Hi, I am currently building my first track (yes I have followed the guide), and it is an indoor kart circuit. I was wondering how to make lights because when I added the roof it got very dark, obviously, so I would like to know how to set up a config ini and a kn5. I know that I will need to create a light series(?) and a material adjustment in the ini file, but I do not know how to set it up or how to set up the kn5. https://imgur.com/a/rhLtDhu Here is the material that I am using, and I will have ~112 lights on the ceiling and possibly more near the pits. Any help is appreciated.
make the lights a mesh on its own, this should make it: Code: [INCLUDE] INCLUDE=common/conditions.ini ; contains NIGHT_SMOOTH condition [MATERIAL_ADJUSTMENT_0] ACTIVE=1 DESCRIPTION=lits glow MESHES=your_ceilinglight_mesh ; change this! KEY_0=ksEmissive VALUE_0=255, 209, 178, 0.5 VALUE_0_OFF=ORIGINAL KEY_1=ksAlphaRef VALUE_1=-193 ; secret parameter makes it more "glowy" VALUE_1_OFF=ORIGINAL CONDITION=NIGHT_SMOOTH [LIGHT_SERIES_29] ACTIVE=1 DESCRIPTION=lits glow MESHES=your_ceilinglight_mesh ; change this! ; - instead you could also use MATERIALS=your_ceiling_light_material OFFSET=0,0,0 DIRECTION=0,-1,0 ; down RANGE=25 ; play with this RANGE_GRADIENT_OFFSET=0.2 SPOT=100 SPOT_SHARPNESS=0.5 FADE_SMOOTH=30 FADE_AT=500 CLUSTER_THRESHOLD=25 ; play with this, its how many lights-sources are genereated DIFFUSE_CONCENTRATION=0.15 ; play with this COLOR=255, 255, 255, 0.05 ; r,g,b,brightness - play with it! CONDITION=NIGHT_SMOOTH
where to put this? whether in variant 1: "content\tracks\yourtrack\extension\ext_config.ini" or variant 2: "extension\config\tracks\loaded\yourtrack.ini" note: with variant 2 you would be able to put the config on github and update it easy without having to update the whole track
the github-repo: https://github.com/ac-custom-shaders-patch/acc-extension-config the wiki there: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki some slightly out-dated summary of track configs options: https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/_doc_config_tracks.ini
Thank you so much! The place looks a lot brighter in game, but I still haven't got the emissive key to work. Do I have to label each light something like "1lamp_**"? Right now I haven't named them, so each is just cube.240 or cube.***. How should I set this up in the .ini file and in blender itself? Thanks again.
[MATERIAL_ADJUSTMENT_0] ACTIVE=1 DESCRIPTION=lits glow MESHES=cube? KEY_0=ksEmissive VALUE_0=255, 255, 255, 0.25 ; r,g,b,brightness KEY_1=ksAlphaRef VALUE_1=-193 ; secret parameter makes it more "glowy" CONDITION=ALWAYS_ON
beware, there was a typo in my original pos, idk if that make anything different Code: [MATERIAL_ADJUSTMENT_0]ACTIVE=1 ACTIVE=1
Thank you so much! I noticed in the material adjustment, I could just change 'meshes' to materials, and say my material name, so I did. At first it was really bright, so I toned it down a little. It isn't perfect, but here is is.
could you explain to me how to proceed to add lamps like you I already have the model then named the material light and the object in question light too but nothing emits there is the code that I see in your discussion thread Is there an additional configuration to do to activate the lights? Is there a tutorial on this or can you tell me how to proceed please