This may sound like a lot of work upfront but actually once you have set it up it is super low maintenance and you will have a very structured and easy to navigate place to show your work and if you want even let people give feedback:That's a great idea to add them to my signature. I never even thought of that. I'll eventually throw a web page together, but that's what I do at work, writing more code at the end of the day doesn't seem so fun.
Edit: it only lets me have 5 links in my signature so instead I'll just replace the link with the latest one, which always contains the links to the previous ones.
- create your own discord (super easy and free - it takes maybe 10 minutes to set your own discord up, instructions are easy and are straight on their website
- host all the mods you want on one of the big hosting sites (use whatever suits you best - Mega, Google Drive, Share...something...something, ...)
- post your mods within the appropriate channel with a preview image and the download link
- share a discord invite (which you should make perpetual) in your signature here on the forum
That is what I mentioned earlier in one of my posts:you can just take a look at the newest Kunos Cars like the Ferrari 812 for the Shader values, they are very good and you can change them in kseditor and don't need to do it in the Showroom
- create standard shader presets (you can safe as many shader presets as you like in CM custom showroom) and just select them for standard items - voila, no more numbers to type in kseditor)
Why I prefer to separate the work between kseditor (mandatory) and CM ?
kseditor is best (read: the only option):
- assign shader type
- assign texture
- set transparency (shader and object) and shadows (if you do your work correctly in your 3D editor shadows will be properly tagged on the objects unlike the many, many mods made in 3Dsimed)
- quickly create instruments that just work (instruments can always be build completely manually by test, error and retesting but it is MUCH faster with kseditor)
- assign shader settings with my default profiles (a mix of standard Kunos shaders and tweaked shaders, saved in a library) - this is sooooo faaaast
- selective tweak shaders of specific objects (I see an issue while testing in game, take mental note of it and tweak it right away - you can even tweak it WHILE you are in session but it will only be loaded on the next load obviously as AC loads the new kn5 into memory)
- bulk edit shader settings (the camera maneuvering in CM custom showroom is SOOOO MUUUUCH more efficient then kseditor (especially as you can also switch between different camera modes with F1)
- actually seeing and judging shader effects and structures (kseditor is simply not up to par with its 3D render for you to be able to judge as good as in CM)
Doing a bulk of the shader work (while understanding the workflow and the limitations of each tool) with CM is a no brainer given the incredible selection of modding tools Ilja has built in by now.
The only thing I would wish for would be a rendering mode where CM custom showroom would render all CSP config related settings as well so you could do the CSP config build straight in the showroom instead of having to load a session (no huge deal really).