TUTORIAL working Turn Signals

Discussion in 'General' started by Just Kauser, Jan 22, 2019.

  1. Just Kauser

    Just Kauser Active Member

    Joined:
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    Location:
    Chemnitz, Saxony, Germany, next to the Sachsenring
    This is a little a tutorial to bring working Turning Signals in Assetto.

    For Modders:
    How to add Turning Signal Objects to your car:

    3D SimED3 and Shader Patch required:

    Open the car kn5 file with 3d Simed:

    Then click on the tab "Edit".

    Now search the subobject that contains the Turning signals. In my case for the Kunos AE86, it is "geo_interiors_details_sub0".

    blinker.jpg

    Isolate the subobject.

    Search for the Turning signals in the subobject. Hold control and pull a selection frame over the turn signals.

    blinker2.jpg

    Click Faces and delete them.

    blinker3.jpg

    Click on File->Plugin Export and save it as "suboject name"+without_turning_signals.kn5

    Then click undo.

    Hold control and pull a selection frame over the turn signals.

    Click Faces and crop.

    Now delete the right turn signal and save the left turn signal as left_turnsignal.kn5, undo and delete the left and save the right turn signal as right_turnsignal.kn5.

    Now open the folder in Assetto Corsa\extension\config\cars\kunos
    and create an ini with your carfoldername like ks_toyota_ae86.ini in my case.
    Copy left_turnsignal.kn5,"suboject name"+without_turning_signals.kn5 and right_turnsignal.kn5 in the folder.

    Open the ini.

    Insert this with your values:
    [MODEL_REPLACEMENT_0]
    FILE=carname.kn5 // in my case toyota_ae86.kn5
    HIDE=suboject name //geo_interiors_details_sub0
    INSERT="suboject name"+without_turning_signals.kn5 //geo_interiors_details_sub0_without_turningsignals.kn5
    INSERT_AFTER=previous subobject // GEO_interiors_details

    Now you have the car without turn signals. ;)


    [MODEL_REPLACEMENT_1]
    FILE=carname.kn5 // in my case toyota_ae86.kn5
    INSERT=left_turnsignal.kn5
    INSERT_AFTER=previous subobject // GEO_interiors_details

    [MODEL_REPLACEMENT_2]
    FILE=carname.kn5 // in my case toyota_ae86.kn5
    INSERT=right_turnsignal.kn5
    INSERT_AFTER=previous subobject // GEO_interiors_details

    [EMISSIVE_TURNSIGNAL_LEFT_0]
    NAME=left_turnsignal
    COLOR=0, 124, 0
    LAG=0.2
    SIMULATE_HEATING=0
    LOCATION=NONE

    [EMISSIVE_TURNSIGNAL_RIGHT_0]
    NAME=right_turnsignal
    COLOR=0, 124, 0
    LAG=0.2
    SIMULATE_HEATING=0
    LOCATION=NONE

    save the ini.

    BTW, when you car mod has no turning signals you maybe can use them from Kunos mods and try to positonate them in your mod.

    For the Simracers:


    Now you need the Content Manager.

    You need to set the Button on your Steering Wheel / Controller etc. You find it under Settings / Assetto Corsa / Controls / Patch

    blinker4.jpg

    Stock is: ALT+Left Arrow and ALT+Right Arrow

    For the Sounds:

    You need Glovepie and Soundplant.

    Now you have to find out what your key in GlovePie means.

    Glovepie script presets.rar

    Open the debug.pie with Glovepie. You need to change the joy1.x to joy2 or joy3 etc and click run and use the X-Axis and when you see that the first value is changing, you know you controller. Now you need to find out the key. Change the second joy1 to the joyN where the X-Axis is working. Now change the button number press run and press the button. When the second value change to true, you know your button.

    Open the blinker.pie change the joy3.button14 to your joy and button value. Make the same for the other both buttons. Then save and run the blinker.pie. Now open Soundplant as Admin.

    Open the blinker.keymap
    soundplant turningsignal sounds.rar

    Click on background key input "ON". Now your Turning Signals are ready to work. Have fun!!!

     

    Attached Files:

    Last edited: Jan 28, 2019
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