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ports (where to insert my finished product) - Coggle Diagram
ports (where to insert my finished product)
Assetto Corsa
Content Manager: An alternative, highly recommended custom launcher that replaces the stock menu and handles mod installations automatically
Custom Shaders Patch (CSP): Enhances graphics, adds dynamic lights, weather control, and physics optimizations. Install it directly from within Content Manager's settings
installing a mod into the softwear
The Easy Way (Content Manager): Download a car or track .zip file, then drag and drop the compressed file directly into the Content Manager window. Click the green three-bar icon in the top-right corner and select Install.
The Manual Way: Extract the mod files and place them inside your Assetto Corsa root installation folder (typically found via Steam by right-clicking the game, selecting Manage, and clicking Browse local files). Place car folders into content/cars and track folders into content/tracks
creation of a mod
To create a car mod for Assetto Corsa, you need 3D modeling software like Blender or 3ds Max, the official KS Editor (found in the game's SDK), and base files from a similar existing car
maya / blender
use a similar car with the same base values
and use that to drop my model onto the frame and animate it through assetto corsa replay softwear after instaling the mod
moving the model onto a already built chassi
Import your 3D car model into Blender and scale it to real-world dimensions by comparing it to a reference cube.
Apply scale transformations by selecting everything and pressing Ctrl + A.
Optimize the mesh by removing overly detailed internal components to reduce the vertex count.
Set up game-critical "empties" (pivot points) for the steering wheel, individual wheels, and suspension so the game can animate them correctly
what file types i need
3D Models and Textures
.FBX: The 3D exchange file format you export from software like Blender or 3ds Max to import into Assetto Corsa's tool.
.KN5: The compiled game-ready 3D model file generated by the official KS Editor.
.DDS / .PNG: Image formats used for vehicle textures, liveries, and maps (diffuse, normal, specular). [1, 2]
Physics and Data Files
engine.ini: Power curves, RPM limits, and turbo settings.
suspension.ini: Geometry, dampening, springs, and anti-roll bars.
tyres.ini: Grip levels, dimensions, and pressure behavior.
car.ini: General car specs, mass, inertia, and fuel tank size.
aero.ini: Downforce, drag, and wing settings.
drivetrain.ini: Gear ratios, differential settings, and clutch behavior.
War Thunder
You can create and install custom content in War Thunder—such as custom skins, missions, and sounds—by using the official War Thunder CDK and placing files into specific game directories
custom skins are made through photoshop files that are converted into BLK and other types of files that can be read by war thunders engine and add the skin into the game overlaying it onto the vehicle but only on client side and not server side, meaning that only you can see the new skin and not other people online
user missions will probably be my best bet for makeing a custom mod, as the peramiters for making the mod mean that i wont get banned or have any complications when uploading the mod into the game
there could be a bit more codeing then id like to do with the creation of a war thunder mod, compared to somthing like roblox studio where they is alsmost not coding involced when importing the model, war thunder could mean that i have to add lots of code to sertain parts of my model so that they are working in the demo
War Thunder CDK (contnent development kit)
The War Thunder CDK (Content Development Kit) is an official set of game creation tools provided by Gaijin Entertainment that lets players build custom missions, locations, 3D models, and vehicle skins
useing this kid it could be relativly easy to create a mod with my model for war thunder that would work and function like any vehicle in the game
Asset & Model Design: Import and construct custom 3D vehicle models, cockpits, and visual customisations
Essential File Types Needed
.dag / .obj / .fbx: 3D model geometry files for the vehicle structure and its damaged models.
.blk: Text-based configuration files used to define vehicle characteristics, damage models, weapon parameters, and flight/movement physics.
.dds or .tga: Image texture files for the vehicle's camouflage, normals, specular maps, and skin templates.
.bin: Compiled map or location/hangar binary files if you are testing the vehicle within custom missions or environments.
.blk (Skin config): Specific text file pairing with textures to tell the game how to map DDS/TGA files onto the custom 3D model
Roblox Studio