Ah, good. And yeah, I was on about torque-steer, it seemed a bit overdone on the NGTC BTCC/Civic, but I couldn't find the word so thanks.
I'm working on many models and maybe can update a few things because I love the whole idea. I was about to start making a new GT4 Cayman Clubsport in next months but I could help a little here if the credits got all the respect. I remember myself playing on the PS2 with these cars on another game. I believe it was Gran turismo or so, donno anymore Thing is I don't have much info about these cars or images to use as reference. Would be cool indeed to use the DX11 and latest shaders to visually make the cars a lot better and optimize the lights as well with an old 'like it was' look. In real life the Audi was a legend. At Zolder 24h he lost a wheel at the last laps and finished first on 3 wheels, I believe the spokes broke due too the massive curb pressures he took laps before..
and SEAT are on the way... Edit: of course not yet finished (as you can see regions and AO still to be finalized...)
hello, how can you generate the AO map with existing GMT, in 3ds max? but I don't know how, I can only use ac's content manager to do it... can you teach me the way or some guide of it? Thanks
have you read the S397 guide? https://docs.studio-397.com/develop...t/car-art/working-with-new-ibl-pbr-car-shader It explains what should be the right way for generating the AO and its edge into the alpha channel If you are referring to the procedure to be followed in 3dmax, I use Blender in case I need to generate the AO of GMT file(s) and I'm not the entitled person to explain how managing the 3d, LOL!
Okay.. thank you very much. I just don't know how to do that bake because seems that way only can bake the whole model not a single material.. confusing a bit in 3d modeling because I have no much knowledge about 3d and can only do some dirty conversion... Thanks again.
VOLVO at final test... next mod will be SKODA, the final one. At this point I would spend few words about the structure of this multi-mod I'm re-developing for rFactor2, mainly regarding the performances of the various manufacturers cars. My concept that leads the development is to recreate the fascinating era of the rFactor1 multi-mod and what everybody that run a championship at those time felt. Originally each car was allowed to add ballast and I really think this is absolutely the best way for managing the best possible championship, not altering the performances with other unrealistic "bop". Of course it means a careful management by the organization that maybe in the future will like to use this multi-mod (ancient multi-mod...), because, like in real life, ballast must be added depending of previous result(s), but also potentially decreased in further races! For this reason I took the decision to add 3 more "classes" named 4WD, FWD and RWD, where you will find all cars with few identical values, but not all. The goal is to have more closed performances for online quick races and "easy" championships but at the same time keeping some characteristics different for each car. In other word, it is obvious what 4WD or FWD or RWD mean... also the engine will be the same for all cars, as well the tires, but mass, inertia, brakes, geometry, aero, etc... will be different for each manufacturer. I hope this addition to the mod, that obviously must be considered a "fantasy" option, can be used as well.
Skoda? Since when did a Skoda participate or was it initially but, like many other cars, didn't make its touring car debut?
Also Audi never participated in the 2003 championship... but the original ETCC 2003 mod for rFactor1 presented 7 manufacturers. I just reproduced that evergreen mod... I removed the fantasy drivers/teams, but I cannot kill the mod removing the Audi and doesn't make sense to remove only the Skoda.
Only BMW, Alfa Romeo and Seat were eligible for points, but other manufacturers did race - Like Nissan at Pergusa for example. See this for a list https://www.swedespeed.com/old_site/motorsport/news/02_03/02_13/index.shtml