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- The Bunker
I think there might be an even easier way.I have this method. Done it a million times. Really.
Add the lines to the car's config file:
[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= shadows on
MESHES = ??
MATERIALS = ??
CAST_SHADOWS = 1
LOD_OUT = 1500
DOUBLE_FACE_SHADOW_BIASED = 1
[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= shadows off
MESHES =
MATERIALS =
CAST_SHADOWS = 0
LOD_OUT = 1500
DOUBLE_FACE_SHADOW_BIASED = 1
Leave the first half as it is. The the second part add materials/meshes that should not cast shadows (all the window-materials).
Most of the new car mods in AC has at least some meshes that don't cast shadow, resulting in sunlight shining trough like the are holes in the car's chassis. It's unbelievable, but it's true. Annoys the living feces out of my OCD mind.
Instead of making everything cast shadows in the first config, then excluding the glass in the second config, you could just try adding this:
Code:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = XXXXX
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1
... and replace the 'XXXXX' with the dashboard material name/s.
Seems to work for me, and there's no danger of any pieces of glass being missed from the list.
Try it yourself and see if it does the job.
I guess your version catches ALL non-shadow casting elements, in case sun is coming through the bonnet etc too?
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