Thanks mate, will give that a go
Thanks for that...
I thought that was just for Material Adjust / Light series... ok cool
I also wouldn't mind having the insects be more prominent on hot days... But maybe that's pushing it
well well, it's all very possible
in common/conditions.ini you have all the ready-to-go conditions, like NIGHT_SMOOTH, you also have SEASON_SUMMER_NORTH and so on
(edit: sorry it changed page :x)
[CONDITION_...]
NAME = BIRD_VOLUME
INPUT = SUN
LUT = (|0=2|88=2|89=0|180=0)
LAG = 0.5
[EVENT_...]
ID = nettassen/birds1
REVERB_RESPONSE = 0
POSITION = -319, 12, 388 ;X,Z,-Y
DIRECTION = 0, 0, 1
VOLUME = BIRD_VOLUME
CAMERA_INTERIOR_MULT = 0.8
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
[CONDITION_...]
NAME = CROWD_VOLUME
INPUT = SPECTATORS
MIN = 0
MAX = 1
LUT = (|0=0|1=1|)
[EVENT_...]
ID = nettassen/crowd1
REVERB_RESPONSE = 0
POSITION = -169, 20, -92 ;X,Z,-Y
DIRECTION = 0, 0, 1
VOLUME = 3
CAMERA_INTERIOR_MULT = 0.4
CAMERA_EXTERIOR_MULT = 1
CAMERA_TRACK_MULT = 1
BOUND_TO_SPECTATORS=1
INPUT_KEY_0 = SPECTATORS
INPUT_VALUE_0 = CROWD_VOLUME
dual conditions, i asked a while back, and john777 said :I was under the impression that you could stack conditions, but I can't find anything about that anymore
So you could use YEAR_PROGRESS as INPUT and set the volume higher during summer months or breading months, etc.
But then you'd lose the daytime silence.
So I have this now: birds start at sunrise and shut up just before sunset.
Code:[CONDITION_...] NAME = BIRD_VOLUME INPUT = SUN LUT = (|0=2|88=2|89=0|180=0) LAG = 0.5 [EVENT_...] ID = nettassen/birds1 REVERB_RESPONSE = 0 POSITION = -319, 12, 388 ;X,Z,-Y DIRECTION = 0, 0, 1 VOLUME = BIRD_VOLUME CAMERA_INTERIOR_MULT = 0.8 CAMERA_EXTERIOR_MULT = 1 CAMERA_TRACK_MULT = 1
But there is also this:
Where the volume of the crowd is determined by the amount of spectators, but also by the volume of the crowd? What if CROWD_VOLUME had YEAR_PROGRESS as INPUT, and the actual SFX has SPECTATORS as input.. Or in case of insects: what if insect_volume has year_progress as input and the SFX has SUN as inputCode:[CONDITION_...] NAME = CROWD_VOLUME INPUT = SPECTATORS MIN = 0 MAX = 1 LUT = (|0=0|1=1|) [EVENT_...] ID = nettassen/crowd1 REVERB_RESPONSE = 0 POSITION = -169, 20, -92 ;X,Z,-Y DIRECTION = 0, 0, 1 VOLUME = 3 CAMERA_INTERIOR_MULT = 0.4 CAMERA_EXTERIOR_MULT = 1 CAMERA_TRACK_MULT = 1 BOUND_TO_SPECTATORS=1 INPUT_KEY_0 = SPECTATORS INPUT_VALUE_0 = CROWD_VOLUME
No idea if that'd work.. if not, we should ask Ilja.
Thanks for looking into it mateI was under the impression that you could stack conditions, but I can't find anything about that anymore
So you could use YEAR_PROGRESS as INPUT and set the volume higher during summer months or breading months, etc.
But then you'd lose the daytime silence.
So I have this now: birds start at sunrise and shut up just before sunset.
Code:[CONDITION_...] NAME = BIRD_VOLUME INPUT = SUN LUT = (|0=2|88=2|89=0|180=0) LAG = 0.5 [EVENT_...] ID = nettassen/birds1 REVERB_RESPONSE = 0 POSITION = -319, 12, 388 ;X,Z,-Y DIRECTION = 0, 0, 1 VOLUME = BIRD_VOLUME CAMERA_INTERIOR_MULT = 0.8 CAMERA_EXTERIOR_MULT = 1 CAMERA_TRACK_MULT = 1
But there is also this:
Where the volume of the crowd is determined by the amount of spectators, but also by the volume of the crowd? What if CROWD_VOLUME had YEAR_PROGRESS as INPUT, and the actual SFX has SPECTATORS as input.. Or in case of insects: what if insect_volume has year_progress as input and the SFX has SUN as inputCode:[CONDITION_...] NAME = CROWD_VOLUME INPUT = SPECTATORS MIN = 0 MAX = 1 LUT = (|0=0|1=1|) [EVENT_...] ID = nettassen/crowd1 REVERB_RESPONSE = 0 POSITION = -169, 20, -92 ;X,Z,-Y DIRECTION = 0, 0, 1 VOLUME = 3 CAMERA_INTERIOR_MULT = 0.4 CAMERA_EXTERIOR_MULT = 1 CAMERA_TRACK_MULT = 1 BOUND_TO_SPECTATORS=1 INPUT_KEY_0 = SPECTATORS INPUT_VALUE_0 = CROWD_VOLUME
No idea if that'd work.. if not, we should ask Ilja.
Cheers dude, much appreciated... Plenty of options by the sounds of itdual conditions, i asked a while back, and john777 said :
Thanks... My traffic will never be allowed to overtake. (2 Way traffic that overtakes is made by someone else)Loving the track and the VIP version as well. One question that i'm curious about regarding the pacific coast map vs. this one is the a.i. behavior. the LA canyons 2 way traffic is the only mod i've been able to find where the traffic cars will overtake and drive aggressively vs. just cruising around and putting at a relatively slow speed. Is there something special you did here compared to other modders or specifically the pacific coast mod? I really enjoy blasting through while having other cars also pushing hard and passing in the oncoming traffic. really gives a great experience, especially the crazy wrecks and near misses. thanks again.
Hi Sam, thanks for the support... to start with.... VIP's will be the only people with early access to any update, starting with Platinum Supporters. It will likely be the case that the current version (1.2) and future version (1.4) will be compatible with each other online. Depending on how big the file size for any update gets, it may not be possible to upload any update to RD. Therefore non-supporters will likely stay on the current version, supporters will have access to shiny new 1.4 (or whatever version number I decide on)Just wanted to know, I paid for the full version, will it come with future updates?
Do be aware that sounds are not played constantly and volume is increased when you're near. Anytime you go inside the "influence zone", the sound restarts. So be sure to have a few different sound files (or one and cut it up into pieces or shift the time on them and save as multiple files, etc.) so you won't hear the same criquet everytime again and again.I can also play about with their placements to get some extra apparent variation.
Nice one thanks. yeah if IRC I think I had around 20 wave variations for PCH... and they seem to trigger from a km or two I'll probably have a very quiet base sound with around 20 - 30 random thrown in on top, I think they even get randomly scattered in the set areas, if setup in fmod. cool stuff...Do be aware that sounds are not played constantly and volume is increased when you're near. Anytime you go inside the "influence zone", the sound restarts. So be sure to have a few different sound files (or one and cut it up into pieces or shift the time on them and save as multiple files, etc.) so you won't hear the same criquet everytime again and again.
Cheers! bear in mind... Race mode use around 20 - 30 AI - This uses default Assetto AI...Hello,
I have now installed (like the install guide guidance) the main v1.2 and the VIP Platinum pay version.
BUT I don't get AI traffic in One-way traffic or Two-way traffic.
What should I check or do ?
----
Ok I found the problem. Have to use Raceday and choose the cars on the tracks.
Thank you for the infos!Cheers! bear in mind... Race mode use around 20 - 30 AI - This uses default Assetto AI...
The AI line is 52 miles long... so 52 AI = 1 per mile on average.
Trackday mode only use a max of around 10 AI opponents... as this uses Custom Shaders Patch AI... and spawns, despawns, and respawns the AI around your car for seemingly infinite 'traffic'. Trackday you'll also likely have to Turn-off Fuel Consumption... If the AI stop in the middle of the road.
Have fun!
I bought the premium edition for la canyons. Where can I install it?
In my case I had to enable it in my mods in CM.I installed the mod using content manager, however i cant see the mod in my list. following the included instructions did not help. is there a way to fix this?