof 26/1 || 2] 3 luchian Administrator Staff Member eines: Jun, 2014 Messages: 3,001 Likes Received: 1,488 This site uses ¢ TWITTER Gooste ok TUMBLR REDpIT PINTEREST EMAIL 5 ][6| + (26)(Next> 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 length restrictions (thanks @fughettaboutit ) INTRODUCTION ‘There are already tutorials on car modding for Assetto Corsa out there. However, I feel they don't treat the subject as a whole. Example - the car_pipeline*.pdf directly coming with Assetto Corsa (typically under \STEAM\steamapps\common\assettocorsa\sdk\dev). It's long and complex, and has a lot of useful information. But it concentrates too much on the graphical side and not enough on the rest, And that makes it not so straight forward to succeed with your first car. I personally like to start simple and once that is clear, continue to build on it. If you're anything like me, then please keep reading ‘What you see, does NOT matter. Well, it matters if you want to make a top mod, and boost immersion, of course. And that should be our ultimate goal. But from AC engine's point of view, you could drive a cube. Or you could simply drive on thin air. Under the hood, a complete working car looks like this (selected cube being the front left wheel): 5 to help personalise content, taller your experience and to keep you logged in if you register By continuing to use this site, you are consenting to our use of cookie: htips:ifassettocorsamods netthreads/your-frst-car-in-asseo-corse-basic-guide.1019! sua2or2026 19:45 TUTORIAL - Your FIRST car in Assetto Corsa - Basie Guide |Assetto Corsa Mods +a bunch of dummies with specific orientation and names, _while what you actually see, could be this. Just the pilot hovering. But still, a working "car". ‘The point is, do not be distracted by the visual mesh. All the work is done by the dummies (also known as null, helper, empty, ete) and their naming. For those familiar with 3d animation, AC is working in the same way: dummies act like an interface between what user wants to sce and what the engine understands. Create them, name them correctly, place them at key joint points and have fun with the result by attaching the visual mesh(es). TL;DR : We like it simple (and hopefully you too); we use dummies (and you will too). LET'S DO THIS nitpsiassetocorsameds.neUthreadsiyour-frt-car-n-assetlo-corsa-basic-quide. 101 2i242or2026 19:45 TUTORIAL - Your FIRST ear in Assetto Corsa - Basie Guide |Assetto Corsa Mods obviously’ These are the main steps: 1/ Prepare and populate the folder structure 2/ In your 3D software (Blender, 3DS Max, Maya, ete): -a/ respect the dummy naming -b/ respect hierarchy between dummies and mesh -c/ export to FBX up to 2014/2015 format (2016 is unsupported) 3/ In KS EDITOR (aka SDK Editor, AC SDK, AC Editor) -a/ import the car .fbx file you have just created -b/ define the shaders/materi -c/ export to .KN5 -d/ repeat for collider 4/ Edit \DATA\* ini files 5/ DRIVE! 1/ Folder structure ‘This is the first step. A good, clean folder structure will always make things easier. But this is also required, so that AC understands it. This is a small project, so I have used the same folder for all the files, from 3D to kng. When you'll be working on that awesome car of yours, you might want to have 2 separate folders, one DEV folder with all reference data and 3d models, and one "driving" folder in \content\cars. nitpsiassetocorsamods.neUthreadsiyour-frt-carn-assetlo-corsa-basic-quie.1019) 242or2026 19:45 TUTORIAL - Your FIRST car in Assetlo Corsa - Basic Guide |Assetto Corsa Mods So, our example car is called aem_tutorial_basic. Therefore, that's also the name of the folder. Like we mentioned, everything is already in place for the final export. A naming restrictions for track- and car-folders, from shared memory definitions: ‘max length for track folder name: 32 ‘max length for additional layout folder name: 15 ‘max length for car folder name: 32 (keep all lowercase and latin characters to work for ContentManager's distance driven feature to work properly) Full path: STEAM > steamapps > common > astettocorsa > content > cars > acm tutorial basic Name (Ree ® acm tutorial basiciblend ‘B) acm_tutoriel_basic,fbx.ini cr tutorial basic foe collide fox ‘The green rectangles indicate the mandatory files and folders for the exported car. “White” files are only there during development, and you'd want to take them out before releasing your car publicly. Let's discuss the contents. A * mark, means welll get back to it with more detail. \animations - this is where the animation files are stored for a car. Things like gear shift, This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register. By continuing to use this site, you are consenting to our use of cookies. Accept || Learn More hps:ilassettacorsamods netthreads/your-first-car-iv-asseto-corse-basic-quide. 1019! 41242102026 19.48 TUTORIAL -Your FIRST carn Assello Corsa - Basic Guide [Asset Corsa Mods possibility to release it exactly as is, but nowdays the entire folder is packed in one single file called data.acd \sfx - the sound folder. Assetto Corsa uses the FMOD audio engine and all the sounds of a car are packed in a bank file, We are not going to go into the “how-to for sound at this point (this will be another nut to crack). However, in order to have a working car mod, we DO need a sound. Therefore, we'll speak about the simple solution, using an existing car's .bank audio file. See ‘THIS for info (you can skip step 2, if ina hurry). Ss - skins folder. Every skin, has it's own sub-folder. You might want to edit the preview. \texture - very important folder. All the car's textures must be here. To start, you can copy it from formula_k, because it also contains some common shared the sub-folder flames. Otherwis and use on your car, just drop it directly i \s whatever new texture you create the \texture folder. textures, Once the model is finished and exported to kng file, all your textures will be included in the kn5. So you can then delete all, and just leave the “default” texture folder you copied from the formula_k. BONUS: if you use this folder from the beginning, during your modelling phase, the materials will be already assigned to the car when you open it in KS Editor. - this is used in the menu and contains 2 files: the badge (PNG, 128x128 px) and basic data for the car in the ui_car.json. You should at least edit the name, so it will be easy to find your ereation in the menu. You can edit it with notepad, but for convenience and all the other text files you need to modify, I recommend something like Notepad++. \acm_tutorial_basic.kn5* - your car, exported from KS Editor (with textures). Notice the identical name as the folder. \collider.kn5* = this is a very boxy version of you car, used for physics calculations. _shadow.png you can just Rest of the files (driver_base_pos.knh to tyre_; copy them from formula_K at this point. 2/ Preparing your 3D model Screens here are made in Blender, as that's the tool at hand. Similar concept will apply for gdsmax, Maya or other modelling package. nitpsiassetocorsameds.neUthreadsiyour-frt-car-n-assetlo-corsa-basic-quide.1019) 5i242or2026 19:45 ‘TUTORIAL - Your FIRST car in Assetlo Corsa - Basic Guide [Assetto Corsa Mods above scene will also be attached to present post 2A: dummy names Set scale to Meters. Model the basic car. A car body and 4 wheels. All objects MUST have a material/texture. ‘Naming (for visual mesh) can be anything. I prefer to use a prefix like VISUAL so it's clear what part is what. Create dummies that control the wheels. Remember, when we use dummies, the names are key factor, so always respect them. (use CAPS). In present case (LF stands for Left Front, LR for Left Right, ete): WHEEL_LF WHEEL_LR WHEEL_RF WHEEL_RR ‘NOTE: never scale them once created (especially if working in gdsmax). For game logic, it doesn't matter what size they are, but scaling them afterwards can cause all sorts of issues. Spoiler: Blender bonus 2B: respect scene hierarchy Make every mesh a child to its respective dummy ! In this case, we want the wheels to rotate, so we need to make the visual wheel a child to the dummy. E.g.: Visual_wheel_LF mesh is a child of WHEEL_LF dummy. The hierarchy is very important. If we don’t respect it, the car might load ok, but nothing will move. The wheels would be stationary as if part of the body design IMPORTANT NOTE: - all dummies must have Z-axis pointing forward and Y-up. - car's body origin/pivot point : the model must be placed with the wheels touching the ground on the 0 coordinate (see below). htips:ifassettocorsamods netthreads/your-frst-car-in-asseo-corse-basic-guide.1019!2or2026 19:45 ‘TUTORIAL - Your FIRST car in Assello Corsa - Basic Guide |Assetto Corsa Mods - pivot point of dummy must be identical to pivot of child mesh (or vice-versa). E.g. below: wheel mesh (colored texture) and the dummy (cube) have identical origin/pivot point. 6) 2C: export to FBX format Great, you have everything setup. You are ready to export to FBX (up to 2014/2015, format; 2016 is unsupported). If you are working in Blender, itis a good practice to check the box Selected Objects. This will allow you to only export what you have selected (e.g. ear + wheels, but NOT collider; supposing you have them all in the same scene) Also, pay attention to the little button next to seale (must be deselected). Export in the same folder (see folder photo above). htips:ifassettocorsamods netthreads/your-frst-car-in-asseo-corse-basic-guide.1019! 242or2026 19:45 ‘TUTORIAL - Your FIRST car in Assello Corsa - Basic Guide |Assetto Corsa Mods Awesome. Now, KS EDITOR time ! 3A: import the car .fbx You should see something like this (if the car is black, you are probably missing ‘textures. You can reassign them here in the editor - just go to material tab, select object, reassign texture). 3B: define the shaders/materials For this tutorial, it doesn't really matter what material/shader settings you are using. Just play with values till you like what you see. We'll cover ear shaders in separate topics. 3C: export to .kng, - the name of the exported file must be identical to the name of car folder (see folder photo above) This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register. By continuing to use this site, you are consenting to our use of cookies. hipssilassettacorsamods netthreads'your-frst-car-iv-asseto-corsa-basic-quide. 1019! 8242or2026 19:45 This site v ok TUTORIAL - Your FIRST carin sell Corsa - Basle Guide | Asseto Corsa Mods - physics/collisions calculation is very CPU intensive (especially when everything needs to happen in milliseconds). Therefore using a high poly mesh for collisions ‘would be impossible. It is therefore required to use a VERY (40-60 triangles) low poly basic shape as collision box. = repeat above steps 2C to 3C for collider. Name it collider.kng and export to your car folder (sce folder photo above). Note you need to set it with a material called GL, then assign the GL shader in KsEditor before exporting. - for this tutorial, the ear geometry is very simple, so we are going to use a copy of the body (only body, no wheels, no dummies). But, for your future projects, you will need to define a basic box about the same size as the car. - notice the pivot point also at o (¥) as the ear. - NO vertex under the car bottom (so DON'T go as low as the ground) Good, now you are done with the graphical part. PHYSICS Now that AC engine knows how to communicate with our visual car, we need to define all that nice technical data about our vehicle. That will determine its behavior inside the sim. 4: Edit \DATA\*.ini files Again, we will start with base files from formula_K. BUT, for the very first car, we don't need them all. I have reduced the number of files (and modifications) to a minimum in order to get your car moving. After that, it’s just a matter of studying and crunching numbers in order to bring the behavior close to what's expected. Most of them, are self-explanatory once you take a look inside. So, I divided the ini files in multiple categories, as you will see below. 5 to help personalise content, taller your experience and to keep you logged in if you register By continuing to use this site, you are consenting to our use of cookie: htips:ifassettocorsamods netthreads/your-frst-car-in-asseo-corse-basc-guide.1019!2or2026 19:45 TUTORIAL - Your FIRST ear in Assetto Corsa - Basie Guide |Assetto Corsa Mods aero ini :used to define all wing-type objects - delete all the wings except 'body’, then delete all the wings *.aoa files except body. - uses (therefore also needed) - wing_body_AOA_CD.ut - defines the lookup table for Coefficient of Lift -wing_body_AOA_CL.lut - defines the lookup table for Coefficient of Drag * you can add as many wings you wish, but don't forget to add the corresponding _CD and _CL .lut files for them cameras.ini - default is ok to start with car.ini : car parameters. - we should at least change the SCREEN_NAME (can be anything), as it will appear while in-game - IMPORTANT: we don't deal with suspension animation at this point so be sure to set USE_ANIMATED_SUSPENSIONS=0 drivergd.ini : default is ok to start with engine.ini : defines engine parameters. ~ uses the lookup table: - power.lut (mandatory) - note: no coast.lut file is required anymore. Must keep the section in engine.ini to keep AC from crashing, but do not use for data. lods.ini : used to improve performance (but we'll speak about it another time) - edit block LOD_o, and put your .kns file name - since we don't have any other LODs at this moment, we delete all other blocks LOD_1, 2, ete suspensions ini : suspension type and data - modified wheelbase to 1.9m and CG to 0.3 to match more or less our little 34 model (visual reasons). - NOTE: this indicates the car's CG so a better suited value to start with is 0.5 (50%front) tyres.ini : define tyres parameters. - uses lookup tables for both wear and temperature. Depending on the type of tyre you wish to use, corresponding *lut file must be added. In this case: Fghard_front.lut F3hard_rearlut teurve_FghardJut ete, Spoiler: Read more All the parameters (e.g. heating) are in the tyres.ini under [THERMAL_FRONT] and [THERMAL_REAR]. Supposing you would like to modify tyre overheating nitpsiassetocorsamods.neUthreadsiyour-frt-carn-assetlo-corsa-basic-quie.1019) 01242or2026 19:45 TUTORIAL - Your FIRST ear in Assetto Corsa - Basie Guide |Assetto Corsa Mods rolling_k value is heat generated by rolling driving straight. You would first need to determine when are your tyres overheating. And than play around with the values. Small adjustments and not both parameters at same \¢, ie; if you're overheating while cornering than adjust friction_k ete, final.rto, ratios.rto These can be deleted, they are used for cars with multiple gear ratio options (as it's the case for formula_k). The setup.ini will refer to this, so if you do remove them, then make sure to amend that too (ust delete the relevant section). OPTIONAL, BUT MANDATORY (car should load, but behave weird) brakes.ini : brake parameters - car will load in-game, but.. you'll have no brakes (this is the way James Bond's car would be sabotaged in Assetto Corsa, for example) colliders.ini : defines collision behavior for bottom of the car (car bottom touching the ground). This should come as an addition to the collider we already have (that handles all other body collisions). drivetrain.ini : drivetrain parameters - car will/should load, but you can't engage any gear. ‘setup.ini : used to define all the available option user has in garage will/should load, but when you hit drive, game could crash. At this point, your data folder should look like this: nitpsiassetocorsameds.neUthreadsiyour-frt-car-n-assetlo-corsa-basic-quide. 101 242or2026 19:45 TUTORIAL - Your FIRST ear in Assetto Corsa - Basie Guide |Assetto Corsa Mods cars > acm_tutorial basic > data Name (1) FOR_LATER USE §) seroini 5) brakes ini B collides.ini 1B] dash_carmini 15) diver34.ini {5} ivetrain iri 8) engineini Ey lod £2) proview.nodes.ini setup.ini 5) tyresini 1 Fahard frort.iut DE Fahaidiveaitat [7] Fomedium frontlut 1 Famediur rear 1 Fasoft fromtiut (7 Flsoft.reariut Eyewear (1 teuve hare at (Fj teurve F3medium.tut 1 teurve F3softut throttle ut 5 wng_tody ADA Co.ut wing_bedy AOA List 1 finalto 1) ratiosito -aaaand you should have a complete working car ! GO DRIVE THIS BEAST ! nitpsiassetocorsamods.neUthreadsiyour-frt-carn-assetlo-corsa-basic-quie.1019) 121242or2026 19:45 TUTORIAL - Your FIRST ear in Assetto Corsa - Basie Guide |Assetto Corsa Mods When you want more, you'll notice the presence of a sub-folder named FOR_LATER_USE. That one contains all the files that are optional at this phase (meaning your first drive), but should be defined and moved to data folder for the final car. A few words on them: throttle.lut : This controls your throttle map (though very simple, just a 0-100% input versus output). This will have a perfeet linear throttle, you ean tweak it later: Spoiler: throttle ut /gary jini : Al parameters. ambient_shadows.ini : defines size of car shadows analog_instruments.ini : controls analog dash instruments blurred_objects.ini : when you will wish to include blurred rims on your car, y will need this file - do NOT forget it later digital_instruments Just a reminder to always delete the contents of this at a start of a new project, always causes crashes as its looking for a dummy that is likely not there on your model. /gary ini : controls digital instrumentation incar damace.ini : controls visual damage level nitpsiassetocorsamods.neUthreadsiyour-frt-car-n-assetlo-corsa-basic-quide.1019) sai242or2026 19:45 TUTORIAL - Your FIRST ear in Assetto Corsa - Basie Guide |Assetto Corsa Mods electronics.ini : controls electronic driving aids car might have esemod controls the orbiting camera you sometimes see in the pits, the height/distance it is away from the car. /gary flame_presets.ini : very detailed info about exhaust flame phases, never messed with this before. /gary this is the simple controls for exhaust flames, used to control the - open the console (press Home), enter "set ive) and you can see the flames and can edit them flames.ini position and direction. Ti observeFlames 1" (case sen: realtime. /gary lights.ini : different light parameters mirrors.ini : mirror parameters important when you'll include mirrors sounds.ini : sound parameters (e.g. engine position). Without it, probably defaults to some standard sound configuration () suspension_graphies.ini : Genuinely have no idea what this is for, never used it/seen it used for any car even those with animated suspension. Just leave it blank. /gary wing_animations.ini : animated wings NOT REQUIRED (delete/ignore) proview_nodes.ini - delete. Will be automatically created. coast.lut (obsolete) FINAL NOTES Ifyou change the name of a folder/car, you need to check 3 thing: name of folder and name of kng file are identical - edit lods.ini and change the name of the kn5 to be used ange bank file (and GUIDs if the case) This is really a BASIC guide. It's meant to get your first creation moving. Once you understand how it works, the rest is just a matter of adding additional dummies to different car parts. Although, some additional guides should surface this forum, don't hesitate to consult the pipeline doc. NOW, it will be more relevant since you know the link between different components of a complete mod car. Happy modding PS: nitpsiassetocorsameds.neUthreadsiyour-frt-car-n-assetlo-corsa-basic-quide. 101 61242or2026 19:45 luchian Administrator Staff Member vines: Jum 3, 2014 Messages: Likes Recewve! 3,001 1488 TUTORIAL - Your FIRST car in Assetlo Corsa - Basic Guide |Assetto Corsa Mods PPS: the sample car will run in-game. But not in Showroom (which requires additional dummies). ‘Attached Files ‘acm_tutorial_basic.72 File size 1.4.08 Views: 4975 Last edited by a moderator: Apr 28, 2022 MOD HELP Your First Track | Your First Car | Shaders | Set-up Trees For any issues: - please write on forum not via PM. This way we lear together. Thank you - please attach your logs. You ean find them under \Documents\Assetto Corsa\logs luchian, Aug 22, 2017 " Xuacu, Nairseht, Rob Pawn and 10 others like this. UPDATES: 04-09-2017: feedback from Pankykapus (3D artist at Kunos) Polygon budgets: LOD B exterior: LOD Cexterior: 10-12k tris LOD D exterior: 2-gk tris, HR Cockpit: 125k tris, LR Cockpit: 7-10k tris LR Coekpit in LOD B: 4k tris LR Cockpit in LOD C: 2k tris (concentrate detail above window level) These are generic budgets, so a good reference to keep in mind. But in practice there is no real limitation (higher or lower). It's just that going lower might hurt detail, going higher might hurt FPS. Another aspect of modelling cars, imho, is the detail of the wheels. Sometimes, you can get away with lower detail on car body, but very well made wheels. So here are some numbers to help in this direction as well. Budget for a wheel (tyre+rim) should be around 5-7k tris (for normal-looking rims) Can go as high as 12k in case of complex geometry. htips:ifassetiocorsamods netthreads/your-frst-car-in-asselo-corse-basic-guide.1019! 91242or2026 19:45 luchian Administrator Staff Member Joines: Jun 3, 2014 Messages: 3,001 Lukes Received: 1,488 luchian Administrator Staff Member Joinee: Jun 3, 2014 Messages: 3,001 kes Received: 1,488 This site uses ¢ ‘TUTORIAL - Your FIRST carn Assello Corsa - Basic Guide | Asseto Corsa Mots to consider here is also the number of spokes the rim has, as it might influence your choice. Last edited: Sep 4, 2017 MOD HELP Your First Track | Your First Car | Shaders | Set-up Trees - please write on forum not via PM. This way we lear together. Thank you - please attach your logs. You ean find them under \Documents\Assetto Corsa logs, luchian, Aug 22, 2017 a Xuacu and OrDoomsLab tke this. Reserved for further goodies (e.g. add rims+tyres) MOD HELP Your First Track | Your First Car | Shaders | Set-up Trees For any issues: - please write on forum not via PM. This way we learn together. Thank you - please attach your logs. You ean find them under \Documents\Assetto Corsa\logs, luchian, Aug 2, 2017 ® Nairiseht likes this. Reserved MOD HELP Your First Track | Your First Car | Shaders | Set-up Trees For any issues: - please write on forum not via PM. This way we learn together. Thank you - please attach your logs. You ean find them under \Documents\Assetto Corsa\logs, luchian, Aug 22, 2017 " A stupid overlook made me loose about gh today to get back inline with the guide. But it's coming along, I'l see if I can post tomorrow. There are some changes, but all in the right direction I believe. (..and with this occasion I've reserved yet another post for later). MON HELP Your First Trask [Vou First Car | Shaders | Set-n Trees help personalise content, tailor your experience and to keep you logged in if you register By continuing to use this site, you are consenting to our use of cookie: hntips:fassettocorsamods netthreads/your-frst-car-in-asseo-corse-basic-guide.1019! 16124212026 19:45 Joines: Jun 3, 20 4 Messages: 3,001 Lukes Received: 1,4 08 luchian Administrator Staff Member Joinee: Jun 3, 2014 Messages: 3,001 Lukes Received: 1,488 y —_ garyjpaterson Member Joined: Jun28, 2017 Messages: Likes Receive: 7 ” TUTORIAL - Your FIRST car in Assetlo Corsa - Basic Guide |Assetto Corsa Mods luchian, Aug 27, 2017 s Finally, it's OUT ! It took quite some time Please, let me know if you spot any issues, or you'd like to bring additional information. Hope it helps. For those familiar with the initial first post, I have decided to use a simpler ear for tutorial, And I would like to start later a WIP thread for the Legends Car MOD HELP Your Fiest Track | Your First Car | Shaders | Set-up Trees For any issues: - please write on forum not via PM. This way we learn together. Thank you - please attach your logs. You ean find them under \Documents\Assetto Corsa\llogs, luchian, Aug 27, 2017 6 DrDoomsLab likes this. Great effort, really the first ‘all-in-one’ tutorial, almost everything else will only get you so far - this gets you from nothing right to a working car Few pointers Collider - Note you need to set it with a material called GL, then assign the GL shader in KsEditor before exporting. Dummys - Didn't see it mentioned, but never scale them once created. Doesn't matter what size they are, but scaling them afterwards can cause all sorts of issues. CG_location - I know at this stage your example is very basic, not sure where you're getting 0.3 from for that value. As a starter I'd use 0.5 (50%front), 0.3 is ‘typically for rear engined cars like a 911 (which yours certainly doesn't look like!) throttle.lut - This controls your throttle map (though very simple, just a 0-100% input versus output). This will have a perfect linear throttle, you can tweak it later: Spoiler: throtte.ini final.rto, ratios.rto - These can be deleted, they are used for cars with multiple gear ratio options. The setup.ini will refer to this, to make sure to amend that too (just delete the relevant section). digital_instruments.ini - Just a reminder to always delete the contents of this at a start of a new project, always causes crashes as its looking for a dummy that is htips:ifassettocorsamods netthreads/your-frst-car-in-asseo-corse-basc-guide.1019! rie2or2026 19:45 TUTORIAL - Your FIRST ear in Assetto Corsa - Basie Guide |Assetto Corsa Mods height/distance itis away from the car. flame_presets.ini with this before. Very detailed info about exhaust flame phases, never messed flames.ini = This is the simple controls for exhaust flames, used to control the position and direction. Tip - open the console (press Home), enter "set observeFlames 1" (case sensitive) and you can see the flames and can edit them realtime. suspension_grap enuinely have no idea what this is for, never used it/seen it used for any car even those with animated suspension. Just leave it blank. I think that's it for now sgaryipaterson, Aug 27, 2017 ” luchian tikes this. saryjpaterson said: | Collider - Note you need to set it with a material called GL, then assign the GL shader in KsEditor before exporting. Dummys - Didn't see it mentioned, but never scale them once created. Doesn't matter what size they are, but scaling them afterwards can cause all sorts of issues. AccAkut Active Member so, now I have an account here aswell Joined: Sep 4, 2017 essa: 1m Regarding GL material: I think at some point your could not choose it via the kes Received: 105 dropdown menu in the KS Editor, requiring modifying the persistence file by hand ~ but at common \assettocorsa\sdk\editor|system cfg you will find a txt file named shader_filter_list.txt in which all sorts of shaders are listed. Delete them from the list, and you can choose them in the Editor. Also, either Blender does something weird when exporting, or the KSEditor when importing, but to get the collider mesh to work correct you need to export it turned by 90°, basically pointing into the sky nitpsiassetocorsamods.neUthreadsiyour-frt-carn-assetlo-corsa-basic-quie.1019) 81242or2026 19:45 y —_ garyjpaterson Member Joined: Jun 28, 2017 Messages: 7 Likes Recewved: 99 nitpsiassetocorsamods.neUthreadsiyour-frt-carn-assetlo-corsa-basic-quie.1019) TUTORIAL - Your FIRST ear in Assetto Corsa - Basie Guide |Assetto Corsa Mods ae Te Wyck Cer _Aie | atonal 2 =| Chttp://www.assettocorsa.net/forum i 275967) editor-does-not-have-gl.15i92/#post- Regarding scaling dummies... I never had an issue with that in Blender, as long as I "Applied Scale" on those modified dummies (which I often do for clarity reasons). Probably in some way related to the collider stuff above. AccAkut, Sep 4, 2017 ® luchian likes this. AccAkut said: | 0, now have an account here aswell Regarding GL material: I think at some point your could not choose it via the dropdown menu in the KS Editor, requiring modifying the persistence file by hand - but at common\assettocorsa\sdk\editorsustem\efo vou will find a txt file named Click to expand. ‘Never had that issue with the GL shader, always been there for me, Good to know a solution if t disappears though. And yeah, I you can reset or collapse scale/transforms on dummys in 3DS too, but Thave had issues in the past with this so tend to just make them again. farvipaterson, Sep 4, 2017 ® 9124212026 19:45 20) luchian Administrator Staff Member Joines: Jun 3, 2014 Messages: 3,001 kes Received: 1,488 lukeno995 New Member singe: Nov3, 2017 Messages: 4 kes Received: = ‘TUTORIAL - Your FIRST car in Assetlo Corsa - Basic Guide |Assetto Corsa Mods @AccAkut hi there, welcome GL material/shader Yes, there used to be a time when some shaders were hidden and you had to edit the txt file. For the most common ones, I think this is not an issue anymore. It is, however handy to know where to look in case of trouble. Axis Hmm, I don’t have any problems exporting the collider (I work in Blender as well). Actually both for the body mesh and collider, it seems it's not even necessary to bother modelling with Y-up. In my experience, this is only important for the dummies. But maybe I was just lucky. I will repport back in case of problems. Dummies Thad no trouble in Blender either. But then again, in Blender is extremely easy to play with units. @garyjpaterson I did however, had this problem in max, about 1 year back when I gave car modding a try. ..and it was ** also the reason why I quitted and stayed with tracks. Units in max are a big mess (..at least for not very experienced users like myself) MOD HELP Your First Track | Your First Car | Shaders | Set-up Trees For any issues: - please write on forum not via PM. This way we learn together. Thank you - please attach your logs. You ean find them under \Documents\Assetto Corsa\ logs, luchian, Sep 4, 2017 no the bank file where lukeno995, Nov 3, 2017 am ok i found it htips:ifassettocorsamods netthreads/your-frst-car-in-asseo-corse-basc-guide.1019! 20128212026 19:45 New Member sings: Nov, 2017 Messages: 4 Lukes Recewved: 0 speedingscientist New Member Joined: Dee 6, 2017 Messages: 5 kes Received: = luchian Administrator Staff Member Joined: dum 3, 2014 Messages: 3,001 Likes Received: 1,488 speedingscientist New Member Joines: Dae 6, 2017 TUTORIAL - Your FIRST car in Assetlo Corsa - Basic Guide |Assetto Corsa Mods Hiso I have a problem: I started working with your tutorial now a few months ago and now i got everything done, but I tried to load my car, which I followed your tutorial directly on, and it doesn’t load I only get from the loading screen back to the main screen. Ok then I thought I made a mistake and wanted to look ifit the game loads our downloadable car but it doesn’t load it either. Does anyone here know why this might happen? thanks for helping speedingsclentist, Dec 6, 2017 a3 ‘The downloadable car does not work because you did not read all the instructions am willing to bet that you did not copied the .bank audio from the cobra like it's written in the 1st post As for your car, nobody can guess without more info or attaching logs. PS: weleome to the forums Sent from my phone using Tapatalk MOD HELP Your First Track | Your First Car | Shaders | Set-up Trees For any issues: - please write on forum not via PM. This way we lear together. Thank you - please attach your logs. You ean find them under \Documents\Assetto Corsa\logs, luchian, Dee 6, 2017 me I did copy and rename the file from the cobra__so this is why I ask. Didn’t attach the file because I compared it to yours and it’s exactly the same and it can’t load. yours too. thanks for the quick answer speedingscientist, Dec 6, 2017 as htips:ifassettocorsamods netthreads/your-frst-car-in-asseo-corse-basic-guide.1019! 2128212026 19:45 ow x luchian Administrator Staff Member Joines: Jun 3, 2014 Messages: 3,001 Lukes Received: 1,488 speedingscientist, New Member Joined: Dee 6, 2017 Messages: 5 Receved: 0 luchian Administrator Staff Member Joinee: Jum 3, 2014 Messages: 3,001 Received: 148 This site uses c ‘TUTORIAL - Your FIRST car in Assetlo Corsa - Basic Guide |Assetto Corsa Mods Lam referring to attaching logs, not car folder. MOD HELP Your First Track | Your First Car | Shaders | Set-up Trees For any issues: - please write on forum not via PM. This way we learn together. Thank you - please attach your logs. You ean find them under \Documents\Assetto Corsa\logs, luchian, Dec 6, 2017 6 well that’s another problem... I get the window that theres an error "view log for details" but when I’m looking for the log file there is none, speedingsclentst, Dec 13, 2017 a7 Where are you searching for it ? Sent from my phone using Tapatalk MOD HELP Your First Track | Your First Car | Shaders | Set-up Trees - please write on forum not via PM. This way we learn together. Thank you - please attach your logs. You ean find them under \Documents\Assetto Corsa logs, luchian, Dec 13, 2017 ne Ok Tjust read your quote found it obviously I renamed it because I wanted to compare the errors oceuring with your version of the ear with the ones of mine ‘Attached Files ip personalise content, tailor your experience and to keep you logged in if you register By continuing to use this site, you are consenting to our use of cookie: htips:ifassettocorsamods netthreads/your-frst-car-in-asseo-corse-basic-guide.1019! 22128212026 19:45 TUTORIAL - Your FIRST car in Assello Corsa - Basic Guide |Assetto Corsa Mods singe: Dee 6, 2017 Messages: 5 log tut_cartat Lukes Received: 0 File size 21.3 KB Views: 928 speedingscientist, Dec 13, 2017 “9 In the log I see there is an error about RIM_LF. Maybe you are using blurred_objects.ini but you did not create the dummies ? MOD HELP Your First Track | Your First Car | Shaders | Set-up Trees luchian For any issues: Aeminierator - please write on forum not via PM. This way we learn together. Thank you Staff Member - please attach your logs. You can find them under \Documents\Assetto Corsa\ logs. Joined: 4un3,2014 | tuchian, Dee 44,2017 m0 essaes: 3,001 Lukes ReceWved: 1,488 Page 1 of 26/1 ][2](3|[ 4/5) 6) — (26)(Next> (You must log in or sign upto reply here.) FACEBOOK TWITTER Goost TUMBLR REDDIT PINTEREST EMAIL ‘Tags: tutorial, car mod ‘Members Online Now Hightower ‘otal: 21 (members: 1, guests: 14, robots: 6) ew os Toa Camera facing crowd transparent Romeo Curzi replied Today at 10:00 aM. Material Lighting Lanb replied Yesteréay at 11:57 PM Where i can create my own ia anf tealied Yesterday at 7:54 AML This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register By continuing to use this site, you are consenting to our use of cookie! hiips:ilassettacorsamods netthreads'your-first-car-iv-asseto-corsa-basic-quide. 1019! zav282or2026 19:45 ‘TUTORIAL - Your FIRST car in Assello Corsa - Basic Guide |Assetto Corsa Mods ) Altering Driven Wheels on Car Jeff replied Friday at 3:09 PM Neutral Gear Light (how to2) Johnt777 replied Friday at 2:39 PM. No gear on steering wheel goktm replied Thursday at 5:27 AM vous auriez une idée de. Land replied Wednesday at 11:38 PM. la surface vibre constamment LanD replied Wednesday at 11:38 PM. Forum Metrics Discussions: 2,601 21,532 56,885 Latest Member: Hightower HOME > FORUM > MODDING FOR ASSETTO CORSA > Car Models | Physics CCasual_ACiv4.2 Contact Us Help Home Top Forum software by XenForo™ © 2010-2018 XenForo Ltd. | XenForo style by Pixel Exit Terms and Rules Privacy Policy Responsive Social Sharing Buttons by CertForums.com This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register. By continuing to use this site, you are consenting to our use of cookies. Accent | Learn More hps:ilassettacorsamods netthreads/your-first-car-iv-asseto-corse-basic-quide. 1019! 24128
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