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_doc_config_tracks.ini
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_doc_config_tracks.ini
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; this is MASSIVELY outdated, see the wiki instead!
; Assetto Corsa Custom Shaders Patch
; config tracks - all possible SECTION names and OPTIONs
; see also the wiki:
; https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-%E2%80%93-General-options
;
; -for tracklights please use these examples as reference:
; (they contain a lot of comments too)
;
; \extension\config\tracks\
; first example and x4fab's testing track:
; ks_brands_hatch.ini ( https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/config/tracks/ks_brands_hatch.ini )
;
; other good examples:
; ks_red_bull_ring.ini ( https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/config/tracks/ks_red_bull_ring.ini )
; forliring.ini ( https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/config/tracks/forliring.ini )
; ks_highlands.ini ( https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/config/tracks/ks_highlands.ini )
; tor_poznanl.ini ( https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/config/tracks/tor_poznanl.ini )
;
; -for conditions use as reference:
; \extension\config\tracks\common\
; conditions.ini ( https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/config/tracks/common/conditions.ini )
; --- some examples at the end ---
; as general info:
; MATERIAL_ADJUSTMENT_x makes it glow, no fps impact
; LIGHT_SERIES_x or LIGHT_x makes a light cone, fps hog
; -section- and value-names with "_X" are numbers (_0 .. _15..)
;
; -NOTE: example values in here after "=" are not always correct!
; color values are usual "COLOR=r,g,b,brightness" but a single number is valid too:
; "COLOR=10" equals "COLOR=10,10,10,1"
; from condition.ini 1 section name(s), 19 config options
[CONDITION_X] - FLASHING_FREQUENCY = 2.0 ; float, maybe negative for alternate blinking
[CONDITION_X] - FLASHING_LUT = flag_colors.lut ; file with LUT values
FLASHING_LUT = (|0=1|25200=1|25200=0|63000=0|63000=1|86400=1|) ; inline LUT
[CONDITION_X] - FLASHING_MIN_VALUE = 0.0
[CONDITION_X] - FLASHING_NOISE_AMPLITUDE = 0.0
[CONDITION_X] - FLASHING_NOISE_BOUND = 10.0
[CONDITION_X] - FLASHING_NOISE_SPEED = 500.0
[CONDITION_X] - FLASHING_SKIP_DOWNHILL_STATE = 0
[CONDITION_X] - FLASHING_SKIP_OFF_STATE = 1
[CONDITION_X] - FLASHING_SMOOTHNESS = LINEAR ; or 0.3 float
[CONDITION_X] - FLASHING_SYNCED = 0 ; off, 1=on
[CONDITION_X] - INPUT = ONE, NONE, TIME, AMBIENT, FOG, SUN, RACING_FLAG, YEAR_PROGRESS
[CONDITION_X] - INPUT_CHANGE_DELAY = 0.5 ; in seconds
[CONDITION_X] - INPUT_STAY_FOR = 1.0 ; ^
[CONDITION_X] - LAG = 0.8 ; ^
[CONDITION_X] - LAG_DELAY_OFF = 1.0 ; ^
[CONDITION_X] - LAG_DELAY_ON = 5.0 ; ^
[CONDITION_X] - LAG_DELAY_FUNC = LINEAR ; | SQR | SQRT | POW3
[CONDITION_X] - NAME = COLORFULNESS
[CONDITION_X] - SIMULATE_HEATING = 1 ; 0=off
[DISTANT_GLOW] - THRESHOLD = 5
[DISTANT_GLOW] - SHARED_THRESHOLD = 25
[DISTANT_GLOW] - IGNORE_SHARED_THRESHOLD = 0 ; or 1
; from track inis, 8 section name(s), 72 config options
; general
[LIGHTING] - BOUNCED_LIGHT_MULT = 1,1,1,0.1 ; r,g,b,brightness
[LIGHTING] - CAR_LIGHTS_LIT_MULT = 1.0
[LIGHTING] - LIT_MULT = 1.0
[LIGHTING] - SPECULAR_MULT = 1.0
; about section only for Blamer's BLM lights app
[ABOUT] - AUTHOR = Blamer
[ABOUT] - DATE_RELEASE = 2018-09-04
[ABOUT] - LIGHTS_COUNT = 23/44/73
[ABOUT] - NOTES = Mount Panorama
[ABOUT] - VERSION = 1.2
[INCLUDE] - INCLUDE = common/conditions.ini
[BOUNCED_LIGHT] - SUPPORTED = 1 ; 0 or 1, this one is simple, sets that track supports bounced lights
[BOUNCED_LIGHT] - SURFACE_MATERIALS = ? ; list of materials bouncing light back, default value is 1
[BOUNCED_LIGHT] - OBJECT_MATERIALS = ; list of objects: they are excluded from light map completely, add here things like billboards, signs, walls, rails, anything that is not a flat surface casting light back up
[BOUNCED_LIGHT] - SPOT_MATERIALS = ; list of objects which would contribute to bounced light without altering surface height. for example, on Black Cat County, rocks are listed here, so they would bounce light back, but won’t affect ground height
[BOUNCED_LIGHT] - OCCLUDING_MATERIALS = ; list of objects which will be drawn as black, thus casting shadow on the ground
[BOUNCED_LIGHT] - CLIP_POINT_... = 192, 79, 494 ; list of clip points (more about it in wiki-tracks-bounced light)
[LIGHT_POLLUTION] - ACTIVE = 0 | 1
[LIGHT_POLLUTION] - COLOR = 1,0.8,0.2 ; IMPORTANT NOTE: only r,g,b from 0..1 and NO brightness!
[LIGHT_POLLUTION] - DENSITY = 0.2
[LIGHT_POLLUTION] - RADIUS_KM = 0.5
[LIGHT_POLLUTION] - RELATIVE_POSITION = 2, 0, -2.5 ; x,y,z in KM !
[LIGHT_SERIES_X] - ACTIVE = 1
[LIGHT_SERIES_X] - CLUSTER_THRESHOLD = 10 ; minimal distance between light sources, less->more light sources->less fps!
[LIGHT_SERIES_X] - COLOR = 1, 0.7, 0.4, 30 ; r,g,b,brightness
[LIGHT_SERIES_X] - COLOR_OFF = 1.2, 1.2, 0.8, 0 ; r,g,b,brightness
[LIGHT_SERIES_X] - CONDITION = NIGHT_SMOOTH
[LIGHT_SERIES_X] - DESCRIPTION = pits ; only for Blamer's BLM lights app
[LIGHT_SERIES_X] - DIFFUSE_CONCENTRATION = 0.5 ; 0=all over the place, 1=hard shadows
[LIGHT_SERIES_X] - DIRECTION = 0,-1,0 | NORMAL ; x,y,z | NORMAL vector
[LIGHT_SERIES_X] - DIRECTION_ALTER = 0,-1,0 ; invert vector - only for "DIRECTION=NORMAL"
[LIGHT_SERIES_X] - DIRECTION_OFFSET = 0,-1,0 ; would skew everything down - only for "DIRECTION=NORMAL"
[LIGHT_SERIES_X] - FADE_AT = 700 ; more visibility less fps!
[LIGHT_SERIES_X] - FADE_SMOOTH = 100 ; more smooth less fps
[LIGHT_SERIES_X] - MATERIALS = DOMEHALO, some?material
OR
[LIGHT_SERIES_X] - MESHES = 1ROAD_59, some?meshes
[LIGHT_SERIES_X] - OFFSET = 0,0,0 ; x,y,z
[LIGHT_SERIES_X] - RANGE = 20 ; more range less fps!
[LIGHT_SERIES_X] - RANGE_GRADIENT_OFFSET = 0.2 ; like SPOT_SHARPNESS but different
[LIGHT_SERIES_X] - SINGLE_FREQUENCY = 0.0 ... 1.0 ; for colored light sources
[LIGHT_SERIES_X] - SPECULAR_MULT = 0.0
[LIGHT_SERIES_X] - SPOT = 150
[LIGHT_SERIES_X] - SPOT_SHARPNESS = 0.7
[LIGHT_SERIES_X] - VISIBILITY_LEVEL = 0 | 1 | 2 ; only for Blamer's BLM lights app
[LIGHT_X] - ACTIVE = 1
[LIGHT_X] - COLOR = 255,0,0,20 ; r,g,b,brightness
[LIGHT_X] - COLOR_FROM = 255,255,255,0.03 ; r,g,b,brightness
[LIGHT_X] - COLOR_TO = 255,255,255,0.03 ; r,g,b,brightness
[LIGHT_X] - CONDITION = HAZARDS
[LIGHT_X] - DESCRIPTION = Tower flashing Light ; only for Blamer's BLM lights app
[LIGHT_X] - DIFFUSE_CONCENTRATION = 0.88 ; 0=all over the place, 1=hard shadows
[LIGHT_X] - DIRECTION = 0,-1,0 ; x,y,z
[LIGHT_X] - FADE_AT = 500 ; meter
[LIGHT_X] - FADE_SMOOTH = 30 ; 0..100
[LIGHT_X] - LINE_FROM = 590.5, 101, 182 ; x,y,z
[LIGHT_X] - LINE_TO = 615.74, 101, 133 ; x,y,z
OR
[LIGHT_X] - POSITION = -3.79, 349, -6053.28 ; whether a POSITION or LINE_FROM & LINE_TO
[LIGHT_X] - DIRECTION = 0, -1, 0 ; when using POSITION only
[LIGHT_X] - RANGE = 25 ; more range less fps!
[LIGHT_X] - RANGE_GRADIENT_OFFSET = 0.15 ; like SPOT_SHARPNESS but different
[LIGHT_X] - SINGLE_FREQUENCY = 0 ; for colored light sources
[LIGHT_X] - SPECULAR_MULT = 1
[LIGHT_X] - SPOT_SHARPNESS = 0.1
[LIGHT_X] - VISIBILITY_LEVEL = 0 | 1 | 2 ; only for Blamer's BLM lights app
[MATERIAL_ADJUSTMENT_X] - ACTIVE = 1
[MATERIAL_ADJUSTMENT_X] - CONDITION = RACING_FLAG
[MATERIAL_ADJUSTMENT_X] - DESCRIPTION = Electronic Flag ; only for Blamer's BLM lights app
; KEY_0..KEY_X - change material properties
[MATERIAL_ADJUSTMENT_X] - KEY_0 = ksEmissive ; | ksAlphaRef | ksSpecular | ksSpecularEXP
[MATERIAL_ADJUSTMENT_X] - KEY_1 = ksDiffuse ; | fresnelC | fresnelMaxLevel | fresnelEXP
[MATERIAL_ADJUSTMENT_X] - KEY_2 = ksAmbient
[MATERIAL_ADJUSTMENT_X] - KEY_X = x
[MATERIAL_ADJUSTMENT_X] - VALUE_0 = 255,255,255,0.01 ; r,g,b,brightness
[MATERIAL_ADJUSTMENT_X] - VALUE_1 = 255,255,255,0.01
[MATERIAL_ADJUSTMENT_X] - VALUE_X = x
[MATERIAL_ADJUSTMENT_X] - VALUE_0_OFF = 0, 0, 0 ; r,g,b,brightness
[MATERIAL_ADJUSTMENT_X] - VALUE_1_OFF = 0, 0, 0
[MATERIAL_ADJUSTMENT_X] - VALUE_X_OFF = X
[MATERIAL_ADJUSTMENT_X] - BLEND_MODE=ALPHA_TEST ; mostly for non-transparent skyboxes
OR BLEND_MODE=ALPHA_BLEND ; mostly to make something transparent
OR BLEND_MODE= ; yes leave enpty
[MATERIAL_ADJUSTMENT_X] - MATERIALS = lg_marshal_light_b_screen
OR
[MATERIAL_ADJUSTMENT_X] - MESHES = box6_LODA_5_DARKERWINDOWS, Object364_KSLAYER1
[MATERIAL_ADJUSTMENT_X] - RANGE = 20 ; more range less fps!
[MATERIAL_ADJUSTMENT_X] - RANGE_GRADIENT_OFFSET = 0.9 ; like SPOT_SHARPNESS but different
[MATERIAL_ADJUSTMENT_X] - SPOT = 75 ; 0..360
[MATERIAL_ADJUSTMENT_X] - SPOT_SHARPNESS = 0.5 ; 0..1
[MATERIAL_ADJUSTMENT_X] - VISIBILITY_LEVEL = 2 | 1 | 0 ; only for Blamer's BLM lights app
[MESH_ADJUSTMENT_X] - MESHES = we_bh_?
[MESH_ADJUSTMENT_X] - IS_TRANSPARENT = 0 | 1
[MESH_ADJUSTMENT_X] - IS_RENDERABLE = 0 | 1
[MESH_ADJUSTMENT_X] - CAST_SHADOWS = 0 | 1
[MESH_ADJUSTMENT_X] - IS_ACTIVE = 0 | 1
[MODEL_REPLACEMENT_X] - FILE = ks_brands_hatch.kn5
[MODEL_REPLACEMENT_X] - HIDE = light_A_LODB_?b_KSLAYER1, box6_LODA_5, box6_LODB_5_KSLAYER1
[MODEL_REPLACEMENT_X] - INSERT = ks_brands_hatch__emissive.kn5, ks_brands_hatch__splitwindows.kn5
[MODEL_REPLACEMENT_X] - INSERT_AFTER = light_A_LODB_2b_KSLAYER1, box6_LODA_5x
[SHADER_REPLACEMENT_X] - MESHES = gr_?KSLAYER? ; mesh-filter
or - MATERIALS=water ; material filter
[SHADER_REPLACEMENT_X] - LOD_OUT = 600 ; set LOD values
[SHADER_REPLACEMENT_X] - LOD_IN = 0 ; set LOD values
[SHADER_REPLACEMENT_X] - DOUBLE_FACE_SHADOW = 1 ; shadows from all directions
; next is for moving water waves
[SHADER_REPLACEMENT_X] - TAGS = NEW_WATER
[SHADER_REPLACEMENT_X] - TYPE = LAKE
[SHADER_REPLACEMENT_X] - SHADER = smWaterSurface ; new shader AC should use for this mesh/material
[SHADER_REPLACEMENT_X] - RESOURCE_0 = txDetailNM
[SHADER_REPLACEMENT_X] - RESOURCE_TEXTURE_0 = watersurface.dds
; --- some examples ---
; 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:
[MATERIAL_ADJUSTMENT_18]
ACTIVE = 1
VISIBILITY_LEVEL = 0 ; this is for BLM-lights app and level-switching
DESCRIPTION = bridge ads: BMW
MESHES = NSLITS_bmwspots ; mesh name from extra-kn5 "ks_nordschleife__lights.kn5"
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
[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"
; for better looking emissive materials use this:
[MATERIAL_ADJUSTMENT_0]
..
MATERIALS = mymesh, mymeshes?
KEY_0 = ksEmissive
VALUE_0 = 255,255,255,1
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0
..
; for better texture tiling use this without additional "KEY_X"s:
[MATERIAL_ADJUSTMENT_1]
MATERIALS = sand, grass
KEY_0 = ksAlphaRef
VALUE_0 = -193
; RACING FLAG colors as inline condition
[CONDITION_0]
NAME=RACING_FLAG
INPUT=FLAG_TYPE
LUT==(|1=0,1,0|2=1,1,0|3=1,0.5,0|4=1,0.3,0|5=1,0,0|6=0.7,0.7,0.7|7=1,0.5,0.5|8=0.1,0.1,0.1|9=0,0,0.1|10=0.5,0.5,0.5|11=0.5,0.5,0.5|12=0,0,1|13=0,0,0|14=1,1,1|)
; define alternate blinking lights condition 1
[CONDITION_1]
NAME=BLINK1
INPUT=ONE
FLASHING_FREQUENCY=2
FLASHING_SMOOTHNESS=0
FLASHING_SKIP_OFF_STATE=0
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=1
; define alternate blinking lights condition 2
[CONDITION_2]
NAME=BLINK2
INPUT=ONE
FLASHING_FREQUENCY=-2 ; negative!
FLASHING_SMOOTHNESS=0
FLASHING_SKIP_OFF_STATE=0
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=1
; use blinking lights condition 1
[MATERIAL_ADJUSTMENT_2]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=s/f racing flag bulbs
MESHES=flagger_lights, flagger_lights01
KEY_0=ksEmissive
VALUE_0=255, 209, 178,0.25
VALUE_0_OFF=0, 0, 0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0, 0, 0
CONDITION=BLINK1
; use blinking lights condition 1
[MATERIAL_ADJUSTMENT_3]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=s/f racing flag bulbs 2
MESHES=flagger_lights?_001
KEY_0=ksEmissive
VALUE_0=255, 209, 178,0.25
VALUE_0_OFF=0, 0, 0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0, 0, 0
CONDITION=BLINK2
; nice baloon flame conditon
[CONDITION_3]
NAME=BALOON_FLAMES
INPUT = ONE
FLASHING_FREQUENCY = 0.1
FLASHING_SMOOTHNESS = 0.4
FLASHING_SKIP_OFF_STATE = 0
FLASHING_SKIP_DOWNHILL_STATE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 0
FLASHING_NOISE_AMPLITUDE = 0.1
FLASHING_NOISE_BOUND=1
FLASHING_NOISE_SPEED=20
FLASHING_LUT = (|0=0|0.8=0|0.895=0.5|0.9=1|0.905=0|1.0=0|)
; color changing condition
[CONDITION_4]
NAME = DISCOLIGHTS
INPUT = ONE
FLASHING_FREQUENCY = 0.25
FLASHING_SKIP_OFF_STATE = 1
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 0
FLASHING_SKIP_DOWNHILL_STATE = 1
FLASHING_SMOOTHNESS = LINEAR
FLASHING_LUT = (|0=1,0.9,0|0.1=0,0,0|0.2=1,0.1,0|0.3=0,0,0|0.4=0,1,0|0.5=0,0,0|0.6=0,1,1|0.7=0,0,0|0.8=0.4,0,1|0.9=0,0,0|1.0=0,0.4,1|)
; short bursts, like tower warning lights, every two seconds
[CONDITION_5]
NAME = HAZARDS1
INPUT = ONE
FLASHING_FREQUENCY = 2
FLASHING_SMOOTHNESS = 0.4
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0
FLASHING_SYNCED = 0
FLASHING_LUT = (|0=0|0.5=1|0.6=0|1.0=0|)
; material brightness correction
[MATERIAL_ADJUSTMENT_4]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=lamp material correction
MATERIALS=mymaterials
KEY_0=ksAmbient
VALUE_0=0.175
VALUE_0_OFF=0.175
KEY_1=ksDiffuse
VALUE_1=0.2
VALUE_1_OFF=0.2
CONDITION=ALWAYS_ON