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Old 6 October 09, 15:02   #1
HeliosDoubleSix
 
Join Date: Sep 2009
Default Night Time Racing

You can edit the Tracks Weather files (/tracks/_data/weather/) to change the sky/fog/sun colors.

One thing you can do for example is change a track to night... kinda

Problem is the cars have no working headlights.. well they probably do but I have no idea how to turn them on.

If someone could find a way to turn the car headlights on that would be fantastic!

The game appear to have built in moon and stars along with lots of references to rain, window wipers, and even a snow shader that may apply snow to the track and scenery.



Now all I need is working rain and headlights, and then we can all enjoy driving the Nordschleife at night in the rain.... bwhahaha *death* sado-masochism at it's finest

The above night scene is done with the following along with a crappy night texture I made (not needed really)

<SUNCOL red = "0.2" green = "0.3" blue = "0.54" intensity = "0.6" />
<SKYCOL red = "0.2" green = "0.3" blue = "0.53" intensity = "1.5" />
<GROUNDCOL red = "0.3" green = "0.5" blue = "0.6" intensity = "0.0" />
<FOGCOL red = "0.0" green = "0.0" blue = "0.01" distance = "220.0" max = "1.21" />

<TEXTURES>
<VALUE colour="Tracks\_Data\Weather\Textures\night.dds" intensity="Tracks\_Data\Weather\Textures\night.dds " skyBrightness="5.0" envBrightness="1" ><SUNPOS x="50" y="81" /><LENSFLAREPOS x="50" y="-90" /></VALUE>
</TEXTURES>

Last edited by HeliosDoubleSix; 17 October 09 at 01:07.
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Old 6 October 09, 16:48   #2
f0xx
 
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Cool! What about the weather..can you make it rain?
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Old 6 October 09, 16:50   #3
Shinzah
 
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I'm wondering the same thing that f0xx is.

Off Topic a bit: Has anyone seen the rain effects in Race On? its quite an improvement :/
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Old 6 October 09, 19:32   #4
Brainbug
 
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woah, some headlights would be cool for night-races.

besides that: me noting down, ea could bring an update with night races. guess itīll be called shift 2.
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Old 9 October 09, 02:59   #5
MaddmattH
 
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Interesting. I wonder if that snow shader can be enabled.
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Old 17 October 09, 17:27   #6
KingAntikrist
 
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How do i do this? it says to modify some files, but i can't find them ... >.<
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Old 17 October 09, 18:12   #7
Goffik
 
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You need to unpack your game to access the files.
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Old 23 November 09, 20:05   #8
P4vlitoSk8eR
 
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plz post installation instructions,man.....
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Old 25 December 09, 08:24   #9
cric
 
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hi this my first post
how do i edit sliverstonegrandprix circuit weather file
what values do i need to change in this file for night time
Code:
<?xml version="1.0" encoding="utf-8" ?>
<WEATHER>

	<CONDITIONS>
		<VALUE description="clear"/>
		<VALUE description="cloudy"/>
	</CONDITIONS>

	<TIME description="morning">

		<SUNPOS x="50" y="81" /> 
		<ROTATION angle="180.0" /><LENSFLAREPOS x="50" y="88" />

		<CONDITION description="clear">
			<VALUE darkCloud="0.0" />
			<VALUE ambientTemp="20.0" />
			<VALUE trackTemp="25.0" />
			<VALUE cloudCover="0.0" />
			<VALUE windSpeed="2.0" />
			<VALUE windDirX="1.0" />
			<VALUE windDirZ="-1.0" />

			<VALUE hdr_BloomLowerThreshold="0.08" />
			<VALUE hdr_BloomUpperThreshold="0.2" />			
			<VALUE hdr_BloomFactor="0.02" />
			<VALUE hdr_WhitePoint="3.1" />
			<VALUE hdr_Key="0.62" />
			<VALUE hdr_ClampLow="0.2" />
			<VALUE hdr_ClampHigh="13.0" />

			<SUNCOL red = "0.57" green = "0.55" blue = "0.54" intensity = "2.8" />
			<SKYCOL red = "0.5" green = "0.5" blue = "0.53" intensity = "1.6" />
			<GROUNDCOL red = "0.3" green = "0.5" blue = "0.6" intensity = "0.1" />
			<FOGCOL red = "0.52" green = "0.6" blue = "0.65" distance = "480.0" max = "0.21" />

			<TEXTURES>
				<VALUE colour="Tracks\_Data\Weather\Textures\SKYDOME_MORN_CLOUDY_107.dds" intensity="Tracks\_Data\Weather\Textures\nop_luminance.dds" skyBrightness="0.9" envBrightness="1.4" ><SUNPOS x="50" y="81" /><LENSFLAREPOS x="50" y="88" /> </VALUE>
				
			</TEXTURES>

		</CONDITION>

		<CONDITION description="cloudy">
			<VALUE darkCloud="0.0" />
			<VALUE ambientTemp="20.0" />
			<VALUE trackTemp="25.0" />
			<VALUE cloudCover="0.0" />
			<VALUE windSpeed="2.0" />
			<VALUE windDirX="1.0" />
			<VALUE windDirZ="-1.0" />

			<VALUE hdr_BloomLowerThreshold="0.08" />
			<VALUE hdr_BloomUpperThreshold="0.2" />			
			<VALUE hdr_BloomFactor="0.02" />
			<VALUE hdr_WhitePoint="3.1" />
			<VALUE hdr_Key="0.62" />
			<VALUE hdr_ClampLow="0.2" />
			<VALUE hdr_ClampHigh="13.0" />

			<SUNCOL red = "0.57" green = "0.55" blue = "0.54" intensity = "2.8" />
			<SKYCOL red = "0.5" green = "0.5" blue = "0.53" intensity = "1.6" />
			<GROUNDCOL red = "0.3" green = "0.5" blue = "0.6" intensity = "0.1" />
			<FOGCOL red = "0.52" green = "0.6" blue = "0.65" distance = "480.0" max = "0.21" />

			<TEXTURES>
				<VALUE colour="Tracks\_Data\Weather\Textures\SKYDOME_MORN_CLOUDY_107.dds" intensity="Tracks\_Data\Weather\Textures\nop_luminance.dds" skyBrightness="0.9" envBrightness="1.4" ><SUNPOS x="50" y="81" /><LENSFLAREPOS x="50" y="88" /> </VALUE>
				
			</TEXTURES>

		</CONDITION>

		

	</TIME>



	<TIME description="afternoon">

		<SUNPOS x="50" y="70" />
		<ROTATION angle="0.0" /><LENSFLAREPOS x="50" y="75" />

		<CONDITION description="clear">
			<VALUE darkCloud="0.0" />
			<VALUE ambientTemp="25.0" />
			<VALUE trackTemp="30.0" />
			<VALUE cloudCover="0.0" />
			<VALUE windSpeed="2.0" />
			<VALUE windDirX="1.0" />
			<VALUE windDirZ="-1.0" />

			<VALUE hdr_BloomLowerThreshold="0.3" />
			<VALUE hdr_BloomUpperThreshold="0.9" />			
			<VALUE hdr_BloomFactor="0.025" />
			<VALUE hdr_WhitePoint="3.8" />
			<VALUE hdr_Key="0.62" />
			<VALUE hdr_ClampLow="0.20" />
			<VALUE hdr_ClampHigh="15" />

			<SUNCOL red = "0.92" green = "0.90" blue = "0.90" intensity = "3.7" />
			<SKYCOL red = "0.88" green = "0.9" blue = "1.0" intensity = "1.2" />
			<GROUNDCOL red = "0.8" green = "0.8" blue = "0.82" intensity = "0.1" />
			<FOGCOL red = "0.7" green = "0.9" blue = "1.1" distance = "800.0" max = "0.21" />


			<TEXTURES>
				<VALUE colour="Tracks\_Data\Weather\Textures\SKYDOME_AFT_CLOUDY_105.dds" intensity="Tracks\_Data\Weather\Textures\nop_luminance.dds" skyBrightness="1.1" envBrightness="2.1" ><SUNPOS x="50" y="75" /> </VALUE>
			</TEXTURES>

		</CONDITION>

		<CONDITION description="cloudy">
			<VALUE darkCloud="0.0" />
			<VALUE ambientTemp="25.0" />
			<VALUE trackTemp="30.0" />
			<VALUE cloudCover="0.0" />
			<VALUE windSpeed="2.0" />
			<VALUE windDirX="1.0" />
			<VALUE windDirZ="-1.0" />

			<VALUE hdr_BloomLowerThreshold="0.3" />
			<VALUE hdr_BloomUpperThreshold="0.9" />			
			<VALUE hdr_BloomFactor="0.025" />
			<VALUE hdr_WhitePoint="3.8" />
			<VALUE hdr_Key="0.62" />
			<VALUE hdr_ClampLow="0.20" />
			<VALUE hdr_ClampHigh="15" />

			<SUNCOL red = "0.92" green = "0.90" blue = "0.90" intensity = "3.7" />
			<SKYCOL red = "0.88" green = "0.9" blue = "1.0" intensity = "1.2" />
			<GROUNDCOL red = "0.8" green = "0.8" blue = "0.82" intensity = "0.1" />
			<FOGCOL red = "0.7" green = "0.9" blue = "1.1" distance = "800.0" max = "0.21" />


			<TEXTURES>
				<VALUE colour="Tracks\_Data\Weather\Textures\SKYDOME_AFT_CLOUDY_105.dds" intensity="Tracks\_Data\Weather\Textures\nop_luminance.dds" skyBrightness="1.1" envBrightness="2.1" ><SUNPOS x="50" y="75" /> </VALUE>
			</TEXTURES>

		</CONDITION>

		

	</TIME>



	<TIME description="evening">

		<SUNPOS x="50" y="81" />
		<ROTATION angle="-22.0" /><LENSFLAREPOS x="50" y="88" />

		<CONDITION description="clear">
			<VALUE darkCloud="0.0" />
			<VALUE ambientTemp="20.0" />
			<VALUE trackTemp="25.0" />
			<VALUE cloudCover="0.0" />
			<VALUE windSpeed="2.0" />
			<VALUE windDirX="1.0" />
			<VALUE windDirZ="-1.0" />


			<VALUE hdr_BloomLowerThreshold="0.5" />
			<VALUE hdr_BloomUpperThreshold="0.8" />			
			<VALUE hdr_BloomFactor="0.04" />
			<VALUE hdr_WhitePoint="3.1" />
			<VALUE hdr_Key="0.56" />
			<VALUE hdr_ClampLow="0.17" />
			<VALUE hdr_ClampHigh="0.20" />

			<SUNCOL red = "1.25" green = "0.75" blue = "0.35" intensity = "1.5" />
			<SKYCOL red = "0.90" green = "0.72" blue = "0.72" intensity = "1.2" />
			<GROUNDCOL red = "4.0" green = "3.8" blue = "4.0" intensity = "0.15" />
			<FOGCOL red = "1.35" green = "0.70" blue = "0.30" distance = "480.0" max = "0.15" />

			<TEXTURES>
				<VALUE colour="Tracks\_Data\Weather\Textures\SKYDOME_EVE_CLEAR_106.dds" intensity="Tracks\_Data\Weather\Textures\nop_luminance.dds" skyBrightness="1.0" envBrightness="1.5" ><SUNPOS x="50" y="81" /><LENSFLAREPOS x="50" y="88" /> </VALUE>
			</TEXTURES>

		</CONDITION>

		<CONDITION description="cloudy">
			<VALUE darkCloud="0.0" />
			<VALUE ambientTemp="20.0" />
			<VALUE trackTemp="25.0" />
			<VALUE cloudCover="0.0" />
			<VALUE windSpeed="2.0" />
			<VALUE windDirX="1.0" />
			<VALUE windDirZ="-1.0" />


			<VALUE hdr_BloomLowerThreshold="0.5" />
			<VALUE hdr_BloomUpperThreshold="0.8" />			
			<VALUE hdr_BloomFactor="0.04" />
			<VALUE hdr_WhitePoint="3.1" />
			<VALUE hdr_Key="0.56" />
			<VALUE hdr_ClampLow="0.17" />
			<VALUE hdr_ClampHigh="0.20" />

			<SUNCOL red = "1.25" green = "0.75" blue = "0.35" intensity = "1.5" />
			<SKYCOL red = "0.90" green = "0.72" blue = "0.72" intensity = "1.2" />
			<GROUNDCOL red = "4.0" green = "3.8" blue = "4.0" intensity = "0.15" />
			<FOGCOL red = "1.35" green = "0.70" blue = "0.30" distance = "480.0" max = "0.15" />

			<TEXTURES>
				<VALUE colour="Tracks\_Data\Weather\Textures\SKYDOME_EVE_CLEAR_106.dds" intensity="Tracks\_Data\Weather\Textures\nop_luminance.dds" skyBrightness="1.0" envBrightness="1.5" ><SUNPOS x="50" y="81" /><LENSFLAREPOS x="50" y="88" /> </VALUE>
			</TEXTURES>

		</CONDITION>

		

	</TIME>

</WEATHER>
sorry for bad english
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Old 25 December 09, 19:38   #10
cric
 
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ok finaly i figured it out and made bright headlights
i made a video of spaGP

http://www.youtube.com/watch?v=XCmzJ3qwiEA
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Old 25 December 09, 20:24   #11
tINKER
 
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Quote:
Originally Posted by cric View Post
ok finaly i figured it out and made bright headlights
i made a video of spaGP

http://www.youtube.com/watch?v=XCmzJ3qwiEA
The head lights has always work when you select dusk (dawn?). The problem are the lights do not cast a beam to illuminate the track in front of the car so you can see where you are going.

This vid show the lights are on
http://www.youtube.com/watch?v=kRQlmQk84uY


Keep working on it, maybe you can get the lights to cast a beam.

Last edited by tINKER; 25 December 09 at 20:31.
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Old 26 December 09, 06:56   #12
cric
 
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me is noob
may be some modder will make light fall on track it will be amazing
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Old 26 December 09, 09:39   #13
jaketoox
 
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Yea, that would be cool, but since there is no texture, nor call procedure for that, we are out of luck....AND devs should fix all Porsche lights too, there are some errors there and Carrera GT is even missing an emissive texture for actual_lights_glow, only "common_lightflares.dds" used for lights there.........was workig with lights_mod, not sure if i will even publish it due to Porsche issues........
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Old 27 December 09, 00:26   #14
SneakyBuffalo
 
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This is cool... it would be nice to at least change the feel of the track by changing weather and time of day attributes. I tihnk you should release a mod just for this purpose.

I'm assuming at this point in your research, there is no way to have the headlights project light without having access to the source code?
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Old 27 December 09, 07:13   #15
jaketoox
 
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Without devtools......
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Old 28 December 09, 19:39   #16
Eldi
 
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Atleast we know light (flames) coming from the exhaust can illuminate the track. Maybe someone can reverse engineer it and appply it to the front lights.
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Old 28 December 09, 20:12   #17
jaketoox
 
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That's what is weird.....(devs thinking...).."yup, let's make exhaust explotions illuminate the track, but why on earth should we ever need headlights do the same....."

Maybe "replacing" something is possible, but still we may need some proper tools for it....i have a feeling that some xml-editing is not enough.......
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Old 28 December 09, 20:18   #18
David Wright
 
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Quote:
Originally Posted by jaketoox View Post
That's what is weird.....(devs thinking...).."yup, let's make exhaust explotions illuminate the track, but why on earth should we ever need headlights do the same....."
Not really weird

Headlights which illuminate the track do cause a substantial frame-rate hit, and Shift is quite demanding already. The odd exhaust flame which occasionally lights up the track will result in much less of a hit than 16 cars with 32 headlights permanently illumnating the track.
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Old 28 December 09, 23:32   #19
YodaStar
 
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I am not sure to what extent the lighting engine is deffered but if then 32 lightsources should have little perfomance impact unless they are made to cast shadows which is unecessary in a racing game except perhaps closest 1-4 sources.
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Old 31 December 09, 09:30   #20
SETH Alpine
 
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Whithout dev tools, it's impossible to add a parts like the beam in the game.
-very hard to add a .MEB file in the .xml file
-impossible to create a new material for it.
-added to this , you must write the anim file, in the game, you've wiper script already but no beam light anim..

even simply modify the position and the number of the fire exhaust was quite hard for me, so to use the beam for else...

Sorry
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Old 31 December 09, 14:57   #21
tINKER
 
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Just wondering (guessing), if SHIFT is built on a mod'd ISI engine, could the light files be imported from SimBin games like GTR2 which has working headlight beams. I know nothing about mod'ing , just a tght. FWIW.
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Old 31 December 09, 19:33   #22
jaketoox
 
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Like SETH Alpine said.."Without dev tools, it's impossible to add parts like the beam in the game."

And i agree with that.
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Old 2 January 10, 01:50   #23
tINKER
 
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FWIW Could the dev tools from rFactor work . Again I know nothing about mod'ing. Sorry if I am totally off base on this.

It would be nice if this could be done for SHIFT.
http://www.youtube.com/watch?v=GT3MrfMoo4k
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Old 3 January 10, 10:59   #24
SETH Alpine
 
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It's a new engine, just the files looks like GTR2's files

Whithout Shift's dev tools, it's impossible to add a parts like the beam in the game.
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Old 3 January 10, 12:11   #25
djotefsoup
 
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Yep, inability to really control what's in a .meb and create new materials is the main problem. GTR2/RFactor/etc have an almost comically simple method of casting headlights - the headlight zone itself is just a cone shaped texture, with some glow effects on the car model itself set in the headlight .gmt (basically what we see in Shift now). But in Shift there doesn't seem to be anything defined on which to attach that illuminating cone texture. Which we need better tools to do.

ed - to make it a bit more clear, here is the logfile from the "gecko" engine tool to create a car:

Exporting Materials
===================
Material: AUDI_RS4_DISC
Material: AUDI_RS4_PAINT
Material: GENERIC_WINDOWS
Material: GENERIC_GLASS_CLEAR
Material: AUDI_RS4_MISC
Material: GENERIC_GLASS_BLACK
Material: GENERIC_CARBON
Material: AUDI_RS4_BADGES
Material: GENERIC_CHASSIS
Material: AUDI_RS4_INTERIOR
Material: GENERIC_DOORLINE
Material: GENERIC_UNDERSIDE
Material: AUDI_RS4_LIGHTS
Material: AUDI_RS4_ENGINE
Material: AUDI_RS4_COCKPIT
Material: AUDI_RS4_GAUGES
Material: AUDI_RS4_STEERINGWHEEL
Material: GENERIC_MIRROR
Material: AUDI_RS4_LCD
Material: AUDI_RS4_PLASTIC_DASH_GREY
Material: GENERIC_PLASTIC01_BLACK01
Material: GENERIC_CARPET_BLACK01
Material: GENERIC_LEATHER02_BLACK
Material: GENERIC_LEATHER02_BLACK_STITCHING_WHITE
Material: GENERIC_LEATHER02_PERFORATED_BLACK
Material: GENERIC_GAUGE_GLASS
Material: GENERIC_CLOTH_GREY
Material: AUDI_RS4_WINDSCREEN_KIT00
Material: AUDI_RS4_LEATHER1_SKIN
Material: AUDI_RS4_LEATHER1_STITCHES_SKIN
Material: AUDI_RS4_PLASTIC_DASH_GREY_SKIN
Material: GENERIC_MESH
Material: AUDI_RS4_WINDSCREEN_KIT03
Material: AUDI_RS4_SCREEN
Material: AUDI_RS4_WHEEL_ALPHA
Material: AUDI_RS4_WHEEL
Material: AUDI_RS4_TREAD
Material: AUDI_RS4_TYRE
Material: GENERIC_LIGHTFLARES
Material: MOMO_MOD88_LODA
Material: MOMO_MOD88_CPIT
Material: MOMO_MOD88_CPIT_ALCANTARA
Material: GENERIC_COCKPIT_UPGRADES_LODA
Material: GENERIC_COCKPIT_UPGRADES
Material: GENERIC_ALCANTARA_RED
Material: GENERIC_ALCANTARA_BLACK
Material: GENERIC_MFD
Material: GENERIC_GAUGES
Material: GENERIC_METAL02
Material: MOMO_MOD31_LODA
Material: MOMO_MOD31_CPIT
Material: MOMO_MOD31_CPIT_ALCANTARA

==================


==================
Materials exported
==================

Starting Vehicle File Export
Vehicle File Exported
==================
Created Metadata File
==================
=========================

There is nothing there that seems to have anything to do with shining a projected light out of the car, and there is currently no way to define a new material that would do that. So until someone either leaks the gecko tools or reverse engineers something that would let you redefine or create a material to do a proper headlight...

Last edited by djotefsoup; 3 January 10 at 13:45.
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