It's fine as is. You've seen the UV Map. The one from Assetto Corsa is fine. It would be WAY too much work to re-map the entire model. I don't think you read the entire message. I've already fixed the UV Map in the picture. The rest on the model is workable, just not perfect. I have enough on my plate than to remap a model that is fine as is. Most folks will just download the mod to crash it into a wall anyway. Most folks are not going to notice all the issues with the model that I have.
i did read it, i was just telling you it is better for some meshes that dont want to unwrap like you want them to
now heres some proof normal uv unwrap on one of my meshes with no changes to the uvs at all and cube projection unwrap with again no changes to the uvs at all as you can see, much better. not saying you should use it on every mesh known to man on your dae, just for some of those meshes that give results like the first image attached
That is a You problem buddy. Remove all previous versions of the mod, and delete your cache, etc. That is an error that was caused by something. If all else fails disable all mods, redownload this mod, and start it up. If it still persists, I have no idea. I've tested the .zip multiple times to make sure the car is not messed up. If you have Gabry's stolen F40 personal mod spawned before you spawn this mod, it will cause issues like this as well. Good luck.
speedfreak, the mirrors arent mirroring and just show blackness and pressing f11 to look at the materials tells me you dont have the mirror, mirror_CX, mirror_CE or the mirror_F materials mapped to any of the mirror meshes. mapping the mirror material would greatly improve the mod and adding detailed mirrors (it isnt hard just a bit cumbersome) would improve the mod even more. but these are just embarrassing keyhole is off or black hole texture is off (not hard, change the position of the black hole texture or move the keyhole) blinkers and headlights are on but no prop movement (wouldnt be too hard to add, just a bit of playing around with prop baserotation and rotation) did you even try with the caliper? also, overly shiny brake disc (would be quite easy, just change the roughness value) car is on fire and full throttle yet watertemp and turboboost props are not a thing there are more issues here but i rather keep your self esteem. and yes, there are way more problems with my rx7 remaster and im trying to fix those and you can try and fix these issues while i fix mine
I've never said the public release version was perfect in every way. I am aware of the flaws. I released it as a functioning mod, while not pretty up close, it works. I have been nice. But I will not allow folks to talk down to me. I have done nothing to you. Stop. You are coming off as an arrogant turd. If you are looking that closely at the car, you must be really insecure, I would worry about your own mod before worrying about mine. "I rather keep your self esteem" You could not lower my self-esteem. You are a nobody on the internet and I am a grown ass man with a job and responsibilities in real life. Stay in your lane. Stop posting like you are better or know more when you really are learning just like me. Nobody is perfect. This mod is WIP and everything you addressed is already fixed aside from the gauge props. All the fiddly things incorrect or clipping on the car in the public release is being fixed before I release again. Good day.
hey speedfreak. srry if i was mean or something but i separated the turbo and temp needles from the dash mesh and are now needles, and also did the stalks, and the mirror material to the mirrors. i dont care if you use them or not, but its there idk. its not perfect, nothing is perfect. but its fine as it is
I appreciate the thought. I dunno if I'm even using stalks or not. Not every single little thing has to be animated on the car. I am more worried about how the car drives RN. That is what's taking so dang long.
i mean, you do have the working shifter which doesnt really need to be there and also cant really be seen while driving normally. so its only fair if the stalks can be a thing. also, i was wondering why the redline was so low and then i realized this is basically a f40 with civetta badging and that the redline on the real thing is 7k. also, why does the tacho show 10k when the car only revs to 7k? maybe for configs that use a different ecu tuning?
The car IRL has a tacho that goes to 10k. The redline is 7500 or so on the road model. On the LM cars they make power up to 8100 RPM with a theoretical redline of 8500, but I think the fuel is cut off at 8200. The public release makes fantasy power up to 8500 and decent power up to 9k with the UnRestricted block. I've nerfed some of the power in my version because the excess power makes the car harder to drive with the new handling tires (no more super grippy tires that flip the car over going around a corner or changing direction quickly). Other changes have been made that should be noticeable when the version is released. The unreleased version I am working on only makes power to around 7500 or 7950, depending on the spec, and redline at 8500 on all of them. Some sort of digital gauge cluster, whether it is the vanilla one for the scintilla or not, the LM's are planned to have digital gauges. Of course, assuming I can figure it out (which I should, but I have not even attempted it yet because I have been busy completely overhauling the handling). The car already has working dynamic mirrors implemented in this version I am working on. It was a basic necessity IMO for the manual shifter to be animated. The other stuff is not that important. Maybe I will, maybe I won't - it depends on how I feel and how much of a pain it is or not to make them work correctly. I don't wanna promise anything.
is the car meant to flip over if taking a hard turn at like 50 mph? --- Post updated --- also your mod was stolen and put on modland and theirs no credit to anyone
okay did a quick change. i rotated the stalks forward by 26 degrees, applied the rotation and rotated it back 26 degrees so the stalk rotates betterish something idk
I am aware of modland. It happens. The next release will have the credits ingrained inside the release, and it will take actual effort to remove the credits. Most people who reupload and don't credit are lazy AF. The car flipping over is an issue that is being addressed already. I turned up the traction values without doing SUPER extensive track racing with sharp, low speed and high speed turns before I released V3_Hotfix4. The key is finding a grip that allows the car to corner and get good times, but not flip over at low speed, sharp turns. The car's handling is being completely overhauled RN. This is what happens when only one person is beta testing and also doing everything else. I would have more people beta testing, if folks were trustworthy, but they are not.