0.33 WIP Release of the Assetto Corsa Modding Manual 3.0 (ACMM 3.0)

Renders of a rim made by myself with Rhinoceros and KeyShot. I'm starting to like NURBS modeling.

 

New strategy: instead of "wasting" an entire morning/afternoon on the manual, I spend an hour a day on it, doing literally anything.

Bam, profit. Easy.

ThE pLaN sEeMs To Be WoRkinG.

 

 

 

 

 

Take a look at the news: 

  • Finally I found out how to take screenshots at 8K resolution (7680x4320 pixel) on a 1080p screen, all thanks to Custom Shaders Patch. In-game pictures will be so clean and I will be able to do some fancy stuff, finally. You know, the reason why there are three cars on the front cover is that I couldn't make a high res picture back then, but at this point it's the trademark of the manual, so I believe I'll keep 'em (...even if something better is always possible).

  • A lot of work all around the document. Slow but steady. There's around 60% of the topics of the final book, but in terms of content completion I'd say a good 40% of the work is done. This doesn't account for future plans. Just trust the process.

  • From now on, vehicle animations have a dedicated Chapter, more linear than before.
  • Added more Chapters to PART 2, reorganizing the content. Also, updated the TOC (Table Of Contents).
  • A relic of the manual's writing history finally disappeared. There were some references to Chapters fowing an old standard that I abandoned. Up to release 0.13 I had been using letters for titles, (which I called Sections until release 0.14), so you had for example "Section 2.E". Well, that is not there anymore 👉😮👈.
  • Added the driver rigs to the tools (attachments of the manual, download links below).
  • Lots of stuff. Have fun.

  • Some curious people wanted to know how much quality is lost with the new print method. The pictures at the following link should be self-explanatory. (This is fanservice, I'm out.)
https://acstuff.ru/u/comparison/72W


 

 

 

 

 

 

 

 

 

 

 

- I previously told you I found the code of netKar's graphic engine. Here is a sample:

 

 

 

 

 

 

 

 

 

 

 

 

It is very old code, and probably useless, but it's rare to find this kind of stuff. He was working on it with what, Windows 98?

Maybe in the future there will be an open source simulator for us, like this piece of code, who knows?

As I did not make this stuff up, I censored the email, since I don't know if it does still exist. I bet Stefano is a bit haunted by his creations. I hoped he could help with the project, but let's leave him be, he deserves some rest.

Still, you can help if you want. Point out errors, and bring your own content. Or maybe you think I can do it myself because it's coming along very well? Eh, you're kind of right. I like to follow my own methods. But suggestions are definitely welcome, especially if they can make things more understandable for any other reader of the book.

- Whenever I update the manual it's recommended to read again any part that you took for granted, because there may be new stuff that can twist or debunk everything that was written before. It happens. Each paragraph is equally important. You may find the tip you need in that part you thought wasn't your business.

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EDIT 22.02.2024: Links removed due to limited cloud storage and to the fact that nobody is downloading this release.

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The ACMM 3.0 is currently a WIP (Work-In-Progress) project. These releases are early betas.

The package includes (in separate downloads):

  • Useful tools (NEW!)
  • Useful tracks for car debugging (same as 0.11-0.32)

[DOWNLOAD 0.33 RELEASE (manual only)] ~159 MB PDF 😁:

- Manual with lots of images, descriptions and extended coverage of topics. Optimized high quality because I can.

[DOWNLOAD TOOLS for car/track modding] NEW! ~114 MB ZIP:


- ksEditor (vanilla)

- ksEditorAT v6 (by x4fab)

- nVidia DDS texture plugin for Adobe Photoshop (latest release, for those who don't want to create a nVidia Developer account)

- QuickBMS, with related scripts to unpack models and pack/unpack vehicle .acd data files. Be aware that this tool may not work every time, especially with UNOFFICIAL encryptions.

- Lotus SHARK v4.03c, suspension analysis tool by Lotus.

- Driver rigs for 3DsMax and Blender users + Blender exporter plugin for AC animations (by Stereo).

[DOWNLOAD TOOLS for sound modding] ~301 MB ZIP:

- FMOD Studio 1.08.12 (Windows 32 & 64 bit, Mac OS installers for those who don't want to create an FMOD account)

- FMOD Bank tools (extracts wave samples from pre-existing sound banks)

[DOWNLOAD TEST TRACKS] ~205 MB ZIP:

- Suspensions test track (by chuky500)

- Special Route Vmax (by Stereo)

- Test Pad (by Stereo) 


Have a listen.


 
You can contact me with this email: assettocorsathemanual@gmail.com

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