Hi All a modding question, did not seem to be able to find the answer.... how do we do brake lights that also act as the tail lights, if I call up the same object as both brake light and light in lights.ini, then it would be used as tail light only and not turning on as brake light. Do I need two objects for the two function? If so, the objects will be over lapped and the resulting light does not show up correctly due to the over lap of the models. Thanks for any help
There are two ways to simultaneously assign the brake light and tail light function to a mesh. If you choose to assign it via lights.ini, you will need to use the following script.Hi All a modding question, did not seem to be able to find the answer.... how do we do brake lights that also act as the tail lights, if I call up the same object as both brake light and light in lights.ini, then it would be used as tail light only and not turning on as brake light. Do I need two objects for the two function? If so, the objects will be over lapped and the resulting light does not show up correctly due to the over lap of the models. Thanks for any help in advance.
See your PM, just in caseFana, that's the one I'm using. The non-CSP version. Not sure why the display is not working on mine. I'm going to try again tonight and see if it was a fluke.
With FALLBACK_HEADLIGHTS_COLOR and FALLBACK_BRAKES_COLOR, you can bind a single mesh to act as turning signal, brakes light and parking (rear) light. Or, with FALLBACK_BRAKES_COLOR and FALLBACK_BRAKES_COLOR_HIGHER, you can set a mesh to act as reverse light, but once brake pedal is pressed, reverse light would turn red.
Source: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Cars-–-Emissive-objects
Worked! Thanks very much!There are two ways to simultaneously assign the brake light and tail light function to a mesh. If you choose to assign it via lights.ini, you will need to use the following script.
[BRAKE_N]
NAME= name of the mesh
COLOR= brake light color
OFF_COLOR= tail light color
If you want to assign them via ext_config.ini, you will need to enter these two scripts instead
[LIGHT_BRAKE_N]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=3, 0, 0, 1.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.655593
MIRROR_DIRECTION=0
POSITION=0, 0.35, -2.1
RANGE=3
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4
[EMISSIVE_BRAKE_...]
NAME= name of the mesh
COLOR= brake lights color
FALLBACK_HEADLIGHTS_COLOR = tail lights color
LAG=0.8
CAST_LIGHT=1
AFFECTS_TRACK=1
Modify the values of the LIGHT_BRAKE_N script in order to obtain a realistic result based on the car to which you have applied it.
PS: change N with the correct number for the script (0 if it is the first one). Obviously the tail light color or brake light color must be specified in RGB in the lights.ini. If you choose to include the scripts in the ext_config.ini you can also use the intensity factor as the fourth value. Standard RGB value also works
Example:
lights.ini --> 200,0,0
ext_config.ini --> 200,0,0,10 (the last value - 10 - is the intensity) or 200,0,0
t will be included in the next pack, along with the new version of the Ligier JS2 (I slightly adjusted the model's dimensions).Hi, is the Mirage GR7 not available yet?
MrLonguinha17,t will be included in the next pack, along with the new version of the Ligier JS2 (I slightly adjusted the model's dimensions).
I need to finish making the 1975 "BoP" (which has the latest version of the Ligier JS2 and the Mirage GR8).
The Mirage M9 and M10 (will have to be left for another pack), along with the modified/adapted versions on the Porsche 935 by Legion (3d GTR2 models) which would be the 1978 and 1979 versions).
Sorry for asking, is there a long wait? I'd like to try them and use them in a custom championshipt will be included in the next pack, along with the new version of the Ligier JS2 (I slightly adjusted the model's dimensions).
I need to finish making the 1975 "BoP" (which has the latest version of the Ligier JS2 and the Mirage GR8).
The Mirage M9 and M10 (will have to be left for another pack), along with the modified/adapted versions on the Porsche 935 by Legion (3d GTR2 models) which would be the 1978 and 1979 versions).
I'm going to "speed it up" and skip some steps.Until the weekend I'll do the "BoP" from 1975....so I can also share the new updated version of the Ligier JS2.Sorry for asking, is there a long wait? I'd like to try them and use them in a custom championship
Hi !See your PM, just in case
Oh man! As an owner of a 1600E it's an awesome surprise to see the MK2 Cortinas, thanks for sharing the linksRelease from Aussie Big Banger and ATCC 1960 To 1985 Assetto Corsa
New Release 18/04/24
Ford Lotus Cortina Mk2 (Road Version)
Big Thank you to Bruce smart and Andrew Watts for this amazing part of Motoring history.
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59.18 MB file on MEGA
mega.nz
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New Release 18/04/24
Ford Cortina Mk2 440 (4 door)
Road Version
We have a new section in our download Pinned Post where we will release road versions that Bruce has made for us.
Lots of cars that raced at Bathurst basically are road going cars that were bought on Wednesday and raced on Sunday.
Thank you, Bruce for all your Hard work, and dedication.
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95.15 MB file on MEGA
mega.nz
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New Release 18/01/24
Ford Cortina Mk2 240 (1600 Model) 1969-1970
Group E and Road Version
Big Thank to Bruce Smart for all his work, Andrew watts and Brett for the Amazing Racing Skins for Bathurst 1969 and 1970.
Custom Drivers included from Bruce
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122.81 MB file on MEGA
mega.nz
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New Release 18/04/24
Ford Cortina Mk2 1300 (220 Model) 1968
Group E and Road Version
Big Thank you to Bruce smart for all his amazing work and to Andrew Watts and Brett for the Skins.
New Car to Assetto Corsa
Also included are two driver files from Bruce
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89.3 MB file on MEGA
mega.nz
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Updated Release 18/04/2024
Ford Falcon XB Group C 1974 - 1978
All Cars that raced at Bathurst and a Few ATCC Cars Also
Car Model Updated By Bruce Smart
Skins By Bruce, Chris and Brett
Please Delete Original File
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159.01 MB file on MEGA
mega.nz
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Link updatedSometime in 2023, Neil Shaw posted the workings of a new St Petersburg track that I was quite excited about. Looked like it was quite ambitious compared to what we had and he was modelling the surrounding area from scratch.
I was checking to see if I could find any progress and it looks like not only is that not the case, but the link is gone from Breathe's spreadsheet. In fact, it looks like Neil deleted his accounts everywhere
I guess this one is dead in the water
View attachment 1347879
Don't be scared to get an approach, cause the reality will never be improved by fiction in this case.
OK Teddie I checked the 2008 SDD Indys and indeed they can't do the hairpin. But that can't be fixed with a new track line it'S about the cars.Fana, that's the one I'm using. The non-CSP version. Not sure why the display is not working on mine. I'm going to try again tonight and see if it was a fluke.
Rainmaker, good to see you, man. Hey, so the cars I'm using are Indy cars. The ones that ran the 2008 (or 2009?) season with Long Beach as one of the tracks. Using the iDT 2008 Champ Cars. If you want me to send you them to check, lemme know. I'm not sure they are readily available nowadays. Thanks much, brother.
Rainmaker, thanks much for checking, man. I'll just pull it out of my custom championship.OK Teddie I checked the 2008 SDD Indys and indeed they can't do the hairpin. But that can't be fixed with a new track line it'S about the cars.
I fully agree with Teddie! As far as I can see you actually made great progress and honed your skills to a state of the art standard. Many thanks for your efforts and hopefully we can further download your work. Best wishes from Styria (Austria) KarlI'm going to "speed it up" and skip some steps.Until the weekend I'll do the "BoP" from 1975....so I can also share the new updated version of the Ligier JS2.
Cape Town ePrix v1.0
View attachment 1348190![]()
Cape Town Street Circuit was a 2.921 km (1.815 mi) street circuit laid out on the city streets of Cape Town, South Africa. It hosted the Cape Town ePrix from 2023 Formula E season. (Wikipedia)
Conversion from rFactor2.
-CSP recommended
-26 pit/start
-AI, cam
NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.
Known issues;
Lap counts are not done when entering the pit. (Pit location issue)
Credits & Thanks;
rFactor2 Original Track by Garitt Gibsn and Errol Prefet
-Thank you for giving me permission
AC Converted by @shi (shin956)
logo.png and sections file by @Fanapryde
Crowds texture by @Kniker97
marshall, cameraman and some textures by kunos
Test and Feedback by @Breathe
Download (mediafire)
Enjoy.
Converted upon request by Patreon member Leo_J.
As a huge F1 fan of the past.....ALL!
Is it the WTCR Carreer from ClaudioWRC 74: this link https://www.overtake.gg/threads/fia-wtcr-2020.198643/Hi, I have an problem to launch a career : it appears that a track is missing, but it is in my folder, and working in outside the career mode.
Do you have any idea how I can solve it ? (track : rt_zolder
The in-game capture is on the Zolder racetrack on raceday mode...