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[MAP][WIP] Bunch of Assetto Corsa Map Projects (15+)

  • UPDATED: Feb 27th 2023
    Imma get straight to the point: most of these are pretty much complete or at least halfway finished. Some are my earliest works (Smoltland and Parco Roccio) and others are my latest refined conversions (Lake Louise, El Captian). The release of most of these is uncertain for now. I use Blender 3.2 Sollumz, Zmodeler3 ew, Codewalker, and OpenIV if ur curious. Graphics setup is PRSA ENB, Reshade 4.9.1 and NVR in the screenshots (yes you read that correctly, is still use Natural Vision Remastered). FiveM is my testing grounds

    PHOTOS (too many for this topic post): https://imgur.com/a/Emu1VKP

    Smoltland Drift (First conversion)
    Original Link
    Detect Drift (easiest one so far)
    Original Link
    Pikes Peak (Released)
    Original Link
    Silverstone (Restarting soon)
    Original Link: (Comes with Assetto Corsa)
    Backwoods Freeroam (Restarting soon)
    Original Link
    Coste Road (Restarting soon)
    Original Link
    Daytona Raceway 2017 (Is in-game, needs revisions)
    Original Link
    Lake Louise 50KM+ Version (Released)
    Original Link
    Sachsenring (Restarting soon)
    Original Link
    Sorrow County (Low effort but still nice for top-speed runs)
    Original Link
    Irohazaka Touge (Honestly obsolete now since AnLan just released their version):
    Original Link
    Tokachi International (Is in-game but needs finalizing)
    Original Link
    El Capitan 2004 (Restarting soon)
    Original Link
    Parco Roccio (Honestly should've released this already)
    Original Link
    Feldbergring (Released)
    Original Link
    Tajo Hillclimb (Released):
    Original Link

    There's some others in-the-works rn but I haven't put them in game yet:

    Fukuoka Expressway (Released)
    Laguna Seca (Released)
    Osaka Belt Loop (Released)

    • Kanazawa Iwozen Free Roam (Is in-game but needs revisions)
    • Touge Island (Restarting)
    • Monte Erice (Half way through in Blender)
    • Glen Sheil (Possible but will take a while [1000km+ driveable road])
    • Slea Head (Restarting)

    PLEASE DO NOT DM/PM ME ASKING FOR THESE MAPS, YOU WILL NOT GET ANYTHING. I WILL IGNORE YOUR MESSAGE OUTRIGHT. I will answer messages if you want tips for converting ur own maps but I'm still learning so not everything I tell you will be the best way to do it. I'm not taking requests and will not take payment for any requests. These maps are freeware and they'll stay freeware

  • @ON3FLY3R just curious, you prefer to work on 15 maps simultaneously rather than complete one, release it, and move on to the next one?

  • @JohnFromGWN at first I cared about finishing them one at a time but not every map is built the same so I switch between projects once I get some skills from doing other maps

  • @ON3FLY3R cool.

  • Some of these creators.. probably have source files including original fbx files. Cough and might transfer them to you.. if you ask for permission to use their original work.


    @ON3FLY3R damn, Feldbergring is my go-to favorite track in AC, hoping you can find it in your heart to share your V version some day 🤞

  • About to release the Fukuoka Urban Expressway. Need to finalize stuff (I haven't released a mod in so long)

  • @ON3FLY3R First thank you for this map and the possibility you will gives us others as well.

    Just wanted to share some feedback with you. It took me over an hour to get this map to spawn.

    My file structure is pretty unique. I have my DLC in the root folder, my syntax in dlclist.xml reflects that, and to avoid conflicts between the 80 or so racetracks and worlds such as Liberty City that I have installed, I use a batch file system to rename folders to toggle them on or off.

    To make a long story short, I realized that there are further requirements for this map. I don't copy all the x.rpf files to my mods folders. Just the ones that are customized. After lots of screwing around, much of it flying an F16 North of Paleto Bay, i realized this wasn't a coordinates/location issue, it was a requirements issue.

    The files I required to get this to work were x64e.rpf and x64v.rpf.

    Now I had these files with a version of Vice City, the one where you don't need to set the textures set to normal, and it didn't work. Replacing those 2 files with the vanilla ones fixed the problem.

    No idea why this happened but just passing it along. I know the average modder will copy every single x.rpf file to his mods folder, so hopefully others won't have this issue. I don't duplicate files unless I have to.

  • @ON3FLY3R Hey bro! Huge work on Fukuoka! really liked it!, i i was wondering if making ai traffic lines and connecting the expressway to gta V map are in your plans

    Keep up the amazing work!!

  • Really good work on the Fukuoka expressway map man!
    Is there any way possible at some point you'd make japanese roads inside gta 5?
    as there is just few one's like la roads and european roads, thank you!

  • @Scainyoutube that's why it's called Fuk u ok a

    If not it would be called Fuk u not ok a.

  • My bad for leaving the post kinda dead for a while. Got back into these projects over the past 3 months or so and learned a lot about blender/sollumz so the quality of the maps will reach the desired level I need to complete them. Hope people can still be excited for these. Some of these maps really are truly unique as hell and I wanna put them out for this audience.

  • @Scainyoutube Not really on my list of things to do since that still has to do with the main map. I don't really see a point of replacing the vanilla roads with japanese ones but I'm sure someone has the patience and knowledge to get it done

  • @ON3FLY3R thank you for the really good job mate,i need to learn how to convert maps also but the helping/tutorial thing are kinda short on this topic.Maybe people making money out of it and don't share the know how.Anyway,good work,keep it up ,i hope you finish all your maps you got under development.

  • @MushroomGR A tutorial is in the works but no date on when it'll be released. I only have half the video recorded so far. Thanks for the support

  • So update for those who visit every once in a while, these are maps I'm currently working on or have in-game but not released yet:

    Union Island [50-60% done in Blender]
    High Force UK [100% In-game, working on optimization]
    Daytona 2017 [In-game, need to redo the ground and refine lighting]
    Tokachi International Speedway [100% in-game, working on some kinks]
    Kowloon (1:1 scale of Hong Kong Island) [In-game but is very rough because the original map from Assetto is still in-development and it doesn't perform that well]
    Silverstone 1967 [In-game, needs some additions]
    Mugello [In-game, needs lighting improvements and fur grass]
    Oi Warf [In-game, needs lighting]
    Spa Franc 1988 [In-game, still doing texture upgrades]
    Thomson Road Grand Prix [In-game, working out the fur grass colors]
    Drazgose Hillclimb [In-game, releasing in March for the Hillclimb/touge theme]
    Karakoram Highway [In-game, not sure when I'll release this]
    Irwindale Speedway [In-game, needs material improvements]
    Tianmen Mountain [In-game, needs performance optimization]
    Alpine Pass [ref. to Drazgose]
    Dragon Range [ref. to Drazgose]
    Kanazawa Iwozen Freeroam [In-game, needs lighting improvements and vegetation]

    Those are the current maps, release date for hillclimb/touge maps in March 2023. Others will probably be released sometime during that month as well. For those who want the maps you've requested, I've just got a long list rn. Patience is a virtue and remember: these maps are free.

  • @ON3FLY3R Just a quick thank you for providing all these wonderful quality maps.

    I hope everyone in the GTA 5 modding community appreciates the time and selfless effort you devote to these projects.


    Looking forward to future releases.

  • So I've been testing The Crew 2 map and it's possible but man... this is going to take a long ass time if done right. The road textures are pretty godawful and the way the terrain is extracted is even worse.

    If you're not aware, TC2 uses 20x12 tiles for each map "section". Each one of those 20x12 tiles is split up into sectors of 8x8.

    01x01 sector 00x00
    01x01 sector 00x01
    01x01 sector 00x02
    01x01 sector 08x07
    01x01 sector 08x08

    So basically for a 1x1:8x8 section of the terrain alone, I have to deal with 191 items (1 .raw and 2 .dds files) and a 600Mb obj. I originally tried to extract a 20x12:8x8 area so I could work on a good chunk but by the time I canceled the extract on section 02x02, THE FOLDER WAS ALREADY 12GB and 8,000+ files, most of that size being the 10gb obj file. Given there's 99x99 tiles to go through you can start to see why this project is not impossible but damn near close.

    Will I attempt it? Perhaps. I need to do more testing to see I can make some scripts to automate certain things. The shaders on imported objects in Blender don't use BDSF, so I can't auto convert the shaders into GTA ones. More annoying is the fact that each object is it's own material, not being shared with other objects that use the same textures. And then there's trying to apply the normal/spec maps to those. This project is something else

  • We miss you! We are looking forward to hearing from you!

  • Banned

    This post is deleted!

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