Tree normals also look borked?
VeryTree normals also look borked?
It's checked, and it only happens on the free cam/static cam.Hi, please check this with the following values.
View attachment 1272218
CM/Settings/Custom Shaders Patch/Graphic Adjustments.
Hope this will work for you.
Best Regards?
I think that a reference to "FILE=zolder67_flags.kn5" is missingUPDATE Zolder 1967
v3.3
-animated flags by racinjoe013
-removed all people standing in front of the fence
-reimported a road patch
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Zolder 1967 v3.5 by Rainmaker
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And not only tree normals, Some other too.Tree normals also look borked?
It is already solved and will be working in future versions of Pure. You can already install this fix for Triplescreen:Hello, I have this big bug in AC. I've pure 0.190 + CSP 0.1.80. All works properly for weeks but today I noticed this bug in some of original kunos tracks like Silverstone, Nurburgring ecc. Please someone tell me how to solve this bug without reinstalling all the game?Thank you so much to all
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you cant unless you are in a test groupO
Ah, I didn't know that, where can I find it?
I can´t verify that hole. Either by driving the same parts or by 3D model software. What version of this track do you use?
That is for sun specular on track, what if I want to darken the asphaltThat should be used on a LUA script, if I´m not totally wrong.
To use it in ext_config.ini use for example this:
INI:[SHADER_REPLACEMENT_...] ACTIVE = 1 DESCRIPTION = change specular shader settings MATERIALS = material_name_here PROP_... = ksSpecular, 0.1 ;use proper values here PROP_... = ksSpecularEXP, 15 ;use proper values here
cars falling through the track was found in creating some NZ tracks recently, and it was found that with csp review 1.80 preview 218 some cars would fall through, while others didnt. The fix that worked for me was as follows, thanks to GzerodI can´t verify that hole. Either by driving the same parts or by 3D model software. What version of this track do you use?
Nevertheless, I worked on some other parts:
View attachment 1272287
View attachment 1272286
Still a lot to do...![]()
It was also found by Rainmaker that the object (part of the track the car fell through) was double sided.CM>Settings>Custom Shaders Patch>General Patch Settings>Physics Tweaks>Raycasting engine: change from Intel Embree back to ODE.
I also tick 'Disable for deep collisions' and 'Limit amount of cantacts', though they don't seem to be involved with the problem.
You can do this via CSP and add a MODEL_REPLACEMENT line in the ext_config.ini to hide those parts for that skin, or if you want to spend more time you can try and make them disappear by adding them as an animated wing in CSP which means editing the aero.ini and setup.ini to have them show up in the setup screen.Hello i have 2 question
1 how can I manipulate backfire sound with the car physics? Fmod has a backfire event but in game i don't hear any, so something must trigger it
2 How can I swap parts on and off in game ? VRC Formula 2007 has a toggle to enable front fin or make halo disappear. I want to toggle these fins on and off too on the sauber
View attachment 1272201
I know about model replacement, but I need to replace it with something. I guess i can always replace it with a 0.001 sized object so that "nothing" appears.You can do this via CSP and add a MODEL_REPLACEMENT line in the ext_config.ini to hide those parts for that skin, or if you want to spend more time you can try and make them disappear by adding them as an animated wing in CSP which means editing the aero.ini and setup.ini to have them show up in the setup screen.
cars falling through the track was found in creating some NZ tracks recently, and it was found that with csp review 1.80 preview 218 some cars would fall through, while others didnt. The fix that worked for me was as follows, thanks to Gzerod
It was also by found Rainmaker that the object (part of the track the car fell through) was double sided.
Unfortunately the track version is unknown.I can´t verify that hole. Either by driving the same parts or by 3D model software. What version of this track do you use?
Nevertheless, I worked on some other parts:
View attachment 1272287
View attachment 1272286
Still a lot to do...![]()
Version is what Legion uses: dated 27 April 2020...Unfortunately the track version is unknown.
View attachment 1272359
unless of course the year of release can be considered a version))))
That is exactly what it is. That's how @GzeroD (Legion) "versions" his mods.Unfortunately the track version is unknown.
View attachment 1272359
unless of course the year of release can be considered a version))))
let's not include "Captain Obvious", ok?
You seem to fairly new...let's not include "Captain Obvious", ok?
It's just that such things should appear correctly and not as someone pleases.
That's all right, I just think that quite often there are very noticeable bugs in mods.You seem to fairly new...
Lots of modders don't even care to put version numbers, or forget to update them, or start with v1.0 what should really be v0.1 etc...
If you consider a version date as being not 'correctly', how would you consider the above then ?
Thanks for the workaround. That's how I've been using real mirrors since the last patch came out. The only drawback with that is so much doesn't render with High Quality off. Like the drivers visor or rain on the rear windshield etc. I'll keep my fingers crossed that Ilja gets it fixed in time for the next Patreon release. I'm really grateful for all he's done so far. This fix would be the icing on the cake!A workaround to make real mirrors render properly in VR is to uncheck this 'High Quality' box in CM settings - Assetto Corsa/Video
View attachment 1272137
Amen to that.What Legion uses is a proper way imho to clarify from which wip folder this version came from. Trust me, if you are working on modifying and changing and adding stuff in a wip track at some point you get lost. You need something to know where this version is stored and when you published it. Legion uses this way.