Thanks for the info and the AI file!
Here a fix for the hyperlink to the file:
directo.it/AC/luccaring_ai_update_by_topuz.zip
Thanks for the info and the AI file!
have you been following the recent "old" AC modding scene? People have been making full illumination settings for your track (and all others) to race in night settings - there is plenty of life left in AC, while ACC is fully encrypted for now and not in stable enough state that would prompt anyone to dig deeper, for many months to come.Hey guys..lots of time we no updates, sorry about that.
We are currently in "pause mode", waiting to see if the thing can be ported to ACC in the upcoming months. And not much progress has been done on the new layout (work work work).
Yet...I wish to share with you the following AI update made a few months ago by our fellow simracer Topuz: i intended to release it with a new major update, but that doesn't make much sense right now so i thought you could enjoy it already
Let me know if AI races get any better with it
http://http://directo.it/AC/luccaring_ai_update_by_topuz.zip
Agreed. AC has years of life left in it, is very mod-friendly and has a massive established user base.have you been following the recent "old" AC modding scene? People have been making full illumination settings for your track (and all others) to race in night settings - there is plenty of life left in AC, while ACC is fully encrypted for now and not in stable enough state that would prompt anyone to dig deeper, for many months to come.
And you'd probably reach many more racers if you keep to AC too.
For some reason I never came across this. Incredible, this mod looks seriously fantasticThat's fantastic to hear. Luccaring is one of my favorite tracks.
I am the guy who made the tracklight config for Luccaring for the shaders patch. If you want to play around with it, extend it or even include it with your track, i'd be happy to donate my work to you guys, as you clearly have the more coherent vision for the track in your heads.
Here are a few screenshots of Luccaring with my tracklight config:
For some reason I never came across this. Incredible, this mod looks seriously fantastic
Going to test it tomorrow, and with your kind permission i’ll happily include it in the package (testing / publishing might take a few days more than i expected, as usual doing our best to not screw something while we fix something else).
Again, great contribution, really much much appreciated!
Thanks! We will definitely look into modifying meshes for the purpose (not for the next release of course), and have a deeper look at the system. Actually we just “branched” the track for a conversion to rF2 (will take a few months), and splitting meshes for night cycle was on the todo list...so this and a few more things are on our list nowAwesome! If you need any help with installation, join us on the custom shaders discord: https://discord.gg/P7JTynN This is also where you can get the latest version which is pretty much recommended right now, as the last publicly released version is rather old. I'm @Kavoriken on the discord. If you need any help, ping or direct message me.
Also if you really want to go all out on this, there's a lot that could be done for the night look with rather simple model changes. Building windows for example could automatically be illuminated at night if they had a seperate mesh or were a seperate material. Also, if you disabled ksemissive on the street lanterns and instead let the tracklight config handle it, they could be turned off during daytime and only be on during night time.
Hi,Awesome! If you need any help with installation, join us on the custom shaders discord: https://discord.gg/P7JTynN This is also where you can get the latest version which is pretty much recommended right now, as the last publicly released version is rather old. I'm @Kavoriken on the discord. If you need any help, ping or direct message me.
Also if you really want to go all out on this, there's a lot that could be done for the night look with rather simple model changes. Building windows for example could automatically be illuminated at night if they had a seperate mesh or were a seperate material. Also, if you disabled ksemissive on the street lanterns and instead let the tracklight config handle it, they could be turned off during daytime and only be on during night time.
[MATERIAL_ADJUSTMENT_...]
MESHES = pitbox-lights, lampioneType?-Q?_SUB3, lampioneType1-Q4_SUB1, lampioneType1-Q1_SUB1, lampioneType2-Q1_SUB1, lampione-ball-Q1.001_SUB0, lampioneType1-Q2_SUB1, lampioneType2-Q3_SUB1, lampioneType1-Q3_SUB1, lampioneType2-Q4_SUB1
CONDITION = NIGHT_SMOOTH
KEY_... = ksEmissive
VALUE_... = 12, 25, 50
OFF_VALUE_... = 0
ACTIVE = 1
DESCRIPTION = lights off during day
[SHADER_REPLACEMENT_...]
MESHES = AC_SEMAPHORE_RED_?, AC_SEMAPHORE_GREEN
RESOURCE_0=txDiffuse
RESOURCE_TEXTURE_0=assets-vari.dds
hi,irSindaco updated LuccaRing - Circuito dei Baluardi with a new update entry:
Luccaring Endurance - Legacy HD edition
Read the rest of this update entry...
Unfortunately website automation is broken and i can't register new donors, so i manually forward download link via e-mail (and sometimes it takes a few hours). Thanks for your support, and check your mailhi,
love this track! donated via paypal but still got no e-mail to gabrovec@a1.net with downloadlink