![]() The primary use of this is to assess possible problems with the mod's performance in the game - for example, if the polygon count is too high, or the skin size is too large, it will perform very poorly in the game session, especially in a race with many cars. ![]() For car mods, Content Manager includes an "Analyze" feature that will examine the car's data for several key metrics, such as polygon count, skin size, sound pack, and physics data.They're fun cars to play with in AC, but unfortunately can't be used here. An interesting and very complicated example of this is Shaun Clarke's BTCC car packs while Shaun was part of the development team for these on rF2, they were developed as part of a commission by Studio 397, and the argument over whether he had permission to "liberate" them for use in AC (his word) was never really settled. You would also have to know whether that original game's mod was part of its paid content, or developed under an official paid deal with the game's publisher. If the mod author says that it was converted from another game that supports mods (like rFactor 2), this might or might not have been done with the permission of the original mod author.This latter category includes groups like Guerilla Mods and The Rollovers. This situation includes sites or groups who don't say anything about individual mods but have a history of using ripped assets. Sometimes the mod creator will openly admit that the content is ripped, and even mention where it came from.There are some obvious warning signs for ripped content. Sometimes, content of "dubious origin" can stay up on RD for a while, but generally it can be trusted. Usually, RaceDepartment spends some effort on screening for ripped content, and if you see a new mod go up on RD and then disappear a few days later, chances are good that someone discovered that it was ripped content. SRS could theoretically get into legal trouble for endorsing those mods. While these cars and tracks might be pretty to look at, and fun to drive, SRS cannot endorse their use, because this kind of reuse of content from other games is a breach of the copyrights on those games. For tracks, the differences are less noticeable. ![]() When this is done for cars, the physics are usually either (1) terrible or (2) copied from existing cars. However, some of the mods that are available are not usable here, because they are not "original work", or are directly ripped from other games.īut what does that mean? Well, it's possible to extract the 3D models for cars and tracks from other games (GranTurismo, Forza, ACC, GRID, etc) and adapt them for use in AC. A lot of the content we use in AC on SRS comes from the modding community.
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