Too many changes to list, it's not quite a ground up rebuild, more of a resto-mod. Moar pits, more fps, more trees and possibly more bugs. Improving aesthetics while also reducing polygon/material count isn't an easy feat and you can rightly assume CSP grass is doing most of the heavy lifting here as usual. I can only imagine how butfuck ugly it will look without it.
I was trialing road mesh variants with increasing dampening to simulate power loss at altitude but due to it having an effect on handling/slip I bailed on that idea.
I have utilised cameras and flashy lights from an update to v2 made by DaBaeda and CrisT86, cheers peeps. I can't be arsed making a new set rn.
Too many changes to list, it's not quite a ground up rebuild, more of a resto-mod. Moar pits, more fps, more trees and possibly more bugs. Improving aesthetics while also reducing polygon/material count isn't an easy feat and you can rightly assume CSP grass is doing most of the heavy lifting here as usual. I can only imagine how butfuck ugly it will look without it.
I was trialing road mesh variants with increasing dampening to simulate power loss at altitude but due to it having an effect on handling/slip I bailed on that idea.
I have utilised cameras and flashy lights from an update to v2 made by DaBaeda and CrisT86, cheers peeps. I can't be arsed making a new set rn.
I had hoped to have the HD invisible mesh with more ruts finalised by now but was asked to tweak a couple of the corners radius and elevation. Will wait for Armando to give the all clear before V1.0 is undertaken.
I have left the "slicks" layout version for vehicles that feel too slippery on the SurfaceFX gravel. Just remember to turn SurfaceFX off in CSP settings or they will still understeer like the road is covered in soft warm cow shit.
This track was always going to be a test bed for SurfaceFX so I could update existing and future tracks, at this point I don't think I will bother. I wanted to like this SurfaceFX thing, I really did. But I just dont.Anyone else sick of the same two cars?GabenHood2024-07-16 | Where are all the free cars with SurfaceFX tyres? No, seriously.
Anyway, had no motivation for modding this week, here's where I got up to last fortnight on Dirt 2 Malaysia. It was a request and I figured I would have a go seeing as I have not done older Dirt series tracks before. Seems slightly easier that Dirt Rally tracks, could be the lower poly count but most likely just because I have done so many Codies tracks now. This might be ready for prime time in a week or so when I get back to it, maybe not.Tandalo Beta for AsshattoGabenHood2024-06-29 | modsfire.com/haN459UtI1E4RB2
Well here we are. Beta test for the two people interested.
* A few corner radius tweaks and bump mitigation.
*Basic AI line and trackside cams created.
* Chicane / haybales changed near track end due to differences between the 2018 requested and the 2021 event seen during video research. (Woops.)
* Some vegetation added and RockFX adjusted.
* The "slicks" layout has been changed to "SurfaceFX OFF". You must turn that option off in CSP settings if running an older car, there's no easy way around it.
* The ability to change dirt colour of tyre ruts in CSP extensions seems to have gone away, (hence the very dark skidmarks) two steps forward one step back. :(
* Mesh is still visual for now, performance doesn't seem to bad on my machine but will probably make it HD and non visual for V1.
* I can count the amount of feedback so far on my thumbs so after this is V1 (assuming I don't F something up) I will be taking a break from track modding until I have the space for a new wheel. Testing new surfaces properly without one isn't ideal. GGTandalo VHS edition.GabenHood2024-06-19 | Tandalo VHS edition (not as good as beta). It is what it is.
Nowhere near enough work went into this to call it a beta. IRL bullshittery be kicking my arse this week.
I'm still using this as a test mule for SurfaceFX and RockFX(tm) so sorry, not sorry.
Feedback from alpha1 suggests elevation seems OK and FF effect may be too strong. I have reduced the FF effect in surfaces.ini but am flying blind. I then worked on track width and edges/berms/ditches, track may be "visually" too narrow at top 1/3 as RockFX encroaches, will either widen the road or adjust rocks next version.
Next on the list was the issue of SurfaceFX making the track undrivable for the crosskart. So for now, (maybe forever???) there are two layouts, one for SurfaceFX updated gravel tyres and one for "slicks". (the crosskart seems to have low grip on purpose for more "fun") Maybe the kart will get gravel tyres one day. Out of my hands.
Having someone to alpha test that has actually competed there in a crosskart should help get the Camotos specific surface in the ballpark. Tyre sound will need to be muted on the "slick" surface if you're sensitive to it.
The rain tyres as tested in the video didn't feel right so there is still work to be done with the friction and damping of the "slicks" surface. And so, there is still no HD mesh or surface grip variation.
There still remains a few RTB bumps and it also lacks objects and trees, once again, this will all come later.Tandalo Pre Alpha - trust the processGabenHood2024-05-20 | Beta here: youtube.com/watch?v=p24Ny5wu2nI
Pre-Alpha no refunds of CRONOSCALATA SU TERRA TANDALO (Which form now on I will just be calling Tandalo.)
A dirt hill climb event that uses part of the larger WRC Sardinia stage.
If alpha testing is not something you're interested in, press function 4 on your keyboard while holding down the right Alt key to bring up the youtube complaints menu.
GrassFX will need to be on to get the visual effect and beta lights patch .251 needed for SurfaceFX, no idea if will even load up with older CSP patches or how it will feel if it does.
So a little side project landed in my lap from a fellow KTM V-Twin enjoyer. Existing files (blender import of google earth data) were past to me but I decided to redux it in RTB instead due to low resolution.
The plan here was to ask Armando to alpha test so he could confirm if the track elevation and grip levels were in the ball park. He has competed at this event in a crosskart (youtube.com/watch?v=5E_HP3X4tMQ) so should be able to help in this regard.
The road mesh is not HD (In fact, it's still the visual mesh. - yuck!) and has a few of the dreaded RTB bumps in places. There are visual holes in the scenery mesh, no objects, no trees, etc etc etc , all that will come later. Complaints about it lacking these this will be ignored, anyone that's used RTB before should understand why nothing else will get done until the visual road mesh is close enough for me to move on to 3DSMax.
Grip levels are a pure guess, I have never driven in Sardinian dirt! I will wait for Armando's feedback, there is also no track grip variation, it's all one mesh surface value for now. Again, later.
Seeing as this is still early I figured I would kill two birds and throw in some RockFX settings, at this stage a COMPLETE GUESS! I have no idea how (or if) it will even effect a wheel so don't get too excited. I will be at work for the next week or so but most of it is simple text file editing if we need or want to try other settings.IntaSlippyMaybeee (and a public letter to Ilja)GabenHood2024-05-18 | Testing gravel physics beta CSP patch on a wet, muddy low grip scenario (the real reason RBR is the GOAT IMO) with a non-beta test vehicle.
X4Fab, you asked your representative Nick to tell me to write down my questions, I am posting this publicly as I want to be completely transparent as I have no interest the gate keeping, encrypting and profiteering side of this hobby, I'm just here for the RALLY! I am also unsure of your native language hopefully you will understand any required translations.
Feedback:
Gravel physics seem better than stock so far, understeer is still present (as it should be) but it is no longer catastrophic. When oversteer kicks in the rear is slow enough to react that you can balance and dance the car even with a controller. (Have you added damping to the roll center?) I'm not a big fan of the tyres on the beta test Toyota's, way too grippy in my opinion. This could be an issue in future where tracks made for them feel like ice to everyone else not using an updated car. The Ford is way closer to what I would expect to see.
In a perfect world we would have started a spreadsheet years ago listing all the recomended ballpark friction/damping settings for various surfaces. In this imaginary world we would also have consistent tyre grip between mod cars, no encrypted mods hiding all the copy/pasted data and no patreon exclusives. We would likely also have more than three people that know how to make bump stops work. I have allowed myself three questions so as to not take up too much of your time.
My questions:
1) Will it ever be possible to seperate the depth of skidmarks and amount of dust created? Currently both are using "DIRT_ADDITIVE" in surfaces.ini which is fine for deep sand but not mud. Maybe skidmark depth could use "DAMPING" setting instead? Usually softer surfaces create more drag and therefore deeper ruts.
2) I have witnessed a lot of gravel cars lately seem to have tarmac skidmark sounds even when on surfaces with high dirt_additive and low friction settings. Sounds which I normally turn off in the volume app but that doesn't seem to work for some cars lately. Are car modders being silly and baking this into gravel cars sound bank file by mistake or does CSP add this effect? If so, could you restrict it to tarmac tracks or tarmac tyres?
3) Do you think that movable / deformable barriers (extended physics option) could be used to make bushes and small trees colidable while only slowing the car rather than doing nothing or causing a 1WALL crash? (I would expect that performance would suffer like too many pobjects does.) If you think it's possible could we get some better documentation? I downloaded someones test track and the barrier never deformed for me. I also tried fumbling through it with the existing documentation and I got as far as trees that shot me in the air like a ramp, didn't deform and sometimes a crash with them literally ended in a CSP crash.
Thanks for all you do and have done. Regards.Assetto - testing RockFX (tm)GabenHood2024-05-17 | ***This is not the download you're looking for, move along.***
Appologies for the flickering at video start, too lazy to re-render.
I haven't created a new CSP plugin, just abusing the heck out of GrassFX.
I had this idea a few years back but never had the time or patience to get it working well. Currently this is purely cosmetic.
Why Falstone? Honestly no reason, it's what I had open. Some tracks (Greece for example) won't work well with this as CSP grass creates less dirt smoke.
What I should have been doing is fixing things like the spectators. (which I now realize look like a dogs breakfast up close) What I did instead is to fuck around and find out. Outside the box is where I live.
Still reading? Then you are probably the exact type of person I need to talk to. I will likely not release a RockFX track until shaders patch .250+ is public for the gravel physics update. If I do release, it will most likely be a *.5 update. The reason for that will be testing of multiple surface.ini files. In the past I have avoided using rumble effects on my tracks as my old G27 sounded like a bucket of spanners when using them. I currently have the budget for a new wheel but no space to put it. So feedback from wheel users will be crucial.
I would like to have a release with at least 3 surface.ini options for testing to figure out if one surface.ini will work on all wheels with rumble on rocks and edges or if different surface.ini files will be required for gear/belt/DD wheels.
When the time comes I will be calling on you friendly subs to try the different files and give feedback on which one is best (or closest) for strength and feel on your wheel type. A simple message with prefered file (or in between if that's the case) and wheel type is all I will need.
Shout out in the comments a "Hell Yeah!" if you're keen to help Assetto rallying to continue to evolve!
Thanks for reading what was truely one of the descriptions of all time.
0:00 Bumper 4:57 CamsSipirkakim V1 for Assetto CorsaGabenHood2024-05-06 | Sipirkakim conversion Richard Burns Rally (V1) Includes both directions and optional tarmac mod.
Some of the changes were made after this replay. I have been driving in the wet a lot diagnosing a RainFX glitch.
Bumper cam (0:00) was ran with track "soaking" on and I found it way too dark so it was removed for camera replay. (4:56)
*Track map wont populate, keeps saving a blank, WTF? *OG tree shadows sorted, some Z fighting now exists FML *Track visual mesh vertices adjusted to improve corner texture mapping *Multiple object normals unfudged *Added more Ytrees as backfill *Added tree stumps in the bland forrested area *Added some colour variation to spectators *GrassFX size reduced and colour altered *Removed 1WALL tree collision objects too close to trackRBR Falstone for Assetto v1 releaseGabenHood2024-03-08 | V2 now available : youtube.com/watch?v=kkVSJMsnFxc
One of my earliest memories of RBR (other than Japan in the wet) was this stage and the reality of the ditches and the fact that the game wasn't going to hold my hand. Good times.
I ran out of motivation when it came to recolouring all the spectators, you will have to pretend they all came from a cricket match or a clan meeting.
The sponsor sign 1WALLS were removed after this run. A what was I thinking moment. 2 pits only for now and as usual, nowhere near enough testing.
*********************************************************************** To the leeches like Mike; Selling unofficial updates to a free mod is an absolute scumbag move. At least _EASY_ was kind enough to release his stuff for free. I can only hope all your efforts end up on the other forum.Falstone but its 2023+1GabenHood2024-01-08 | RBR conversion of Falstone (v0)
EAWRC exports are kicking my arse (everything at 0,0) so I decided to do a side project. INB4 somoeone spends an hour making a VAO patch and some speed trees for it, uploads the "update" to patreon and then has a sook when nobody thinks that's worth 10 bucks a month.AmbitismGabenHood2023-12-17 | It's not the video you wanted but it's the video you get.
I normally build quiet black boxes from fractal but after a life changing event I decided I wanted a unicorn vomit aquarium at least once in my life.
I still need an Ambi solution for behind the monitor, Dell has weak LEDs.
Hopefully I will stop watching content and try to create some in 2024!Pikes Peak DiRTY v5 for AssettoGabenHood2023-04-30 | The FPS is back, and now theres a third layout for mixed conditions. (~2011 era) Enjoy.
Mostly minor things adjusted/updated. * Extra background trees and some roadside mesh nabbed from an anonamous update for v1 found on the web * Under tree shadows added to nearby Y trees *Multiple visible mesh holes plugged *Adjusted multiple texture mappings to hairpins *Replace/adjust roadside textures/shader settings *Seperated spectator vehicle lights to avoid headlights projecting from brakes *Overall colour shades/pallette/saturation adjusted to be closer to IRL *Grass FX turned way the fk down to again attempt to be closer to IRL *Adjust distant vista texture mapping and stray normals *Threw in a new set of cams
Too many changes to list, it's not quite a ground up rebuild, more of a resto-mod. Moar pits, more fps, more trees and possibly more bugs. Improving aesthetics while also reducing polygon/material count isn't an easy feat and you can rightly assume CSP grass is doing most of the heavy lifting here as usual. I can only imagine how butfuck ugly it will look without it.
I was trialing road mesh variants with increasing dampening to simulate power loss at altitude but due to it having an effect on handling/slip I bailed on that idea.
I have utilised cameras and flashy lights from an update to v2 made by DaBaeda and CrisT86, cheers peeps. I can't be arsed making a new set rn.
v4 here: youtu.be/pPz1oQlDwr8No son, we have DiRT Rally at home.GabenHood2023-03-03 | Nearly there, just want to do some more testing. Coming soon(tm).Dirt Rally Greece V8 for AssettoGabenHood2023-02-03 | Well, I shouldn't have rushed v7... Hopefully this fixes most of the issues.
Car is pretty cool, shame it comes with low profile qualifying slicks.
*Seperate downhill AI line created. *New downhill cameras so suit new AI line. *All spawn dummies scale fixed. *All roadside rocks changed from walls to drivable mesh.
Download: sharemods.com/rir7iynsubw7/dr_greece.7z.htmlDirt Rally Greece V7 for AssettoGabenHood2023-01-17 | Lazy AF video, I'm out of time. Lots of minor changes and fixes. I would like to say this is "final" but is anything ever?
Hey Konrad, kiss my piss.Col De Turini (Dirt Rally convert) v1.5 for AssettoGabenHood2022-12-27 | The full v2 (twice as long) still isn't complete but you might as well have the performance improvements which will help to enable it.
Downloads : modsfire.com/mys2P556H56d404DiRT Rally Greece V6 for AssettoGabenHood2022-12-01 | *Added tarmac layouts *Added 23 more pits/spawns *Partial smoothing of tyre track mesh *AI line is still pointless and only used for cameras *texture tweaks *moar dust!
v7 here: youtu.be/J88LG1aDU-4KartKraft Atlanta for Assetto V2.GabenHood2022-11-17 | Not a ground breaking update but most things are just a little bit better. AI is still an issue for me at the start sometimes depending on the kart mod, I'm kinda sick of it and will probably just stick to rally tracks.
Finally added cameras, Jesus what a mission. I tried everything I could think of including creating a brand new mesh from scratch, nothing worked. In the end I had to bodge it with a pit_lane_candidate file. What a pain in the dick. Needless to say the AI line is purely for cameras and is not competitive in any way.
Anyway, on to the graphics adjustments. Mostly performance related; reduced materials count significantly and replaced 75% of the 3D trees with cardboard. Looks a bit shite but should make this drivable in VR for some of us.
It would be best to delete the old folder fist if you have an older track version. It'll probably still work, you would simply be saving HDD space for moar mods!RBR to AC : Sipirkakim beta testGabenHood2022-10-24 | I just found out I fly back to work a day early and go straight onto night shift. FML. Have a play around and let me know how it feels, personally I think there's too much overall grip but it can become hard to tell when you have become used to it. Didn't want to make an ice rink either, just chasing some wet mud feels. I plan to make some tree trunk colliders, Fwd/Rev layout and maybe a tarmac mod when I get around to it.
Not gonna lie, the AI is dogshit. Many karts either wont start, drive into the wall or pit after 1 lap. I have been dicking around with it for days and I am completely over it. Not sure if the problem is my AI lines, side lines, CSP AI settings, spawn point proximity, the kart mods themselves or what. If you know how to fix let me know.
I will also be moving all my mods to sharemods as I keep getting complaints about Google drive and am starting to run out of space.Assetto : Escape from CarkovGabenHood2022-09-30 | I'm out of boolets, haven't drunk any water in 12 minutes and this bottle of vodka I downed in three gulps isn't helping. Blyat. I found this car key earlier, hopefully the vehicle is fast enough for me to reach my extraction point before the graphics card in my prison pocket bursts through my bowel like a newborn xenomorph.
Obviously this was just a bit of fun with the road mesh from Dirt Rally 2.0 Argentina as a base with some Tarkov assets plopped around. Don't bother asking for a download, it's pretty rough both literally and figuratively. 99% of Assetto cars/mods just wont deal with this rough terrain.
Modding doesn't have to be a job, some of us just do it for fun. If you take this mod seriously, go question your life choices.
Three layouts included: 0:00 Evening - Original (6 pits - Stock grid location, joker lap option @ T1 and no AI.) 2:00 Midday - RX (10 pits - Mixed surface 70/30 and relocated grid with AI.) 4:18 Morning - Tarmac (10 pits - 95% Tarmac alternate version with relocated grid and AI.)
CSP highly recommended, it's going to look pretty average without it. Pure + Pure_EYE_HDR PPfilter used for colour along with 4xMSAA for better trees.
Problems: * I am unaware of a way to make AI do joker laps, a forced pitsop could work but I don't want them to actually stop. The only information I could find was in a video from 6+ years ago by a person that has since left the comunity. * RX and Tarmac layout grid spots 7/10 - AI have issues taking off as they are outside the L sideline. * Original - no AI will take off at all as they are well outside the L sideline. * I refuse to learn Blender just to custom edit AI sidelines. * Reverse layouts - track is not really suited to reverse layout.
Download: sharemods.com/ujwctxd7g810/dr_hell.zip.htmlDirt Rally Finland for Assetto V3 DownloadGabenHood2022-08-19 | Some minor changes including fixed timing endpoint dummies and some changes to the extconfig.ini file. Folder should overwrite an existing install without issue.
Car isn't bad but suffers from pogo stick bump stops as many older "rally" car mods do and the engine sound is nothing like a boxer engine. 7/10 not suited to yumps.
Download: sharemods.com/1c54odbx79yv/onin.zip.htmlHell Conversion - Testing AI and CSP lightsGabenHood2022-07-08 | I let the AI race itself for testing purposes. (not because I was too drunk to plug in a USB cable let alone drive a crosskart) The starting grid has been moved forward to make AI work but the original start will be an optional layout (without the possibility of AI) and I will be moving on to the tarmac layout next. Nearly there, coming "soon(TM)".
Well this took way longer than expected, years in fact since my first ever attempt at it. I am still rubbish at this whole modding thing but it's a lot less rubbish than it would have been back in the day. This journey has taken me way out of my comfort zone and cost me countless hours and at least one hard drive. A big thankyou to anyone that has ever made a tutorial for Assetto modding or 3DSMax techniques.
As per most of these conversions the Trees will hamper performance for some of you. I might have a look at making a potato tree version. I will need to wait for feedback on this as I only have one PC to test with. An attempt was made to improve FPS by running LOD-B tree kn5's at about 25% triangles but it didn't seem to help as much as I had hoped.
I have tried to keep most of the road mesh true to the Codies version with only mild smoothing although I had no choice but to remove a few overly large bumps here and there that were bordeline undrivable.
AI line is NOT competitive, it was only used to make cameras although it can be used to simulate catching a broken/limping car I guess, so I have included a second pit slot for this purpose. CM will throw an error in this race mode due to the track not being tagged as a "circuit" which can be ignored. It's an easy fix but I don't want this tag on an A2B rally stage personally. Time attack just straight up crashes and I have NFI why.
This track was made with Custom Shaders Patch v1.79 and I would assume it will look like complete dog shite without CSP.
Some constructive feedback is always welcomed. Asshats not so much.
Download v1.5: youtube.com/watch?v=J1S2AxvSCw0Col De Turini v0 - Dirt Rally to Assetto CorsaGabenHood2022-06-03 | Nearly there, still need to tweak parts of the road mesh and add reverse layout. I fly back to work soon, hopefully a download of V1 in a couple of weeks.Col De Turini (Still WIP) - Dirt Rally to Assetto CorsaGabenHood2022-05-31 | ...Turini Conversion Teaser - Dirt Rally to Assetto CorsaGabenHood2022-05-28 | This would be the third or fourth time I have scrapped and restarted this conversion over multiple years. I've had to get brutal with texture numbers, object count and tree decimation to keep performance up which has seemed to work well so far. I probably won't add all the roadside objects from the original track to keep FPS, will see what happens. Obviously this still has a ways to go.Assetto - Wannaroo Kart - RTB shiteGabenHood2022-05-05 | Threw some CSP settings at an old RTB kart track for funzies.Losail (MotoGP 19) to AC conceptGabenHood2022-03-16 | Is it possible? Yes. Is it easy? No. Will I finish it? No. Same issues as with other UE4 tracks, all non-terrain objects export at 0,0.
This would require manual placement of every single object including walls and lights. I threw the larger buildings roughly where they should be. Maybe this project is suitable for someone unemployed or a succesfull e-beggar. I don't have that much free time and it is (IMHO) not worth the effort. If someone wants the files to continue working, hit me up.Hanoi F12020 to Assetto V1GabenHood2022-02-08 | I spotted some Z fighting here and there and feel like the road mesh might be too smooth. It'll do for a V1.
Will see what happens when I add trees, my guess is 30fps.KartKraft to AC - AMPK betaGabenHood2022-01-02 | Still needs a lot of work (tyre walls completely missing from the export for example.) but the road mesh feels way better now. Download: drive.google.com/file/d/1Do2OhM7C1OqtvaXWap7qxbbQaz1DHHbO/view?usp=sharingDirt Rally Oberstein for AC (v1)GabenHood2021-12-14 | Back to work over xmas, this is a little rough but it's all I've got for 2021.
Download: sharemods.com/xwsl3jj9g6fm/dr_germany.7z.htmlGermany (Baumholder) Dirt Rally Conversion for AC (v2)GabenHood2021-11-23 | Some visual fixes and a few more FPS. Probably a good idea to delete the old v1 folder or you will have 2 tree .kn5 files wasting space on your drive.
I just realized my VR static cameras were done without re-centering the view first. FML. If you prefer static cams in VR as I do, you might want to stand or grab a spinning chair. No time to fix them right now, back to work tomorrow.
If you're one of "those" people that thinks this took 20 minutes then feel free to use Youtubes new e-beggar link feature: Press the "Funtion 4" key on your keyboard while simultaneously holding the "ALT" key to be taken directly to my Gaytreon page.
(Download v2 here ): youtu.be/E3DTADBSeNgAllemagne (Germany) - Dirt Rally to Assetto testingGabenHood2021-11-18 | After some time off (due to reasons) I'm ready to blow the cobwebs off of this one. Thanks to Loïc Carrillo for getting this started, most of the leg work is already done!Assetto Rally Sweden - DiRT Rally conversion V1GabenHood2021-08-31 | Download : sharemods.com/ovceag4mn9rb/dr_sweed.zip.htmlAssetto Rally Sweden - DiRT Rally conversion v0GabenHood2021-08-30 | Yes, winter is coming!Pikes Peak DiRTy V2 for AssettoGabenHood2021-08-09 | Well, here it is with gravel and tarmac versions. The tarmac road mesh is still bumpy, but not as bad as real life based on some of the videos I've seen. I smoothed the tarmac mesh while trying not to take all the character away.
I tested running some LOD_B .KN5's to improve FPS but run into issues so am going to have to do some more homework. Should run OK for single screen users with a reasonable PC, I haven't tested it on triples or VR.