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#1 |
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Join Date: Sep 2009
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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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#2 |
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Join Date: Mar 2009
Location: Lisboa, Portugal
Age: 24
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Cool! What about the weather..can you make it rain?
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#3 |
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Join Date: Feb 2009
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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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#4 |
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Join Date: Sep 2009
Age: 35
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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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#5 |
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Join Date: Jan 2008
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Interesting. I wonder if that snow shader can be enabled.
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#6 |
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Join Date: Oct 2009
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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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#7 |
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Join Date: Aug 2009
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You need to unpack your game to access the files.
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#8 |
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Join Date: Nov 2009
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plz post installation instructions,man.....
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#9 |
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Join Date: Dec 2009
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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> |
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#10 |
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Join Date: Dec 2009
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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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#11 | |
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Join Date: Apr 2008
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Quote:
![]() 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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#12 |
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Join Date: Dec 2009
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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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#13 |
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Join Date: Dec 2007
Location: Finland
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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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#14 |
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Join Date: Nov 2009
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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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#15 |
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Join Date: Dec 2007
Location: Finland
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Without devtools......
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#16 |
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Join Date: Oct 2009
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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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#17 |
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Join Date: Dec 2007
Location: Finland
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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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#18 | |
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Join Date: Jun 2006
Location: UK
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Quote:
![]() 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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#19 |
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Join Date: Sep 2009
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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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#20 |
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Join Date: May 2007
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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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#21 |
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Join Date: Apr 2008
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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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#22 |
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Join Date: Dec 2007
Location: Finland
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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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#23 |
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Join Date: Apr 2008
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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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#24 |
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Join Date: May 2007
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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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#25 |
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Join Date: May 2007
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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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