Sorry me again! I've been trying to find out a way to enable or disable a mesh or object in my track using CSP's conditions (such as time of day or year). I would imagine this might be possible? By disable I mean remove/not render it at all (rather than just making it transparent), so that when it's disabled it won't affect the FPS. Is this possible? I'm still getting to grips with the amazing flexibility and functionality of CSP! Thanks in advance!
Hey Dave To disable a mesh via CSP, you need a tag like this: [MESH_ADJUSTMENT_...] MESHES = objectname IS_RENDERABLE = 0 BUT, to bind it to a condition like time of day, you need this: CONDITION = NIGHT_SHARP And im pretty sure you cant bind MESH adjustments to that, only material Im afraid.
Thanks @Johnr777 . You're absolutely right. It works but only on re-loading the game, so also not on conditions. Never mind. Thanks for trying to help!
Thanks John. I'm working on a track and mainly thinking of trying to hide a few objects at night that wouldn't realistically be there at that time of day, and add objects that would appear at night. I suppose I could just make them transparent at night (would that work?), and make sure I use as few triangles as possible on the mesh to avoid significant FPS drop. I've not tried it yet though. Was just trying to optimise as much as possible.
Also, hope I don't sound too stupid asking this, but how do you oracles know about these settings (such as the IS_RENDERABLE = 0 you mentioned earlier). Is there documentation somewhere that I've missed? I thought I'd looked through the entire web! Thanks again for your help!
Nah, a lot of it is somewhat documented in the patch’s github. All the config lines for tracks are outlined here... https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/_doc_config_tracks.ini But don’t expect a lot of info
for ks_nordschleife i used shader ksPerPixelAlpha and change the "alpha"-value to >0 at night, maybe you could use it the other way around (but its still in the RenderPipeline i think, so not really what you want): [INCLUDE] INCLUDE=common/conditions.ini ... [MATERIAL_ADJUSTMENT_66] DESCRIPTION=make big sky flooder visible at night MATERIALS=contrails KEY_0=alpha VALUE_0=0.01 VALUE_0_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH ;;;;;;;;;;; this you will probably not need: [MATERIAL_ADJUSTMENT_68] DESCRIPTION=make big sky flooder glow Nürburg MESHES=Contrails.002 KEY_0=ksEmissive VALUE_0=255,120,40,0.1 VALUE_0_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH
Thanks @fughettaboutit! Yes, not exactly what I was after but it'll certainly be ok if I keep the triangle count really low. Thanks for the info!
@Johnr777 Yes not ideal, but it'll probably do if it's just one or two low poly objects. Just had an idea though. Is it possible to adjust the LOD level of a mesh with conditions? If so, I could use the conditions to set the LOD distances to something very very high, to achieve the same effect? Perhaps?
mh maybe, you can test it [SHADER_REPLACEMENT_0] MESHES = gr_?KSLAYER? ; mesh-filter ;;; or - MATERIALS=water ; material filter LOD_IN = 0 ; set LOD values LOD_OUT = 600 ; set LOD values CONDITION=NIGHT_SMOOTH for shader values this works, but idk about object-settings shader values you have VALUE and VALUE_OFF this is not there for objects so seems not to be the way
Unfortunately theres only so much that can be bind with a condition tag. Otherwise we'd have no problem with wet surfaces, etc