Hi, So I was working on this map for the last few weeks and it's mostly finished but I was wondering if I could make the lights work at night sessions as we use real time on our server. I am aware that there was a thread regarding the same issue but it really did not work for me. If someone could explain to me how to make this work I would be more than happy and I mean step by step. I know how to setup collisions and export it properly to AC but that's it really, I don't have much experience with ksEditor. Things I've done: - Setting up not renderable planes near the tops of the lamp poles - Changing their names in ksEditor to OBJ50 - so they are all the same and don't interfere with other objects - In .ini file I put this line under [about] line [LIGHTING] LIT_MULT = 1 CAR_LIGHTS_LIT_MULT = 1 [ABOUT] AUTHOR = your name here VERSION = 0.1 DATE_RELEASE = 15/03/2019 LIGHTS_COUNT = 113/116/130 [LIGHT_SERIES_0] CLUSTER_THRESHOLD = 0.2 DESCRIPTION = Starthouse Lights ACTIVE = 1 MESHES = OBJ50 OFFSET = NORMAL COLOR = 255, 244, 229, 0.05 SPOT = 100 SPOT_SHARPNESS = 0.1 RANGE = 3 -I've tried with the original names and Object name - it's one position higher in ksEditor and it's not editable As you see I don't really know what I'm doing so just please help.
I dont thing changing their names in kseditor will work, has to be done in the software used to make the track.
So I need to create the lamp object in the 3d software I'm using, create a material with specific name I will use in the ini file as a material and use this material on the object that will be working as the bulb? Will the exported .fbx file contain the materials I used in the editor? I'm normally baking all the textures before exporting to make them easy to edit and fps friendly edit: I'm at work so can't test it now but it's probably solved also found a code with the same problem (credits to Gunnar333) : [MATERIAL_ADJUSTMENT_1] ACTIVE = 1 DESCRIPTION = lamppost MATERIALS=bulb KEY_0 = ksEmissive VALUE_0 = 255,230,200,0.3 VALUE_0_OFF = 0, 0, 0 KEY_1 = ksAlphaRef VALUE_1 = -193 VALUE_1_OFF = 0, 0, 0 CONDITION = NIGHT_SMOOTH RANGE = 45
Its super simple, you could create something as basic as a box, assign a tiny "null" material, and export... name doesnt matter, as long as you define it in the config file. Light will be cast from that box
The plane I used is super simple but to define it in the config file (do you mean the .ini that's in the track folder?) It needs to be the same like, bulb - material/texture and bulb declared in the .ini (?) file. I know the name doesn't make a difference in this case but I like to keep things clean and easy to explain so someone can explain it to me without asking why I named this light emitter ''pusssydestroyer69_420''
There’s 2 parts to this. The code you posted above, the material adjustment... it is exclusively for making the texture brighter, but it can’t cast an actual light on surfaces. For that, you need a light series tag like the one you posted originally. I’m pretty sure the reason your light didn’t work it’s because you thought kseditor had renamed the mesh to “obj50” when in fact, it didn’t.
So I changed name of the object in Cinema4D, Race track builder, ksEditor and literally nothing. I have no idea if I'm even doing it right putting the code into models.ini
Wait... models.ini???? No, you need to create a shaders patch ini Look in assettocorsa\extension\config\tracks for examples
Thank you! I had no idea there are files related to maps my first finished map in Assetto Corsa ready for release!