A buddy (engineer) at my workplace turned me on to this site for the numerical color coding of lights. Hope this helps https://encycolorpedia.com/cccdcc Eric
this has only some distinct colors, but based on their real "glow"-color http://planetpixelemporium.com/tutorialpages/light.html home: http://planetpixelemporium.com/
oh here i did this for BLM lights app assettocorsa\apps\python\BLMLights\colors\colors_user.blm [fluorecent/gas/black body illum] WARM FLUORESCENT - ORANGE VERY BRIGHT = 255, 244, 229 STANDARD FUORESCENT - GREEN VERY BRIGHT = 244, 255, 250 COOL WHITEFLUORESCENT - BLUE VERY LIGHT = 212, 235, 255 FULL SPECTUM FLUORESCENT - ORANGE+RED VERY BRIGHT = 255, 244, 242 GROW LIGHTFLUORESCENT - ROSE VERY BRIGHT = 255, 239, 247 BLACK LIGH FLUORESCENT - VIOLET STRONG = 167, 0, 255 GREEN FLUORESCENT - GREEN BRIGHT = 184, 255, 210 MERCURY VAPOR - BLUE VERY LIGHT = 216, 247, 255 SODIUMVAPOR - ORANGE-BROWN LIGHT = 255, 209, 178 METAL ALIDE - BLUE VERY BRIGHT = 242, 252, 255 HIGH PRESSURE SODIUM - BROWN LIGHT = 255, 183, 76 SODIUM VAPOR - ORANGE-BROWN LIGHT = 255, 209, 178 CANDLE 1900K - ORANGE = 255, 147, 41 40W TUNSTEN 2600K - ORANGE LIGHT = 255, 197, 143 100W TUGSTEN 2850K - ORANGE LIGHTER = 255, 214, 170 HALOGEN3200K BRIGHT - ORANGE = 255, 241, 224 CARBON RC 5200K - ORANGE VERY BRIGHT = 255, 250, 244 HIGH NON SUN 5400K - ORANGE NEAR WHITE = 255, 255, 251 DIRECT UNLIGHT 6000K - WHITE = 255, 255, 255 OVERCAS SKY 7000K - BLUE LIGHT = 201, 226, 255 CLEAR BLUE SKY 20000K - BLUE STRONG = 64, 156, 255 [MISCELLANEOUS] STRAWBERRY = 191, 38, 38 INDIANRED2 = 237, 99, 99 LIGHTCORAL = 240, 128, 128 SAFETY CONE = 255, 84, 51 ROSYBROWN1 = 255, 194, 194 PINEAPPLE = 252, 219, 59 CADMIUM LEMON = 255, 227, 3 LEMON CHIFFON = 255, 250, 204 SAFETY VEST = 199, 245, 38 LIME PULP = 212, 237, 145 LAWNGREEN = 125, 252, 0 DARK SEAGREEN 2 = 181, 237, 181 METALLIC MINT = 56, 252, 252 LIGHT CYAN = 224, 255, 255 CADET BLUE 1 = 153, 245, 255 TURQUOISE 1 = 0, 245, 255 POLICE STROBE = 10, 181, 255 BLUE MIST = 130, 207, 252 NATURAL GAS = 92, 143, 245 DARK ORCHID = 153, 51, 204 PLUM = 222, 161, 222 ORCHID = 219, 112, 219 PLUM1 = 255, 186, 255 THISTLE1 = 255, 224, 255 MAROON1 = 255, 51, 179 HOTPINK = 255, 105, 181 LAVENDERBLUSH = 255, 240, 245 PINK1 = 255, 181, 196 BRIGHT RED = 255, 0, 51 [more0] Pale Goldenrod = 238, 232, 170 Light Goldenrod Yellow = 250, 250, 210 Light Yellow = 255, 255, 224 Yellow = 255, 255, 0 Gold = 255, 215, 0 Goldenrod = 218, 165, 32 Dark Goldenrod = 184, 134, 11 Rosy Brown = 188, 143, 143 Indian Red = 205, 92, 92 Saddle Brown = 139, 69, 19 Sienna = 160, 82, 45 Peru = 205, 133, 63 Sandy Brown = 244, 164, 96 Burlywood = 222, 184, 135 Beige = 245, 245, 220 Wheat = 245, 222, 179 Tan = 210, 180, 140 Chocolate = 210, 105, 30 Firebrick = 178, 34, 34 Brown = 165, 42, 42 Dark Salmon = 233, 150, 122 Salmon = 250, 128, 114 Light Salmon = 255, 160, 122 [more1] Orange = 255, 165, 0 Dark Orange = 255, 140, 0 Coral = 255, 127, 80 Light Coral = 240, 128, 128 Tomato = 255, 99, 71 Orange Red = 255, 69, 0 Red = 255, 0, 0 Hot Pink = 255, 105, 180 Deep Pink = 255, 20, 147 Pink = 255, 192, 203 Light Pink = 255, 182, 193 Pale Violet Red = 219, 112, 147 Maroon = 176, 48, 96 Medium Violet Red = 199, 21, 133 Violet Red = 208, 32, 144 Violet = 238, 130, 238 Plum = 221, 160, 221 Orchid = 218, 112, 214 Medium Orchid = 186, 85, 211 Dark Orchid = 153, 50, 204 Dark Violet = 148, 0, 211 Blue Violet = 138, 43, 226 Purple = 160, 32, 240 Medium Purple = 147, 112, 219 Thistle = 216, 191, 216 [more2] Dark Slate Gray = 49, 79, 79 Dim Gray = 105, 105, 105 Slate Gray = 112, 138, 144 Light Slate Gray = 119, 136, 153 Gray = 190, 190, 190 Light Gray = 211, 211, 211 Midnight Blue = 25, 25, 112 Navy = 0, 0, 128 Dark Slate Blue = 72, 61, 139 Slate Blue = 106, 90, 205 Medium Slate Blue = 123, 104, 238 Light Slate Blue = 132, 112, 255 Medium Blue = 0, 0, 205 Cornflower Blue = 100, 149, 237 Royal Blue = 65, 105, 225 Blue = 0, 0, 255 Dodger Blue = 30, 144, 255 Deep Sky Blue = 0, 191, 255 Sky Blue = 135, 206, 250 Light Sky Blue = 135, 206, 250 Steel Blue = 70, 130, 180 Light Steel Blue = 176, 196, 222 Light Blue = 173, 216, 230 Powder Blue = 176, 224, 230 [MY COLORS] Pale Turquoise = 175, 238, 238 Dark Turquoise = 0, 206, 209 Medium Turquoise = 72, 209, 204 Turquoise = 64, 224, 208 Cyan = 0, 255, 255 Light Cyan = 224, 255, 255 Cadet Blue = 95, 158, 160 Medium Aquamarine = 102, 205, 170 Aquamarine = 127, 255, 212 Dark Green = 0, 100, 0 Dark Olive Green = 85, 107, 47 Dark Sea Green = 143, 188, 143 Sea Green = 46, 139, 87 Medium Sea Green = 60, 179, 113 Light Sea Green = 32, 178, 170 Pale Green = 152, 251, 152 Spring Green = 0, 255, 127 Lawn Green = 124, 252, 0 Chartreuse = 127, 255, 0 Medium Spring Green = 0, 250, 154 Green Yellow = 173, 255, 47 Lime Green = 50, 205, 50 Yellow Green = 154, 205, 50 Forest Green = 34, 139, 34 Olive Drab = 107, 142, 35 Dark Khaki = 189, 183, 107 Khaki = 240, 230, 140
Thats funny, I recently downloaded your BLM app, but havn't taken the time, yet to give it a whirl. Good stuff! Gratitude for you reaching out and sharing this. I discovered that the 'material' name of a light source cant be broken up in KSEditor. For example, I use mat23, then its corresponding name. I tried the mat23 say in three different light groups, in hopes of tuning them seperate...no joy. Unless I can copy the object in the pre KN5 folder (fbx) notepad... Bare with me as this is new and its been trial by fire ever since I started. I'm talking in regards to the extension for lights folder. I finally figured out why I could not tune them separately; they all share same material identification.... Not 8pm last night, spending most of the hours after sunday F1 race.... I realized too about how close to the track and such.... you know where its super bright under it... so I'm trying to let common sense play a part. To have a well balanced lighting without overkill spots..... I still am trying to wrap my head around how to use Range, Spot, etc.....
oh in shaders-patch config - if you use another definition for a material or mesh in two different sections, the last section (definition) overwrites the previous
also posted here in another thread: https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/_doc_config_tracks.ini see also the wiki there about tracks: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-General-options here on this forum: https://assettocorsamods.net/threads/lights-unable-to-make-the-bulb-lighting-up.1676/ https://assettocorsamods.net/threads/lighting-up-materials.857/ i am leBluem, not Blamer, who made BLM app
Sorry, bout the claim mix up.... Here is an idea...…. I want to illuminate the entire track, which doesn't presently get full coverage from what lights I have.... Is it possible to float a light source above the track, shining down, but I have it non Active in the meshes paragraph...? That way you cant see the source, but the track especially the middle gets coverage? I will try this after my work day.... just curious
you can define a point light source without referencing mesh or material, get POSITION= info from patch debug app (cam pos): [LIGHT_0] POSITION = 0,0,0 DIRECTION = 0,-1,0 DIFFUSE_CONCENTRATION = 0.8 FADE_AT = 1200 FADE_SMOOTH = 33 RANGE = 1000 RANGE_GRADIENT_OFFSET = 0.4 COLOR = 225,255,255,0.075 COLOR_OFF = 0 SPOT_SHARPNESS = 0.5 CONDITION = NIGHT_SMOOTH
this could work too: [LIGHT_POLLUTION] RELATIVE_POSITION = -0.9, 0.2, 3.35 ;;; its in km, divide cam pos-xyz by 1000 DENSITY = 0.5 RADIUS_KM = 1 COLOR = 0.95,0.7,0.3 CONDITION = NIGHT_SMOOTH
Great, thank you. I will try to absorb and understand this, and apply. I assume I add this to lighting ini folder.
Once I get the know how on light dispertion, light up entire track nicely, then I can experiment with the colors you generously posted. Ling way to go.....but I'll get there. Thanks again for the tutelage. Eric
oh both go into shaders patch config aka track/light config and yes, use free cam (F7) to goto the position you want and read it in this app: (https://github.com/ac-custom-shaders-patch/acc-extension-apps or https://www.racedepartment.com/downloads/custom-shaders-patch-debug-app-advanced.29060/)
Thats funny, I recently downloaded your BLM app, but havn't taken the time, yet to give it a whirl. Good stuff! Gratitude for you reaching out and sharing this. I discovered that the 'material' name of a light source cant be broken up in KSEditor. For example, I use mat23, then its corresponding name. I tri Aye, ok.... will dig into this at the house later...thanx again!