Well, I couldn't really say... It seems like half of the people have this problem and the other half don't...strange that not everyone has this problem, I don't see this grid either, maybe something activated in CSP that creates this problem?
add this to ext_config.ini , it should workWell, I couldn't really say... It seems like half of the people have this problem and the other half don't...
Aside from could be a CSP issue, I also think the monitor's resolution or settings may be playing a role, or guess what... It's a very subtle effect that can go unnoticed, but it definitely exists, as pugsang provided a solution...
There's something here:possible if you have some highres pictures?
This should fix itadd this to ext_config.ini , it should work
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0
but this will create overlays on the badges, which is not a problem with APHA_TEST.
View attachment 1426531
While you were editing your message, I was doing tests and indeed, the code you posted solves the grid pattern issue... but other problem appears to me, as you mentioned; some elements, like the black edge of the inside of the windshield, that overlaps the rest of the windows...add this to ext_config.ini , it should work
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0
but this will create overlays on the badges, which is not a problem with APHA_TEST...
While you were editing the message I was doing tests and indeed, the code you posted solves the grid pattern issue... but other problem appears to me, as you mentioned; some elements, like the black edge of the inside of the windshield, that overlaps the rest of the windows...
View attachment 1426535
I think for now I'll stick with the ACTK version with pugsang's main .kn5 and Den_88's ex_config.ini, which adds, among others, the reversing light and it looks great with this gorgeous skin reworked by StoffelWaffle...
View attachment 1426537
All that's left to implement in this Frankestein combination is the antenna woble and Masscot's lightening of the rear lenses, and I think it would be pretty good... if it weren't for the front tires clipping on the fenders... 🥳
Move, i'm not sure about. Delete, not really, but you can hide it one of two ways. First you need to know the object mesh name. That you can get with the Object Inspector app. Then you can use either of these two methods to hide the object.Hello everyone.
Is it possible to move or delete an object on a track using ext_config?
he did someIf other people won't do them I could but doing PROCAR skins is already time consuming (2 hours on average / skin, bit more if I have to do everything from scratch)
Now I'm really lost... I don't know whether to cut my veins or let them grow... 🥴 This code is to use the ACTK version removing the windscreen grid pattern without having overlap problems...?This should fix it
[SHADER_REPLACEMENT_...]
ACTIVE = 1
SHADER = ksPerpixel
MATERIALS = INT_WINDOWS_2
BLEND_MODE = ALPHA_BLEND
IS_TRANSPARENT = 1
CAST_SHADOWS = 0
DJ Khaled is now producing updates for the Audi A4.Now I'm really lost... I don't know whether to cut my veins or let them grow... 🥴 This code is to use the ACTK version removing the grid pattern without having overlap problems...?
I understand then that it would no longer be necessary to use your main .kn5...Yes this code is as you say. The artifacts you see is because of the normal map. You have to change the shader to ksperpixel
Thank you very much for your patience... I will continue doing experiments tomorrow, I am already exhausted; we civil servants are not used to having to use our brains so much... 🤯Correct
You bet...Good Evening all
Has anybody out there got rain fx for 60s Eifel Betonschleife by Sergio LORO please and be willing to share ?
Regards
Mark
Unfortunately, that doesn't help. But thank you.Move, i'm not sure about. Delete, not really, but you can hide it one of two ways. First you need to know the object mesh name. That you can get with the Object Inspector app. Then you can use either of these two methods to hide the object.
1.) Can sometimes cause problems if the object has collision physics. If you drive where the object was, you can still bounce off of it like it was still there.
[MESH_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = Not really needed, but you can put something here if you want.
MESHES = 'Mesh name you got from the object inspector app'
IS_RENDERABLE = 0
2.) Try this one first
[MODEL_REPLACEMENT_...]
ACTIVE = 1
FILE = ?.kn5
HIDE = 'Mesh name you got from the object inspector app'
If its a physical mesh it cant be removed/hidden.Unfortunately, that doesn't help. But thank you.
A physical mesh property can however be modified via extended track physicsIf its a physical mesh it cant be removed/hidden.
Hi there,Driving wise how does the F302 A4 feel compared to the Cyril Cherry A4?
... the jk1977 A4 STW looks way better, I feel (might be I should drive this one differently?) it is changing directions too aggresively. As if changing directions is not over the actual front wheels, but somewhere more to the middle of the car. Meaning; it changes directions on a different pivot point?...
Hiding non-physical objects is not a problem, but with physical objects it doesn't work that way. You need to change .kn5.I use Grass FX's ORIGINAL_GRASS_MATERIALS/ORIGINAL_GRASS_MESHES -lines to hide any material or mesh in tracks via config-file. Not the most obvious solution, but it works.
I'm pretty much 100% sure I've managed to hide any desirable object with ORIGINAL_GRASS_MESHES -command. Done it with editing .kn5-files too. Deleting stuff is my specialty, and that grass fx -thing does work. Not that is the "proper" or "recommended" way to do it.Hiding non-physical objects is not a problem, but with physical objects it doesn't work that way. You need to change .kn5.