Tag Archives: mods

Fuji Speedway – Alpha V1 released!

Hi guys!

Finally I’m releasing the first public version of my new Fuji International Speedway. This project will bring you all tracks around Fuji Complex, with 3 Layouts in the main circuit and two extra drifting courses, with the entire complex being allowed to drive in free mode, trough every circuit access areas, parking lots and roads.

This is my first track made from scratch, so I still learning many modelling and texturing process, I hope everyone stays patient for what is coming next. This project has token place in 2014, when I was trying to use an old rFactor base from Katsuo, but after many consideration, I realized that was necessary a completely new build, but I didn’t had enough experience with modelling to do this back there. After a long time making conversions and modelling cars, I finally had the skills to try, and to be more specific, this actual project took its place since February / 2016. I already have more than 500 working hours on this, not to mention all the time for the past few years collecting data, studying and knowing better the entire complex. Fuji is something passionate to me, along with some other Japanese tracks, as Motegi and Tsukuba, so I hope to make it well as it deserves.

Some facts about the Alpha:

In this first release, I was focusing for the past few months to release only the basic GP course for people to enjoy. The dependencies and roads inside the track still on its very first modelling stage, so I had to let their accesses restrict wile I can’t find time to improve them.

Otherwise, here a few more things to consider:

– General physics still need to be improved. Does have only a generic road feedback, but should be a lot better in future releases. Also, collisions with walls are not perfect yet and there are some blind spots. This is because I’ll work on the full collision model only after creating tire walls, but even with some miscalculations at this stage, you will be safe to enjoy races on the circuit.. no one will ‘drop’ of it, haha

– There are no track population or trees / vegetation in this release. I’m working on them, but I have no predictions for when will be ready.

– Landscape still wip. There is a bunch of crappyness going there, but I’m already working on them too.

– There are no track cameras, AI still very poor / generic.

– Every building you see still wip, textures above all.

– Later this week I’ll release a free mode drifting course (Reverse) and the GP layout without chicane.

That’s all for this one. I really hope you enjoy, and if you think it’s worth, please, make a donation… πŸ™‚




Download: http://www.racedepartment.com/downloads/fuji-international-speedway.10440/

Alternative Link: https://mega.nz/#!HR1EACCA!LJnQtshZ2k_d9WPxs9rDL-dUpjL4MpUCr8pSg-kFE8Q


Best regards,
Rafael Malagoli




Cavalier GSi BTCC / JTCC news

This project has come a long way already, but finally the time is coming for it’s release (Probably around April 15) ..

There are two models available: DCRS (90-92 fwd) and RML (93-95 fwd), with team skins, covering the entire career of this model in JTCC and BTCC for numerous factory teams and privateers.

Since my very first toughs about making this car, my goal was to replicate the cars used by HKS team in Japanese touring car races, from 1993 to 1995. The HKS Cavalier was a brilliant car, and fairly exclusive due it’s remarkable HKS colours and one of a kind presence in JTCC grids, but the car was barely the same built in Britain by Ray Mallock for BTCC teams… with some in house modifications by HKS.

They are coming with numerous improvements in 3D Models, Textures and Physics, with the unique possibility to replace the wheels by using specific skin files (BBS and Dymag in the 90′ model, OZ and Dymag for the 93′ model). This feature can be checked in this quick video I released yesterday:





Coming back – Finally!

Hi there! Was about time to give you some feedback about what was going around here … I started writing this post on April 1st, but I thought that was better to wait until this monday to post .. No Aprils joke here in my Blog, this is serious stuff! haha

“Why the blog hasn’t been updated for the last semester?”

Well, for those who follow my work in AC’s official community, they already knows that I had to reduce the amount of hours I work in my projects around the week. So they also know that I never stopped. This was because I was working under contract with a graphical company near my city, and the time I had before was completely taken by it. I went from 7 days / Week working in 3Ds for last than 2 days and just a few hours / Week. Following this rhythm, I was only able to release the first public version of my DCRS BTCC Cavalier in January this year (At RaceDepartment), and also I went deep into my Fuji Speedway project for the past months, who now is at least showing some of it’s definitive shape.

This week my contract with this company ends, and I’ll get back to work for my personal clients and my free time will be directed only to study and modelling, for now… so you can expect some content and further projects coming from Malagoli Garage anywhere in a few days.

I’ll make some changes around here soon, trying to get everything organized for what is coming next.


Thanks for all the friends who supported me for this time.. and thanks for all of you who still waiting for something new to leave this cave, haha.. See you guys!



Civic SiR-II Group A – JTCC – 1.0


Updated – Compatible with AC version 1.1

V1.0 Changelog:

– New Physics
– New Sounds (B16A Group A)
– New Interior, replica from early 90’s GRA Civics
– New Classic Liveries (TakeOne, STP and BP Oil)
– New UV Texture, prevent overlaping (Skins must be updated!)
– New features supporting Mettalic and Mate paint jobs
– Many 3D Mesh corrections and optimizations

Still Working on:
– More four classic Liveries: Motul and Epson (’90) / PIAA and RS Castrol (’94)
– Tyres physics (Heating and Tyre Comsumption)
– Setup Screen (Will be allowed all the features from GRA cars)
– Minor dashboard details
– Skins (Windscreen banners, tyre sponsor matching with tyre brand, etc)

Special thanks to:

Tibalotte, for helping build the sound banks in FMOD!
Junko, for providing awesome tyre textures!

Download Civic SiR-II GRA V1.0:


JTCC Skin Pack:

(Skin Pack: #11 BP Oil, #14 Jaccs, #15 PIAA, #16 Castrol, #27 STP, #61 TakeOne, #71 Razo, #100 Idemitsu, #109 Monster)

Civic GRA Templates:


Honda NSX GT500 05′ – 1.1


Updated – Compatible with AC version 1.1

JGTC Honda NSX-R GT500

Honda NSX JGTC – Final V1.1
Mega: Honda NSX JGTC – Final V1.1

Skin Templates:Honda NSX JGTC – Skin Templates

V1.0 Changelog:
– New textures
– Hood and Rear Wing from the 2005 model
– Improoved physics
– 5 Liveries
– Motec working, showing: Fuel, Lap Time, Delta, Speed, RPM


Nismo GTR R34 GT500 03′ – 1.1


Updated – Compatible with AC version 1.1

JGTC Nismo Skyline R34 GTR

:Nismo R34 JGTC – Final V1.1
Mediafire:Nismo R34 JGTC – Final V1.1

Skin Templates: https://malagoligarage.wordpress.com/2015/01/22/skyline-r34-jgtc-templates/

Special Thanks to:
SpeedFactor Brasil (Beta Testing)
MalagoliGarage followers (:D)
OutSid3r4 (Xanavi Hiroto and Pennzoil Liveries)

Changelog 22 Jan 2015:

– Brand new interior, with digital gauges re-alocated to its real place (At the end of the steering collumn), new steering wheel, new protection bars, new driver seat and many other little details
– Digital gauge shows: Lap time, Shift Lights, RPM’s, Speed (Kmh) and Fuel
– Every undetailed shape has been modified and retextured.. Grills, Bolts, Body Panels..
– New and more detailed rims, with better and friendly paint templates
– 6 Liveries
– General β€˜alpha’ texturing: New Internal and External glass textures, with dust effect working fine (No invisible cars!)
– Damage and Dust in Alpha stage, but working

– New suspension geometry, with much better feedback response
– Ajustments and fixes at the setup screen, every configuration works
– Redefined aerodynamics
– Reworked tyre model
– Reworked colliders
– Fuel tank realocated to its original place (In front of the rear wheels)
– β€˜Track’ redefined to its original settings (1555 F/R)
– General weight distribution improoved
– Many other suspension, power curve and gearbox corrections and improovements ..

Work in Progress:
– Texturing: Body and Glasses damaged layers, Body dust layer, Skins / Liveries
– 3D Driver Model and Driver Animations
– Low quality Lods and other few optmizations
– AI’s (‘Forever Alone’ player haha)
– Still learning how to use FMOD for sounds.. who knows!