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TOOL Lighting color codes website

oh both go into shaders patch config aka track/light config
and yes, use free cam (F7) to goto the position you want and read it in this app:
(https://github.com/ac-custom-shaders-patch/acc-extension-apps
or
https://www.racedepartment.com/downloads/custom-shaders-patch-debug-app-advanced.29060/)
View attachment 3966
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?
 
you can define a point light source without referencing mesh or material, get POSITION= info from patch debug app (cam pos):

[LIGHT_0]
POSITION = 0,0,0
DIRECTION = 0,-1,0
DIFFUSE_CONCENTRATION = 0.8
FADE_AT = 1200
FADE_SMOOTH = 33
RANGE = 1000
RANGE_GRADIENT_OFFSET = 0.4
COLOR = 225,255,255,0.075
COLOR_OFF = 0
SPOT_SHARPNESS = 0.5
CONDITION = NIGHT_SMOOTH
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
 
oh here i did this for BLM lights app
assettocorsa\apps\python\BLMLights\colors\colors_user.blm

View attachment 3964

[fluorecent/gas/black body illum]
WARM FLUORESCENT - ORANGE VERY BRIGHT = 255, 244, 229
STANDARD FUORESCENT - GREEN VERY BRIGHT = 244, 255, 250
COOL WHITEFLUORESCENT - BLUE VERY LIGHT = 212, 235, 255
FULL SPECTUM FLUORESCENT - ORANGE+RED VERY BRIGHT = 255, 244, 242
GROW LIGHTFLUORESCENT - ROSE VERY BRIGHT = 255, 239, 247
BLACK LIGH FLUORESCENT - VIOLET STRONG = 167, 0, 255
GREEN FLUORESCENT - GREEN BRIGHT = 184, 255, 210
MERCURY VAPOR - BLUE VERY LIGHT = 216, 247, 255
SODIUMVAPOR - ORANGE-BROWN LIGHT = 255, 209, 178
METAL ALIDE - BLUE VERY BRIGHT = 242, 252, 255
HIGH PRESSURE SODIUM - BROWN LIGHT = 255, 183, 76
SODIUM VAPOR - ORANGE-BROWN LIGHT = 255, 209, 178
CANDLE 1900K - ORANGE = 255, 147, 41
40W TUNSTEN 2600K - ORANGE LIGHT = 255, 197, 143
100W TUGSTEN 2850K - ORANGE LIGHTER = 255, 214, 170
HALOGEN3200K BRIGHT - ORANGE = 255, 241, 224
CARBON RC 5200K - ORANGE VERY BRIGHT = 255, 250, 244
HIGH NON SUN 5400K - ORANGE NEAR WHITE = 255, 255, 251
DIRECT UNLIGHT 6000K - WHITE = 255, 255, 255
OVERCAS SKY 7000K - BLUE LIGHT = 201, 226, 255
CLEAR BLUE SKY 20000K - BLUE STRONG = 64, 156, 255

[MISCELLANEOUS]
STRAWBERRY = 191, 38, 38
INDIANRED2 = 237, 99, 99
LIGHTCORAL = 240, 128, 128
SAFETY CONE = 255, 84, 51
ROSYBROWN1 = 255, 194, 194
PINEAPPLE = 252, 219, 59
CADMIUM LEMON = 255, 227, 3
LEMON CHIFFON = 255, 250, 204
SAFETY VEST = 199, 245, 38
LIME PULP = 212, 237, 145
LAWNGREEN = 125, 252, 0
DARK SEAGREEN 2 = 181, 237, 181
METALLIC MINT = 56, 252, 252
LIGHT CYAN = 224, 255, 255
CADET BLUE 1 = 153, 245, 255
TURQUOISE 1 = 0, 245, 255
POLICE STROBE = 10, 181, 255
BLUE MIST = 130, 207, 252
NATURAL GAS = 92, 143, 245
DARK ORCHID = 153, 51, 204
PLUM = 222, 161, 222
ORCHID = 219, 112, 219
PLUM1 = 255, 186, 255
THISTLE1 = 255, 224, 255
MAROON1 = 255, 51, 179
HOTPINK = 255, 105, 181
LAVENDERBLUSH = 255, 240, 245
PINK1 = 255, 181, 196
BRIGHT RED = 255, 0, 51

[more0]
Pale Goldenrod = 238, 232, 170
Light Goldenrod Yellow = 250, 250, 210
Light Yellow = 255, 255, 224
Yellow = 255, 255, 0
Gold = 255, 215, 0
Goldenrod = 218, 165, 32
Dark Goldenrod = 184, 134, 11
Rosy Brown = 188, 143, 143
Indian Red = 205, 92, 92
Saddle Brown = 139, 69, 19
Sienna = 160, 82, 45
Peru = 205, 133, 63
Sandy Brown = 244, 164, 96
Burlywood = 222, 184, 135
Beige = 245, 245, 220
Wheat = 245, 222, 179
Tan = 210, 180, 140
Chocolate = 210, 105, 30
Firebrick = 178, 34, 34
Brown = 165, 42, 42
Dark Salmon = 233, 150, 122
Salmon = 250, 128, 114
Light Salmon = 255, 160, 122

[more1]
Orange = 255, 165, 0
Dark Orange = 255, 140, 0
Coral = 255, 127, 80
Light Coral = 240, 128, 128
Tomato = 255, 99, 71
Orange Red = 255, 69, 0
Red = 255, 0, 0
Hot Pink = 255, 105, 180
Deep Pink = 255, 20, 147
Pink = 255, 192, 203
Light Pink = 255, 182, 193
Pale Violet Red = 219, 112, 147
Maroon = 176, 48, 96
Medium Violet Red = 199, 21, 133
Violet Red = 208, 32, 144
Violet = 238, 130, 238
Plum = 221, 160, 221
Orchid = 218, 112, 214
Medium Orchid = 186, 85, 211
Dark Orchid = 153, 50, 204
Dark Violet = 148, 0, 211
Blue Violet = 138, 43, 226
Purple = 160, 32, 240
Medium Purple = 147, 112, 219
Thistle = 216, 191, 216

[more2]
Dark Slate Gray = 49, 79, 79
Dim Gray = 105, 105, 105
Slate Gray = 112, 138, 144
Light Slate Gray = 119, 136, 153
Gray = 190, 190, 190
Light Gray = 211, 211, 211
Midnight Blue = 25, 25, 112
Navy = 0, 0, 128
Dark Slate Blue = 72, 61, 139
Slate Blue = 106, 90, 205
Medium Slate Blue = 123, 104, 238
Light Slate Blue = 132, 112, 255
Medium Blue = 0, 0, 205
Cornflower Blue = 100, 149, 237
Royal Blue = 65, 105, 225
Blue = 0, 0, 255
Dodger Blue = 30, 144, 255
Deep Sky Blue = 0, 191, 255
Sky Blue = 135, 206, 250
Light Sky Blue = 135, 206, 250
Steel Blue = 70, 130, 180
Light Steel Blue = 176, 196, 222
Light Blue = 173, 216, 230
Powder Blue = 176, 224, 230

[MY COLORS]
Pale Turquoise = 175, 238, 238
Dark Turquoise = 0, 206, 209
Medium Turquoise = 72, 209, 204
Turquoise = 64, 224, 208
Cyan = 0, 255, 255
Light Cyan = 224, 255, 255
Cadet Blue = 95, 158, 160
Medium Aquamarine = 102, 205, 170
Aquamarine = 127, 255, 212
Dark Green = 0, 100, 0
Dark Olive Green = 85, 107, 47
Dark Sea Green = 143, 188, 143
Sea Green = 46, 139, 87
Medium Sea Green = 60, 179, 113
Light Sea Green = 32, 178, 170
Pale Green = 152, 251, 152
Spring Green = 0, 255, 127
Lawn Green = 124, 252, 0
Chartreuse = 127, 255, 0
Medium Spring Green = 0, 250, 154
Green Yellow = 173, 255, 47
Lime Green = 50, 205, 50
Yellow Green = 154, 205, 50
Forest Green = 34, 139, 34
Olive Drab = 107, 142, 35
Dark Khaki = 189, 183, 107
Khaki = 240, 230, 140
 
Last edited:
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.
 
oh both go into shaders patch config aka track/light config
and yes, use free cam (F7) to goto the position you want and read it in this app:
(https://github.com/ac-custom-shaders-patch/acc-extension-apps
or
https://www.racedepartment.com/downloads/custom-shaders-patch-debug-app-advanced.29060/)
View attachment 3966
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
 

fughettaboutit

aka leBluem
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"
 
Last edited:
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