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Working track lamps

Oskar

New Member
Hi,
So I was working on this map for the last few weeks and it's mostly finished but I was wondering if I could make the lights work at night sessions as we use real time on our server. I am aware that there was a thread regarding the same issue but it really did not work for me. If someone could explain to me how to make this work I would be more than happy and I mean step by step. I know how to setup collisions and export it properly to AC but that's it really, I don't have much experience with ksEditor.

Things I've done:
- Setting up not renderable planes near the tops of the lamp poles
- Changing their names in ksEditor to OBJ50 - so they are all the same and don't interfere with other objects
- In .ini file I put this line under [about] line
[LIGHTING]
LIT_MULT = 1
CAR_LIGHTS_LIT_MULT = 1

[ABOUT]
AUTHOR = your name here
VERSION = 0.1
DATE_RELEASE = 15/03/2019
LIGHTS_COUNT = 113/116/130

[LIGHT_SERIES_0]
CLUSTER_THRESHOLD = 0.2
DESCRIPTION = Starthouse Lights
ACTIVE = 1
MESHES = OBJ50
OFFSET = NORMAL
COLOR = 255, 244, 229, 0.05
SPOT = 100
SPOT_SHARPNESS = 0.1
RANGE = 3

-I've tried with the original names and Object name - it's one position higher in ksEditor and it's not editable
As you see I don't really know what I'm doing so just please help.


 
Last edited:

Johnr777

Moderator
Hi,
So I was working on this map for the last few weeks and it's mostly finished but I was wondering if I could make the lights work at night sessions as we use real time on our server. I am aware that there was a thread regarding the same issue but it really did not work for me. If someone could explain to me how to make this work I would be more than happy and I mean step by step. I know how to setup collisions and export it properly to AC but that's it really, I don't have much experience with ksEditor.

Things I've done:
- Setting up not renderable planes near the tops of the lamp poles
- Changing their names in ksEditor to OBJ50 - so they are all the same and don't interfere with other objects
- In .ini file I put this line under [about] line
[LIGHTING]
LIT_MULT = 1
CAR_LIGHTS_LIT_MULT = 1

[ABOUT]
AUTHOR = your name here
VERSION = 0.1
DATE_RELEASE = 15/03/2019
LIGHTS_COUNT = 113/116/130

[LIGHT_SERIES_0]
CLUSTER_THRESHOLD = 0.2
DESCRIPTION = Starthouse Lights
ACTIVE = 1
MESHES = OBJ50
OFFSET = NORMAL
COLOR = 255, 244, 229, 0.05
SPOT = 100
SPOT_SHARPNESS = 0.1
RANGE = 3

-I've tried with the original names and Object name - it's one position higher in ksEditor and it's not editable
As you see I don't really know what I'm doing so just please help.


I dont thing changing their names in kseditor will work, has to be done in the software used to make the track.
 

Oskar

New Member
I dont thing changing their names in kseditor will work, has to be done in the software used to make the track.
So I need to create the lamp object in the 3d software I'm using, create a material with specific name I will use in the ini file as a material and use this material on the object that will be working as the bulb? Will the exported .fbx file contain the materials I used in the editor? I'm normally baking all the textures before exporting to make them easy to edit and fps friendly
edit:
I'm at work so can't test it now but it's probably solved

also found a code with the same problem (credits to Gunnar333) :

[MATERIAL_ADJUSTMENT_1]
ACTIVE = 1
DESCRIPTION = lamppost
MATERIALS=bulb
KEY_0 = ksEmissive
VALUE_0 = 255,230,200,0.3
VALUE_0_OFF = 0, 0, 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = NIGHT_SMOOTH
RANGE = 45

 
Last edited:

Johnr777

Moderator
So I need to create the lamp object in the 3d software I'm using, create a material with specific name I will use in the ini file as a material and use this material on the object that will be working as the bulb? Will the exported .fbx file contain the materials I used in the editor? I'm normally baking all the textures before exporting to make them easy to edit and fps friendly
Its super simple, you could create something as basic as a box, assign a tiny "null" material, and export... name doesnt matter, as long as you define it in the config file. Light will be cast from that box :)
 

Oskar

New Member
Its super simple, you could create something as basic as a box, assign a tiny "null" material, and export... name doesnt matter, as long as you define it in the config file. Light will be cast from that box :)
The plane I used is super simple but to define it in the config file (do you mean the .ini that's in the track folder?) It needs to be the same like, bulb - material/texture and bulb declared in the .ini (?) file. I know the name doesn't make a difference in this case but I like to keep things clean and easy to explain so someone can explain it to me without asking why I named this light emitter ''pusssydestroyer69_420'' :p
 

Johnr777

Moderator
The plane I used is super simple but to define it in the config file (do you mean the .ini that's in the track folder?) It needs to be the same like, bulb - material/texture and bulb declared in the .ini (?) file. I know the name doesn't make a difference in this case but I like to keep things clean and easy to explain so someone can explain it to me without asking why I named this light emitter ''pusssydestroyer69_420'' :p
There’s 2 parts to this. The code you posted above, the material adjustment... it is exclusively for making the texture brighter, but it can’t cast an actual light on surfaces.

For that, you need a light series tag like the one you posted originally.

I’m pretty sure the reason your light didn’t work it’s because you thought kseditor had renamed the mesh to “obj50” when in fact, it didn’t.
 

Oskar

New Member
So I changed name of the object in Cinema4D, Race track builder, ksEditor and literally nothing. I have no idea if I'm even doing it right putting the code into models.ini
 

Johnr777

Moderator
Wait... models.ini????

No, you need to create a shaders patch ini

Look in assettocorsa\extension\config\tracks for examples
 
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