Just so I understand... I didnt fool with it last night, love the BLM light app btw, I turned of the shaders glitch app too. So I new to make cameras, like normal using AI spline, save as a seperate file, but when I am on track and navigate to the camera I wish to use, look at the debug app for position numbers, then insert those numbers into the pollution or the aforementioned lighting, example you gave me. Is that correct? The debug gives me the data for POS for those examples. Am I on the right way of thinking?
yes, you can also use "copy" button in "shaders patch" debug app, it copies some values into the windows clipboard
Hey man, good news.... using this formula, adding a camera up high looking straight down is working!!!!!!!! Funny...… if I leave the notepad of lighting ini open, I can tune as the track is active, and I just scroll the cameras till I hit the one I want to tune or whichever......it's all good... I'm a happy at the minute
Thanks again for all the support, I owe you guys one. Still need to fine tune lights before update. Then on to getting deeper into textures, just want to at least have working trax.
I stumbled onto another way to set the position. In KS Editor, where I move my view of the track shows postions coordinates in the box below the view screen.... I copyied those and installed to your formula in the ini for lights and it worked. In other words, I don't have to actually add a track camera..... just cursor the coordinates and copy. Funny how much of dolt the obvious can make me feel LOLOLOL
one simple light config with explanation (this example is from "ks_nordschleife.ini", the BMW-bridge spots on start/finish in GP part) First this is for the glow: Code: [MATERIAL_ADJUSTMENT_18] ACTIVE = 1 VISIBILITY_LEVEL = 0 ; this is for BLM-lights app and level-switching ; but its deprecated due to it removing newer stuff DESCRIPTION = bridge ads: BMW MESHES = NSLITS_bmwspots ; mesh name from extra-kn5 "ks_nordschleife__lights.kn5", could also be MATERIALS=materialname KEY_0 = ksEmissive ; change this shader-value VALUE_0 = 255,255,255,0.5 ; r,g,b,brightness VALUE_0_OFF = 0 ; at day: r,g,b,brightness KEY_1 = ksAlphaRef ; only for shiny, glowing things VALUE_1 = -193 ; dont use for VALUE_1_OFF = 0 ; large areas CONDITION = NIGHT_SMOOTH ; when to activate, see "common\conditions.ini" and second makes a light cone Code: [LIGHT_SERIES_7] ACTIVE = 1 VISIBILITY_LEVEL = 0 ; this is for BLM-lights app and level-switching ; but its deprecated due to it removing newer stuff DESCRIPTION = bridge ads: BMW MESHES = NSLITS_bmwspots ; meshnames, could be with place holders ?, or MATERIALS=... OFFSET = 0,0,0 ; x,y,z - a possible way to move the light cone DIRECTION = 0,-1,0 ; spot direction, x,y,z (here down) can be "=NORMAL" SPOT = 155 ; angle the spot lightens SPOT_SHARPNESS = 0.5 ; how sharp is the border of the spotlight RANGE = 20 ; how far does it shine on surounding area RANGE_GRADIENT_OFFSET = 0.2 ; how much light goes until the border of the spot FADE_AT = 800 ; fade out at this distance in meter FADE_SMOOTH = 30 ; how smooth to fade out 0...100 CLUSTER_THRESHOLD = 4 ; how far from another are calculated lights placed ; ie. 20m for normal streetlights, 1 or 2 for small ads-spots, which are close together DIFFUSE_CONCENTRATION = 0.7 ; how much does it generate shadows, 1=full shaadows, 0=light everywhere, nearly no shadows generated COLOR = 228,228,205,0.05 ; r,g,b,brightness COLOR_OFF = 0 ; at day: r,g,b,brightness CONDITION = NIGHT_SMOOTH ; when to activate, see "common\conditions.ini"