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.CSB

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.CSB last won the day on November 28

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About .CSB

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    .CSB#4628
  • Birthday 09/20/1990

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  1. I'm glad you like! I'm definitely not going to update all of them (not even many). I'll keep uploading new releases (the ones not there yet) in this version and I'll collect feedback.
  2. Modified Version 1.2 Announcement m_1.2 I'm happy to announce significant changes in upcoming releases of modified version, on which I've been working for the past few weeks. List of changes and improvements: Major changes The release will now contain Global/Shared textures to acquire fully textured model without external dependencies (only the ones used by the release) The suffixes of textures in modified version (Maps/) will be shorter (suffix meanings: D-Diffuse, R-Reflection, G-Glossiness, O-A.Occlusion, E-Emissive, A-Alpha/Opacity, S-Specular) Improved .MAX format (Modified version only) Model in MAX version will now have PBR materials (PBR Spec/Gloss) instead of Standard(Legacy) and will require 3ds Max at least of version 2021 to open MAX format will contain fully textured and mapped model, including blend materials, emission materials (interior and light 'glow') and swatch blends (details), with proper texture channel settings Interior zone materials (InteriorZone1, InteriorZone2) will now have ColorMap as diffuse, to ensure proper color change on all referenced materials (e.g. InteriorColorZone, InteriorTillingColorZone etc.) Improved FBX and OBJ format (Modified version only) The FBX and OBJ format will now have applied materials with maps of Global/Shared Textures which are now included in the release Other Folders will now have UpperCamelCase names If you like creation of modified version from CSR2, you can support me directly by donating any amount to: http://PayPal.me/CSBMods Thank you!
  3. Notification Thanks to recent donators, the following releases was upgraded to modified+ version: BMW M2 Coupe (G87) 2023 (modified+) PREMIUM Porsche 718 Cayman GT4 RS "Weissach Package" 2022 (modified+) PREMIUM If you would like to see more releases upgraded to modified+ version, you can support it by donating any amount to PayPal.me/CSBMods. Thanks!
  4. Notification The following release was upgraded to modified+ version: Audi RS e-tron GT 2022 (modified+) PREMIUM
  5. Version m_1.1

    134 downloads

    Hennessey Camaro "The Resurrection" 2017 PUBLIC RELEASE If you like concept of creation modified versions from CSR Racing 2 you can support it by donating any amount to: PayPal.me/CSBMods Thank you! ABOUT This release contains a total of two versions: ORIGINAL VERSION Raw export from the game archives without any further modifications or post-processings High quality 3D models in FBX format Medium quality textures in PNG format MODIFIED VERSION Standardized version of Original version created by @.CSB Altered high quality 3d models in MAX19, FBX and OBJ formats Altered medium quality textures in PNG format MODIFIED VERSION Exclusive version created by using series of post-processings and modification on both 3D models and textures of Original version The vision is to create more standardized, consistent releases and to simplify work with them by making them more "prepared" "Import and use" SCENE AND MODELS Guaranteed original smoothing and normals for all original and detached objects (FWN) Detached, positioned and scaled Callipers and Badges Detached, positioned and scaled all OEM wheels Detached all interior zones (colors) to separated objects - InteriorZone* Detached interior emissive/"glowing" components to separated object - InteriorEmissive Reindexed material Ids of following objects: Calliper - CalliperPaint[1], Textured[2], CalliperBadge[3] Engine - Engine[1], EngineMasked[2] Glass - ClearGlass[1], RedGlass[2], AmberGlass[3], WindowGlass[4], WindowDarkGlass[5] Interior - Interior[1], InteriorMasked[2] InteriorZone* - InteriorZone[1], InteriorZoneMasked[2] Paint - Paint[1], Livery[2] Wheel* - Rim[1], Tire[2], Rotor[3], Other (Carbon, Textured, ...)[4] MATERIALS AND TEXTURES Fully textured model Separated channels of combined texture maps (DiffuseAOSO, Material, MaterialOpacity...) to corresponding textures implementing PBR standard/format Fixed inconsistency between material and texture names by renaming textures and removing kit prefixes to ensure linear and intuitive workflow Fixed missmatching wheel kit texture names in some scenarios to match wheel geometry name (for example: situation where Wheel1A_3D using textures Wheel2A instead of Wheel1A) Remaped textures to relative paths (/maps) OTHER Included car visual data (calipers data, car paints data, interiors data, liveries data, wheels data, visual specifications data - configs) in JSON format Incremental kit merging - Merging multiple car versions (Kits) to one (*RewardRecycled, *Reward, *Gold, *Crew etc.) by merging visual specifications and wheel variants (if technically and logically possible)
  6. lamborghini huracan tecnica csr2  astc file

    1. .CSB

       .CSB

      Yes, very good file.

    2. ryuk

      ryuk

      can you upload astc file

  7. Notification The following release was upgraded to modified+ version: Pagani Utopia 2023 (modified+) PREMIUM
  8. @kelvin There is no need to invert or flip anything. You simply using incorrect livery textures. The texture pack (4.0.0) was released before the actual car came to the game (4.0.0 OTA2), so the pack does not contain liveries of newly added cars unless updated. Use the ones in the attachment. dragpak21_maps.7z
  9. @kelvin The car uses two liveries, the blue/red one and black one with inverted opacity (see my renders for preview of both). You can check which textures are being used for liveries in modified/data/CarLiveryData.json. Livery maps use first mapping channel, only Swatch and Emissive maps use second one like mentioned a couple of times before in this thread.
  10. Love the models u create bro!

  11. Version m_1.1

    188 downloads

    SSC Tuatara Striker 2022 PUBLIC RELEASE If you like concept of creation modified versions from CSR Racing 2 you can support it by donating any amount to: PayPal.me/CSBMods Thank you! ABOUT This release contains a total of two versions: ORIGINAL VERSION Raw export from the game archives without any further modifications or post-processings High quality 3D models in FBX format Medium quality textures in PNG format MODIFIED VERSION Standardized version of Original version created by @.CSB Altered high quality 3d models in MAX19, FBX and OBJ formats Altered medium quality textures in PNG format MODIFIED VERSION Exclusive version created by using series of post-processings and modification on both 3D models and textures of Original version The vision is to create more standardized, consistent releases and to simplify work with them by making them more "prepared" "Import and use" SCENE AND MODELS Guaranteed original smoothing and normals for all original and detached objects (FWN) Detached, positioned and scaled Callipers and Badges Detached, positioned and scaled all OEM wheels Detached all interior zones (colors) to separated objects - InteriorZone* Detached interior emissive/"glowing" components to separated object - InteriorEmissive Reindexed material Ids of following objects: Calliper - CalliperPaint[1], Textured[2], CalliperBadge[3] Engine - Engine[1], EngineMasked[2] Glass - ClearGlass[1], RedGlass[2], AmberGlass[3], WindowGlass[4], WindowDarkGlass[5] Interior - Interior[1], InteriorMasked[2] InteriorZone* - InteriorZone[1], InteriorZoneMasked[2] Paint - Paint[1], Livery[2] Wheel* - Rim[1], Tire[2], Rotor[3], Other (Carbon, Textured, ...)[4] MATERIALS AND TEXTURES Fully textured model Separated channels of combined texture maps (DiffuseAOSO, Material, MaterialOpacity...) to corresponding textures implementing PBR standard/format Fixed inconsistency between material and texture names by renaming textures and removing kit prefixes to ensure linear and intuitive workflow Fixed missmatching wheel kit texture names in some scenarios to match wheel geometry name (for example: situation where Wheel1A_3D using textures Wheel2A instead of Wheel1A) Remaped textures to relative paths (/maps) OTHER Included car visual data (calipers data, car paints data, interiors data, liveries data, wheels data, visual specifications data - configs) in JSON format Incremental kit merging - Merging multiple car versions (Kits) to one (*RewardRecycled, *Reward, *Gold, *Crew etc.) by merging visual specifications and wheel variants (if technically and logically possible)
  12. There are no file types in the archive that are able to hold and spread a virus.
  13. @qw_zzz No problem. - ALL I have finished and released a Elite Tuners Rim pack including modified version (PUBLIC RELEASE): CSR2 Elite Tuners Rim Pack I have also written a short explanation on how to use/understand modified version of rims in file description -> File details. Please, make sure you check them out first. If anything appears unclear or was not explained, feel free to contact me and I'll update as soon as possible. I'll add more renders/screenshots of the rims later.
  14. Version 1.0

    950 downloads

    CSR2 Elite Tuners Rim Pack Collection of 3D models and textures of aftermarket rims available in Elite Tuners customization of CSR Racing 2. If you like concept of creation modified versions from CSR Racing 2 and you would like the creation process to continue, please support it by donating any amount to: PayPal.me/CSBMods Thank you! This pack contains a total of 2 versions: Original version Modified version ORIGINAL VERSION Original 3D models in FBX format Original texures in PNG format MODIFIED VERSION Modified 3D models in MAX, FBX and OBJ formats Modified textures in PNG format (detached channels to separated textures) Properly detached, remaped, textured and grouped geometries of Rims Properly detached, remaped, textured and grouped geometries of BrakeDiscs Properly detached, remaped, textured and grouped geometries of Tires Fixed inconsistency between texture and material names (absence of material sharing between variants to preserve coinstency) Created materials (Multi-sub object) for each rim variant (*A, *B, *C ...) to remove the need to manually apply textures for different rim variants Understanding rim types, sizes and hierarchy (MODIFIED VERSION) Before being able to effectively work with rims of modified version, it's important to understand how the scene of modified version is standardized. Each scene contains multiple groups of rim types in following format: _mso_placeholder (Geometry) - explained below R{size}{type}{type_variant} (Group) - groups all 4 rims/sides together R{size}{type}{type_variant}_LF (Group) - groups geometries of particular side together R{size}{type}{type_variant}_LF_BrakeDisc (Geometry) - geometry of this side brake disc R{size}{type}{type_variant}_LF_Rim (Geometry) - geometry of this side rim (can have multiple variants) R{size}{type}{type_variant}_LF_Tire (Geometry) - geometry of this side tire R{size}{type}{type_variant}_LR (Group) ... R{size}{type}{type_variant}_RF (Group) ... R{size}{type}{type_variant}_RR (Group) ... Legend: {size} - Size of the rim in inches (for example: R18Na -> 18" rim) {type}- Type of the rim in terms of customization type - two values: N-Normal, W-Wide (for example: R18Wa -> 'Wide' rim for TNR bodykits of type 'Wide') {type_variant} - Variant of the type (not importatnt outside of the game) Working with rim variants - understanding _mso_placeholder (MODIFIED VERSION) Rim variants are customization options which change appearance of the rim. Each rim may have multiple different appearance possibilities - different material of geometry surface (color, glossiness) -> (matte black, glossy black, chrome, gold etc.). Rim variants are separated using uppercase letters of alphabet - for example: Rim*A, Rim*B, Rim*C... Using/changing variant means using different material/texture for Rim objects. Each rim scene of modified version contains special helper object - _mso_placeholder, which has a Multi-sub object material applied to it. The multi-material contains material for each possible variant of the rim (index+ -> variant+) (for example: mso[1]->Rim_*A, mso[2]->Rim_*B etc.). The point of the multi-material is to remove the need to manually change textures in order to change rim variant. There are two strategies of use this was aimed for: The material can be "pulled-out" of the Multi-material and applied to the rim objects to change variant The whole Multi-material can be applied to Rim object, where changing material Id of Rim object (all faces) will result a change of variant
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