yeah, Ferrari F40 and AE86 and M3 E30 have all the blinkers and stuff.
I guess I must be the one doing those files to include them in the patch itselfMaybe a good idea to let "experts" do these very specific updates and have them integrated in the patch release itself (many mod cars like mine have config files bundled in the patch)
Couple minor (but needed) updates on the 512, replaced reflective instrument cluster glass for a non reflective dirty glass, looks much more convincing than having the road reflected on it. Also rearranged the small gauges to proper spec, and implemented Kamil Gwiaździński's (@9kret9) high res texture on all of them
Also, before you release the update I'll send you some physics tweaks.
Thanks, will do, but no Discord for me, so the templates will have to do. I've been browsing some of those files but still couldn't figure out some things without opening and closing AC all the time (saving the ini files don't work in real time at least for me).
Anyway, I'll spend a little more time on this and see what I can figure out if there's no other way.
Well been checking out some of those files and found a couple of interesting features. Not going to do all of them but at least I'll include in these cars what I consider useful.
So far I'd like to include:
- Interior lighting (gauges / instrument glow at night)
- Working wipers (still not sure if there's anything specific I need to do to have raindrops on the glass)
- Reverse lights
- Adding that "lag" effect to incandescent bulbs
Also not sure what I need to do with the pop up headlights or what's the improvement there, but that's about everything I've found useful or worth spending time with.
If you guys think of something else worth adding let me know, maybe i'm missing a feature or two.
I guess I must be the one doing those files to include them in the patch itself
[LIGHT_ANIMATION_0]
NAME=lights.ksanim
TIME=1
You can also find the documentation here: https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/_doc_config_cars.iniWell been checking out some of those files and found a couple of interesting features. Not going to do all of them but at least I'll include in these cars what I consider useful.
So far I'd like to include:
- Interior lighting (gauges / instrument glow at night)
- Working wipers (still not sure if there's anything specific I need to do to have raindrops on the glass)
- Reverse lights
- Adding that "lag" effect to incandescent bulbs
Also not sure what I need to do with the pop up headlights or what's the improvement there, but that's about everything I've found useful or worth spending time with.
If you guys think of something else worth adding let me know, maybe i'm missing a feature or two.
I guess I must be the one doing those files to include them in the patch itself
The car config files do refresh the car while live in session, so any changes to the file (on saving) will imediately show in game in session.
For your cars the emmissive lights for cockpit, head lights, tail, brake and reverse lights are all super interesting.
Interesting for your cars is also to already implement blinkers + hazard lights (these need designated vertices to be created in your 3D model - just look at how the Kunos Ruf Yellow Bird template is structured with it's car config and it's additional KN5 file including all necessary extra light vertices to understand how it works).
The popup headlights of the Testarossa are interesting as there is a feature in the car config that will allow for a more realistic light animation - look into that.
[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.02
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.02
EMISSIVE_HEADLIGHTS_MULT=1.4
EMISSIVE_PARKINGLIGHTS_MULT=2.5
EMISSIVE_BRAKELIGHTS_MULT=0.5
For more realistic ambient shadows make sure to build and include the wheel shadow definitions in your car config as well (they need to be built for each car as of different track width, tire width, etc.)
[SHADOWED_WHEELS]
DISTANCE=3
WIDTH=0.1
OPACITY=0.75
EXTRA_AMBIENT_BRIGHTNESS=0.1
[SHADOWED_WHEELS_FRONT]
ANGLE=10
OFFSET=0.05
You can also find the documentation here: https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/_doc_config_cars.ini
For wipers, all you need to do, is to make sure, you have the correct AC shaders applied to the windscreen and other windows (ks_windscreen?) and make sure to separate the wiper arm and blade. The shaders patch detects the length of the blade to make correct wipe animation (amazing, right?). You also need to have the BLM car app, so you can activate the rain and wipers (actually, I'm not sure, if it is needed anymore now with WeatherFX and stuff. Things change quite quickly there...)
For me, it only seemed to work, if I put the car config to the <ACfolder>/extension/config/cars folder (path from memy, cannot double check right now) and renamed the ext_config.ini in the <CAR folder>/extension to something else. Then modifying the ini in <ACfolder>/extension/config/cars worked live.This just doesn't work for me, I need to restart AC to see the changes. Is not like using the "set observeDigital 1" on the console for example (to adjust digital instruments LIVE).
yeah i asked Ilja about this,For me, it only seemed to work, if I put the car config to the <ACfolder>/extension/config/cars folder (path from memy, cannot double check right now) and renamed the ext_config.ini in the <CAR folder>/extension to something else. Then modifying the ini in <ACfolder>/extension/config/cars worked live.
It's not rain, it's sweatWell finally it worked. But I guess it shouldn't rain inside the instrument cluster
View attachment 294163
You can also find the documentation here: https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/_doc_config_cars.ini
Most notable improvement for the popup lights was that the "TIME" variable started working. So now you can change how quickly the popup lights animate.
For wipers, all you need to do, is to make sure, you have the correct AC shaders applied to the windscreen and other windows (ks_windscreen?) and make sure to separate the wiper arm and blade. The shaders patch detects the length of the blade to make correct wipe animation (amazing, right?). You also need to have the BLM car app, so you can activate the rain and wipers (actually, I'm not sure, if it is needed anymore now with WeatherFX and stuff. Things change quite quickly there...)
Ok, I'll ask away, be prepared, though
This just doesn't work for me, I need to restart AC to see the changes. Is not like using the "set observeDigital 1" on the console for example (to adjust digital instruments LIVE).
I think you found a solution already with the post above ;-)
If not - just make sure that you create a car config ini file in the assetto corsa/extensions/config/car/mods/a3dr folder and name the config file EXACTLY as the actual car folder inside the content folder.
example:
- you car folder is named "a3dr_car_123"
- your car config file inside the extension folder must be named: "a3dr_car_123.ini" to work and to update live while you are in session
Figured out how to make lights work with the fade, license plate, reverse, etc. but couple of things:
- No idea what triggers blinkers on or off
currently as I understand blinkers are restricted to be triggered only in the pitlane (there is a setting in Content Manager Custom Shader settings related to that) and there is a max speed limit for them to be triggered so they are not triggered accidentally.
In later builds of the patch I understand these will also be able to be mapped to actual controls - THATS when they really become useful, so we will be able to use them say around Touristenfahrten around Nordschleife or running around the epic LAC track.
It would be cool if you could figure them out (all it takes really is for you to create separate vertice objects as blinkers behind the actual blinker glass objects and they can be activated at a later point once the shader patch is further developed). Don't break your head about these just now ;-)
- Not sure what changes the intensity of the instrument lights glow (other than the obvious lights.ini)
To change intensity of lights in the lights.ini in data.acd you have to increase ALL THREE color channels in value and keep the color mix in proper relation so the color you want is preserved.
example:
you start with a red light like:
5, 0, 0
To make it brighter in intensity simply increase all three channels:
6, 1, 1 or
15, 10, 10
etc...
Watch for colors washing out at some point making it look less realistic and loosing any texture details you may want to preserve.
- I have NO idea what all this does:
Same as above but for braking lights.Code:[LIGHTING] INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.02 INTERIOR_FAKE_UPPER_SHADOW_FADE=0.02 No idea about the above ;-) EMISSIVE_HEADLIGHTS_MULT=1.4 [B][I]Multiplier to increase emissive head light intensity (higher values will increase ALL headlight related lights brightness).[/I][/B] EMISSIVE_PARKINGLIGHTS_MULT=2.5 [B][I]Same as above but for parking lights.[/I][/B] EMISSIVE_BRAKELIGHTS_MULT=0.5
Watch out for overdoing the intensity of brightness of emissive lights!
You define intensity of each single light definition in the car config file (the 4th number is intensity in the car config light definition:
1, 2, 3, 4
Red, Green, Blue, Intensity
It is best to test all light intensities in day light condition, then in foggy daylight, then in twilight and definitely also in total night time lighting - if you skip this elaborate testing and you have mucked up one of the intensity figures (either in each single light definition or in the global multipliers) you end up with NUCLEAR lights ;-)
So, go easy on the lighting effects and only increase them gradually when you find them too subtle in all lighting conditions (you cannot define them depending on different lighting conditions but only one definition for ALL lighting conditions - only weather PP filters can deal with influencing lighting render somewhat but I HIGHLY RECOMMEND to only use Peter Boese's SOL packaged PP filters as they are overall by far the most polished and designed to work hand in hand with Ilja's Shader Patch.
I suppose these values have something to do with it, but again, no idea how they're supposed to be set up:
I have not yet built wheel shadows with config ini files but use the "update ambient shadow feature in Content Manager Custom Showroom to define properly retraced ambient shadow renderings (it is not without downsides, as ambient shadows created this way do look incredibly good but do render visibly through certain track objects such as certain grass textures or objects such as pitfalls unfortunately) - when seen in on track, following other cars or in replays through these ray-traced (static) ambient shadows look incredibly realistic though, hence I have not tested the car config defined wheel shadows just yet - take my following comments with a whole sack of salt ;-)
Offset from track surface to prevent shadows clipping into tarmac texture.Code:[SHADOWED_WHEELS] DISTANCE=3 [B][I]distance between wheels presumably (front - rear)[/I][/B] WIDTH=0.1 [B][I]either track width or shadow width per wheel (experiment while in session, alter value and observe changes)[/I][/B] OPACITY=0.75 [B][I]shadow opacity[/I][/B] EXTRA_AMBIENT_BRIGHTNESS=0.1 [B][I]ambient brightness increase in shadow area (?) probably to find a good balance between opacity and extra ambient to render track texture details in shadow area while looking realistic (need experimenting in live session)[/I][/B] [SHADOWED_WHEELS_FRONT] ANGLE=10 [B][I]probably an angle of light source to render shadow around wheel (larger angle = bigger shadow area) - need experimenting in live session[/I][/B] OFFSET=0.05
Those above are the wheel shadow definitions. You really can only meaningfully adjust them when live in session and then one by one move the shadows around to fit your car's wheels.
When properly done the add tremendously to an overall realistic look, preventing the car from visually "floating" ;-)
Still not sure what to look for, I mean, what's the purpose of that and how those values affect anything?
LOL Honestly, I don't know what to do with all that. Is not like each parameter is explained, is only a bunch of values. I can make out the obvious, but some things don't know what they do.
It really is best to start with each new feature one at a time.
Just copy ALL features you can find and that may be useful for your cars and deactivate ALL of them which you still are unsure about (just comment them out with a ";" in front of each line) and then when you get to them re-activate them and experiment with different settings ;-)
The private mods I am doing for myself and friends have config files littered with ALL kinds of experimental settings I experimented with until I finalize a car and clean up the config file ;-)
Still couldn't figure out what's missing for the rain thing. Are there any special shaders needed other than the usual ks_windscreen one? as it is, it doesn't do anything.
For the wiper animations, yes, found it easier to separate the wiper blade from the arm, but do I need to name the dummies in a specific way to make this app detect them?
The BLM app is activated on CM, but so far it doesn't do anything in-game, at least none of the shortcuts work:
View attachment 294160
You can contact Davide (the maker of the BLM app) here on RD - he is a super nice guy who is happy to help you out with any issues with BLM - I understand he is very busy currently though, so be patient.
I had an issue in the past where I couldn't get the keyboard shortcut mappings with the BLM lights app to work and only a complete clean up and reinstall of the app helped.
I ended up though not using the actual app key shortcuts at all but have deliberately defined the apps behavior so it will randomly rain when I use rainy track conditions (any "WET" track variant) and most importantly I ALWAYS use fully manual wipers like in older real cars - you can define wiper shortcuts in:
Content Manger / Settings / Controls / System or Shader Patch (I forgot, and am typing form memory).
There you can define control mappings for all kinds of additional features, such as wipers, replay cam controls, etc, … Content Manager is pretty awesome ;-)
At least at this point, I've already improved all the lighting aspects. Blinkers seem useless to me except like what I've done with the Viper using the pit lights (hazards), but I've got the rest of the features working. Still need to figure out this whole rain thing though.
Blinkers really only will be properly useful once the actual keybindings work AND the whole blinker rendering is ported into the online aspect of the custom shader patch - give Ilja and the gang some time for that ;-) So far they are only a cosmetic gadget but surely will get properly value once working online and working with key maps.
View attachment 294162
Well finally it worked. But I guess it shouldn't rain inside the instrument cluster
This is a bug related to the glass shader shared between instrument cover glass and windscreen glass I remember (very early when Henter implemented the windscreen rain texture effect I remember vaguely many, many builds ago).
I do not know the workaround for this - could you try to use different shader values for the instrument cover glass and windscreen glass? I do not remember how Henter defines the shader patch defining which glass surfaces will receive rain textures - if it is object naming or shader setting boundaries?
For this it would be best to ask directly in the Discord channel.
View attachment 294163
Not sure if there's any specific tutorial but is as simple as rotating a dummy. In a simple way to explain it:I would rally love to learn all about animating wipers but so far I am clueless. Is there any tutorial you may link to?
Thanks for sharing those first bits - it makes for some serious food for thoughts for experimenting!
Use it on the paint then, we'll have a raindrops on the car.
On the other hand, the rain shows on any material that uses the ksWindscreen shader. I was using it on the instrument cluster glass, so replaced it with a normal one to avoid having rain into it
Thanks for sharing this info - it really seems 3DSMax is the only way to go :-(Not sure if there's any specific tutorial but is as simple as rotating a dummy. In a simple way to explain it:
What I do is to place a dummy in what would be the pivot of the wiper arm, then link the arm to it.
Make another dummy in the center of the wiper blade, and link it to it. Then link the blade dummy to the arm dummy so it'll move along.
Set the frames to 20 and rotate the arm dummy (with auto key enabled) so on the 20th frame it goes to the full extent of the windshield. You'll need to adjust some keys in the middle.
Once it's good, select all those keys and scale them down from 20 to 10 frames. Clone each key in the opposite direction, so the arm will return to it's origin.
That's a QUICK way to explain it, assuming you know your way around 3dsmax. Feel free to ask, I can find some time and take screenshots if needed.
On the other hand, the rain shows on any material that uses the ksWindscreen shader. I was using it on the instrument cluster glass, so replaced it with a normal one to avoid having rain into it