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... What exactly did you expected as "real liveries" from 1967, for a 1969'th car ?Thanks, but they are fictitious skins
... What exactly did you expected as "real liveries" from 1967, for a 1969'th car ?Thanks, but they are fictitious skins
As far as i know you can only have 4 channels.good evening. question for ext_config.ini experts
I want to add lighting masks to the glowing instrument dials.
so.
[CustomEmissive]
Meshes = MISC_1.014
Resolution = 2048, 1024
AreasSubtractive = 1
@ = CustomEmissive_AreaMask, Channel = 1, Start = "1550, 0", Size = "498, 487", CornerRadius = "1.0", Exponent = "0.1"
@ = CustomEmissive_AreaMask, Channel = 2, Start = "1784, 752", Size = "264, 272", CornerRadius = "1.0", Exponent = "0.1"
@ = CustomEmissive_AreaMask, Channel = 3, Start = "1517, 752", Size = "268, 272", CornerRadius = "1.0", Exponent = "0.1"
@ = CustomEmissive_AreaMask, Channel = 4, Start = "1520, 492", Size = "260, 261", CornerRadius = "1.0", Exponent = "0.1"
@ = CustomEmissive_AreaMask, Channel = 5, Start = "1779, 492", Size = "269, 261", CornerRadius = "1.0", Exponent = "0.1"
The first 4 masks work, the last (fifth) one always doesn't work. Even if you swap the lines up and down, it's the last one that doesn't work.
The question is, is there a limit on the number of valid CustomEmissive_AreaMask (4 pcs) or did I write something wrong, which is why the last (5th) line doesn't work?
Technically no, but IF the ext_config apply the emissive on the shader using a texture with 4 channels (which is the basis format), in that case yes I guess it could not apply more.As far as i know you can only have 4 channels.
Sorry, which part of my post was it that you didn't understand ?In my case it was here
Finally tested this car. Are the tyres correct? CM shows an "F" match. Should the ideal data show "A" match?Released : Audi A4 Quattro Supertouringcar
Author:F302
3D Model Car:RRRE,KW Studios
Texture Update : F302 (rework)
Skins: RRRE,KW Studios,StoffleWaffle
Driver Animation :Masscot
3d work: F302
hope u enjoy the Car
ps : send feedback ,bugs ,missing things
tested on 0.2.6-preview1
PP filer _PURELIFEEVO
have fun!
To install, move folders to "...\SteamApps\common\assettocorsa" or simply
drag'n'drop archive to Content Manager
283.28 MB file on MEGA
mega.nz
View attachment 1423689
My fault, my fault, I knew these are the only ones. I deserve poo.Thanks, but they are fictitious skins
Thanks for these @LaChub, your additional layouts are always most welcome.Additional Layouts For Algarve 2023 (LuisB) 2.3
[/URL]
original track required:
Algarve Portimao 2023
unzip the archive into a folder:
Steam\steamapps\common\assettocorsa\content\tracks
you better don´t take a look on where the fuel tank is located...Finally tested this car. Are the tyres correct? CM shows an "F" match. Should the ideal data show "A" match?
View attachment 1425446
I can go into tyres.ini and change the radius from 0.325 to 0.305 to get the 255/20/R18 match. But then there is a "setup invalid" error after loading the car to drive, and the game does not allow me to drive the car.
Yeah something like 1 out of 12 previews gets glitched...
View attachment 1425290
View attachment 1425291
But, at least for me, small inconsistencies are everywhere.
Plus, CSP-activated stuff grows day after day.
View attachment 1425292
Oh, and CM forced autoupdates are scary as hell too.
Place this inside data folder and remove the .txt at the end see attachment at the end of this messageFinally tested this car. Are the tyres correct? CM shows an "F" match. Should the ideal data show "A" match?
View attachment 1425446
I can go into tyres.ini and change the radius from 0.325 to 0.305 to get the 255/20/R18 match. But then there is a "setup invalid" error after loading the car to drive, and the game does not allow me to drive the car.
That would be OEM location as a race car more than likely have a fuel cell inside the trunkyou better don´t take a look on where the fuel tank is located...
Thanks! How did you update these numbers?Place this inside data folder and remove the .txt at the end see attachment at the end of this message
That would be OEM location as a race car more than likely have a fuel cell inside the trunk
View attachment 1425467
When you add tires to a model, CM generate an "original" ([__CM_FRONT_ORIGINAL], [__CM_REAR_ORIGINAL]) and the size is often not exactly the same but I dont know why it change tho.Thanks! How did you update these numbers?
View attachment 1425482
God seeing that Executive Lease logo up close really is a sight for sore eyes, gotta update itPlace this inside data folder and remove the .txt at the end see attachment at the end of this message
That would be OEM location as a race car more than likely have a fuel cell inside the trunk
View attachment 1425467
I have to agree with whomever it was who recently said that GrassFX now looks bloody awful. Why on earth was it changed apart from change for the sake of change?
yes, 5 different masks, because 5 analog instruments with dials that should be illuminated. basically I solved the problem, all 5 instruments were in one object, I separated the tachometer into another object, and also assigned a mask to it.I guess the idea is to "mask" a full textured mesh so only a small part appears brighten, right ? Geniune question : why the 5 differents masks ?
Kunos Lotus Exos s1 repurposed by Enkay74's 2018 Super Formula skins.View attachment 1425453
What car and livery is this?
Some people look at 5 different masks and ask why. Dreamers look at 5 different masks and ask why not.@alexlockout I guess the idea is to "mask" a full textured mesh so only a small part appears brighten, right ? Geniune question : why the 5 differents masks ?
I'm seeing this since quite some time already.God seeing that Executive Lease logo up close really is a sight for sore eyes, gotta update it
edit : also new CM bug dropped, got broken images in the menus for some reason lol
View attachment 1425502
🤷♂️... What exactly did you expected as "real liveries" from 1967, for a 1969'th car ?
It's release Friday!
This time with the release of the US GP from 1991: Phoenix.
PHOENIX 1991 RELEASED
This 3D-track was made by Nericksenna for rFactor. It was ported to AC by Gilles75. It was overhauled in 2024 by Rainmaker.
Features:
-competitive AI
-working track map
-support for hot lap mode
-replay cameras
-support for time attack mode
-30 pit boxes with working pit lane
-RainFX, GrassFX
-new road mesh
-simple night lights
v2.0
-extra cams by DaBaeda
-new and faster AI
-fixed pit area
-debug for wrong object keys
-fixed many wrong normals and double sided objects
-shader adjustments
-new and smoothed road mesh from the rF version
-added stuff for time attack mode
-new UI
-purged unused objects and material
-corrected position of time gates, now laps count when entering the pits
-added loading screens
-made RainFX
-fixed all trees
-fixed disappearing objects
-added lights from rF original
-vao
-simple night lights
etc.
DOWNLOAD:
View attachment 1425297View attachment 1425298View attachment 1425299View attachment 1425300
It just looks weird now. Hard to explain. Like a lo-fi version of its former self.I'm guessing optimisation? Not sure. Does it seem like it's lost some shading to you?
That would have been my suggestion, separating the object so you don't have to "mask" parts through extension. All good, then!yes, 5 different masks, because 5 analog instruments with dials that should be illuminated. basically I solved the problem, all 5 instruments were in one object, I separated the tachometer into another object, and also assigned a mask to it.
N°48 is supposed to be the Le Mans '69 car driven by Lalonde and Burton, which ended in a DNS. It is the first proper rendition of the GTR in competition, which started in 1969 (the car was designed and built from late 68). The livery is part of the car's package.🤷♂️
you can find it in the Garage...Good morning,
Would it be possible compiling all changes/adjustments on the Audi A4 STW by jk1977 into one updated package?
I like the car very much from the start, but am sort of losing track on al the changes and adjustments made to it meanwhile.
Would be great having one single updated package. Thanks in advance and have the best of day.
I don't know why its glowed white on your end , but with your rollcage code it looks like this on my system:Some exterior window trim gaps can be kinda-plugged with this, and there's a config for the satin-finish roll cage. Yours needs deactivating I think, it glowed white?
Code:;satin finish roll cage [INCLUDE: common/materials_interior.ini] [Material_Metal_v2] ACTIVE = 1 Materials = Meshes = INT_ROLLGAGE Brightness = 0.9 DetailScale = 0 OcclusionMult = 0.9 Smoothness = 0.5 CubemapReflectionBlur=0.1 ;doubleside mesh, eg fix bad wiper arms, window gaps, sun ingress etc [SHADER_REPLACEMENT_...] ACTIVE = 1 MATERIALS = INT_CARBON, INT_PLASTIC_BLACK MESHES = CULL_MODE = DOUBLESIDED DOUBLE_FACE_SHADOW = 0 CAST_SHADOWS = 1 DOUBLE_FACE_SHADOW_BIASED = 1