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Template Trackconfig

This document contains configuration settings for lighting, materials, environmental effects and other customizations for a racing game track. It includes base settings for lighting multipliers and includes other configuration files. Many sections are commented out and empty, meant to be filled in by the user as templates for customizing effects like wind, bounced light, rain and emissive materials.

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bakircolakovic5
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0% found this document useful (0 votes)
36 views4 pages

Template Trackconfig

This document contains configuration settings for lighting, materials, environmental effects and other customizations for a racing game track. It includes base settings for lighting multipliers and includes other configuration files. Many sections are commented out and empty, meant to be filled in by the user as templates for customizing effects like wind, bounced light, rain and emissive materials.

Uploaded by

bakircolakovic5
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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[ABOUT]

AUTHOR =
VERSION =
DATE_RELEASE = 2020 ..... ..
LIGHTS_COUNT = ~
NOTES =

[LIGHTING]
LIT_MULT = 1.0
SPECULAR_MULT = 1.0
CAR_LIGHTS_LIT_MULT = 1.0
; ENABLE_TREES_LIGHTING = 0 ; if all your trees are not very close to a
track, you can improve performance a lot by disabling trees lighting completely
; TRACK_AMBIENT_GROUND_MULT = 0.5 ; only define it if needed! allows to redefine
ambient multiplier for surfaces facing down
; BOUNCED_LIGHT_MULT = 1, 1, 1, 1 ; multiplier for bouncing light (set to 0 if
track is black, for example)
; TERRAIN_SHADOWS_THRESHOLD = 0.0 ; ?

;;; some templates for convenience, in no way complete, but helps to start quick
;;; ALL inactive and empty atm, remove the comments ";" and fill in something
;;; see wiki for details https://github.com/ac-custom-shaders-patch/acc-extension-
config/wiki

[INCLUDE]
INCLUDE = common\conditions.ini, common\materials_base.ini, common\
materials_track.ini, common\custom_emissive.ini

; [SOL]
; EXPOSURE_FIX = 1
; SMOG_MORNING = 0.2
; SMOG_NOON = 0.3
; SMOG_EVENING = 0.4
; SUN_DAWN = 1
; SUN_DUSK = 1
;
; [SOL2]
; HORIZON_OFFSET = 0.00
; DOME_SIZE = 35000
; HUMIDITY_OFFSET = 0.5
; FOG_LEVEL = 1.00
; FOG_BLEND = 1.00
; FOG_DISTANCE = 1.00

; [EXTRA_FX]
; SKIP_GBUFFER = ...

; [BASIC]
; RALLY_TRACK=0
; SUPPORTS_WIND=0
; ;;; PITBOXES=5 ;;; usually not needed
; ;;; IGNORE_OTHER_CONFIGS = 0 ; ignore configs available in other places

; [VAO]
; OPACITY=0.8 ; override opacity of VAO patch if track has one
; MULTIPLIER=1.2 ; override brightness multiplier of VAO patch

; [WIND]
; SUPPORTED = 1
; DYNAMIC_FLAGS = ...
; TREES_NORMALIZATION=0.9, 1
; ; LAG=
; ; RANDOMIZED_OFFSET_BASE=
; ; RANDOMIZED_OFFSET_REL=
; ; RANDOMIZED_OFFSET_CHANGE_SPEED=
; ; RANDOMIZED_OFFSET_CHANGE_MAX=

; [BOUNCED_LIGHT]
; SUPPORTED = 1
; SURFACE_MATERIALS = ...
; OCCLUDING_MATERIALS = ...
; OBJECT_MATERIALS=

;;;

; [GRASS_FX]
; GRASS_MATERIALS =
; OCCLUDING_MATERIALS =
; COLOR_FACTOR=1
; HEIGHT_MULT=1
; EDGE_MULT=0
; OCCLUDING_MATERIALS =
; ; OCCLUDING_MESHES = ...
; OCCLUDING_MATERIALS_ALPHA= ...
; ORIGINAL_GRASS_MATERIALS = ...
; ; very inclusive mask
; ; MASK_MAIN_THRESHOLD = -1
; ; MASK_RED_THRESHOLD = 0
; ; MASK_MIN_LUMINANCE = -1
; ; MASK_MAX_LUMINANCE = 1

;;;

; [MATERIAL_ADJUSTMENT_...]
; ACTIVE = 1
; VISIBILITY_LEVEL = 0
; DESCRIPTION = something glowing
; MESHES = ;;; fill in something!
; ; MATERIALS = ;;; or here
; KEY_0 = ksEmissive
; VALUE_0 = 234,121,36,0.25
; VALUE_0_OFF = 0
; KEY_1 = ksAlphaRef
; VALUE_1 = -193
; VALUE_1_OFF = 0, 0, 0
; CONDITION = NIGHT_SMOOTH

; [LIGHT_SERIES_...]
; ACTIVE = 1
; VISIBILITY_LEVEL = 0
; DESCRIPTION = something casting light
; MESHES = ;;; fill in something!
; ; MATERIALS = ;;; or here
; OFFSET = 0,0,0
; DIRECTION = 0,-1,0 ;;; whether use this
; ; DIRECTION = NORMAL ;;; or this
; ; DIRECTION_OFFSET = 0,-0.5,0 ;;; option: change direction
; ; DIRECTION_ALTER = 0,-0.5,0 ;;; option: change up/down
; SPOT = 180
; SPOT_SHARPNESS = 0.5
; RANGE = 20
; RANGE_GRADIENT_OFFSET = 0.1
; FADE_AT = 500
; FADE_SMOOTH = 25
; CLUSTER_THRESHOLD = 20
; DIFFUSE_CONCENTRATION = 0.9
; COLOR = 234, 121, 36, 0.035
; COLOR_OFF = 0
; CONDITION = NIGHT_SMOOTH

;;;

; [SHADER_REPLACEMENT_...]
; DESCRIPTION = change used shader
; MATERIALS=...
; SHADER=ksPerPixelMultiMap_emissive
; RESOURCE_3=txDetail
; RESOURCE_TEXTURE_3=....dds
; RESOURCE_4=txEmissive
; RESOURCE_FILE_4=....dds

;;;

; [Material_DigitalScreen]
; DESCRIPTION = make jumbo screens blocky
; Materials = ...
; UseTextureCoordinates = 1
; ScreenAspectRatio = 0.5 ; adjust if pixels look skewed
; ScreenScale = 256 ; adjust for target resolution, the lower the blockier

;;;

; [CustomEmissive]
; DESCRIPTION = custom emissive definition
; MATERIALS = ...
; Resolution = 2048, 2048
; SHADER=ksPerPixelMultiMap_emissive
; @ = CustomEmissive_Rect, Channel = 1, ..., CornerRadius=0.1
; @ = CustomEmissive_Rect, Channel = 2, ..., CornerRadius=0.1

; [MATERIAL_ADJUSTMENT_...]
; DESCRIPTION = custom emissive use
; MATERIALS = ...
; KEY_... = ksEmissive1
; VALUE_... = 255,255,255, 0.1
; KEY_... = ksEmissive2
; VALUE_... = 255,255,255, 0.1
; KEY_... = ksAlphaRef
; VALUE_... = -193
; CONDITION = NIGHT_SMOOTH

;;;

; [RAIN_FX]
; PUDDLES_MATERIALS =
; SOAKING_MATERIALS =
; SMOOTH_MATERIALS =
; LINES_MATERIALS =

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