DiRT Rally - Enhanced Camera Control Mod

DiRT Rally DiRT Rally - Enhanced Camera Control Mod 4.2

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Hi Tommi. I had a look through the release info but could not find the Mk 2 Escort listed, have you done or will you be doing this most excellent mod for the Escort ?
 
Hi Tommi. I had a look through the release info but could not find the Mk 2 Escort listed, have you done or will you be doing this most excellent mod for the Escort ?
Hi, Busterbvi.
Thanks for your comment,
I'm not sure which release note you are talking about. But all cars listed in the following thread are included in this Mod.

http://www.racedepartment.com/threads/dirt-rally-cars-tracks-folder-names-list.104727/

Of course, Ford Escort MK II (1970s Class) is included, too.
(The list on "Overview" page is about Ver.4.2 update.)
Please download the Mod and check it.
Hope this helps. :)
 
Greatings my master. I have a challenge for you! This idea is for for people that want to use only dual monitors. The idea is to move the point of view (Can I call this?). Look the image below. Using two monitors with your MOD the road is separate by the monitors borders, making the road difficult to see. But, if you change the point of view you can see your steering wheel and the road entirely on just one monitor. Using the other monitor just to see the rest of the car painel and mirror. Sorry my bad english I hope you can understand me. Thank you very much.
3bDZ4hT.png
 
Greatings my master. I have a challenge for you! This idea is for for people that want to use only dual monitors. The idea is to move the point of view (Can I call this?). Look the image below. Using two monitors with your MOD the road is separate by the monitors borders, making the road difficult to see. But, if you change the point of view you can see your steering wheel and the road entirely on just one monitor. Using the other monitor just to see the rest of the car painel and mirror. Sorry my bad english I hope you can understand me. Thank you very much.
Hi, Poyta.
Thanks for your message.
DiRT Rally does not support Dual-Monitors as far as I know. And I'm afraid I don't know how to make it work properly.
It is a topic of the technical support, I think. So, please ask about it on the Official Codemasters Forum.
I'm sorry that I couldn't be of any help to you.
 
Hello.
Thanks for your support.
Codemasters Official Update Ver.1.2 was released (11/07/2016). And the Oculus Rift VR headset was officially supported.
I've checked "cameras.xml" files and compared the difference between the old version and the new version. And there seems to be no change (or no major change) about "cameras.xml" files.
I'm not a VR user atm and can't test the Mod with VR by myself, sorry. But I think it's ok to keep using the Mod after Ver.1.2 update.
Just for information.
Thank you. :)
 
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If I had it installed prior to today's update will I need to reinstall again after the update?
Hi, Robert.
I'm not sure how the Steam (auto) update worked on your PC.
So, please launch DiRT Rally and check if...

- the Mod works as before => you don't have to re-install the Mod,
- but the Mod does not work => please re-install the Mod.

The base format of the camera files (cameras.xml) has not been changed by the Official Ver.1.2 Update. So, it's ok to overwrite the old ones, I think.
Hope this helps. :)
 
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Thank you a lot for the this MOD!
Finally I was able to use triple 1920x1080 screens.
the only thing i have issues is with FOV 25.0-35.0 - 02 Driver's Side & Center the following "shadow" in the front while in Bonnet.
it is visible at some cars such as Subaru and latest VW. Sometimes it increases (moves up to take more screen space) when car damages increase. If I switch to Dash or Head and move it forward there is no such issue. Some cars such as Fiesta don't have it. Also somehow wipers are huge and ugly in Bonnet. I have v1.22 of the game.
shadow.PNG
 
Thank you a lot for the this MOD!
Finally I was able to use triple 1920x1080 screens.
the only thing i have issues is with FOV 25.0-35.0 - 02 Driver's Side & Center the following "shadow" in the front while in Bonnet.
it is visible at some cars such as Subaru and latest VW. Sometimes it increases (moves up to take more screen space) when car damages increase. If I switch to Dash or Head and move it forward there is no such issue. Some cars such as Fiesta don't have it. Also somehow wipers are huge and ugly in Bonnet. I have v1.22 of the game.
shadow.PNG
Hi, Chouck.
Thanks for your feedback. :)
It is one of the known issues that I wrote in the Readme.

- About "Bonnet (Hood) Cameras" of several cars
Around FOV 25.0-35.0, the bonnet can't be seen because the fore-and-aft position of the "Bonnet Camera" is adjusted to the working wipers.
In that case, please use the higher FOV.


In other words, if we move the camera backward, it causes the issue you reported.

DiRT Rally uses "External Car Model" for Bonnet (Hood) Cam. And that "shadow" is part of the Front Windshield. Also, I noticed the issue that "working wipers can be seen when the car's damage increases".
In the development of this Mod, I tested many times and decided the Backward Limit of each camera. But I could not avoid these issues completely.

If we can edit the 3D Models like several other PC Sims, we can remove the Front Windshield & Wipers. And it might be the best solution. But it is not possible in DiRT Rally.
So, the second-best solution is "use higher FOV" or (as you wrote above) "use Head Cam/Dash Cam, move forward and use it as Hood Cam because Head Cam/Dash Cam uses Internal Car Model with clear Front Windshield.
I'm sorry I could not solve this. Thanks again for using my Mod and your kind feedback. :)
 
 
I love the mod, use the middle range with the center cam. However, I am curious as I notice that the hood cam has the spots on the screen but the in car cam pushed outside (as hood) does not. Stupid post processing garbage ;)

Anyway, also the in car cam adjusted to hood has a strange kind of "lens" effect where the aspect ratio is not consistent flat across the screen, like when you take a SD square show on TV and do the special stretch where the middle is proper but the sides are stretched more. I wonder where that is set, another post process?
 
I love the mod, use the middle range with the center cam. However, I am curious as I notice that the hood cam has the spots on the screen but the in car cam pushed outside (as hood) does not. Stupid post processing garbage ;)

Anyway, also the in car cam adjusted to hood has a strange kind of "lens" effect where the aspect ratio is not consistent flat across the screen, like when you take a SD square show on TV and do the special stretch where the middle is proper but the sides are stretched more. I wonder where that is set, another post process?
Hi, robnitro.
Thanks for your reply. :)
Yes, DiRT Rally & several other Codemasters titles use different Post Process (PP) Settings between Internal Cams and External Cams. We can change the PP setting of each cam by editing "cameras.xml" file. And it is a useful knowledge to Mod cameras of Codemasters titles.
I also noticed that "Lens" effect which makes both sides of the screen look slightly stretched. Several GRID Autosport's cameras have the similar "Fish-eye lens" effect. And because of that effect, I could not edit the desired cameras in GRID Autosport. I tried to find the solution, but I could not.
I'm not a dev staff and still don't know the solution. But I'd like to report it if I find the solution.
Thank you. :)
 
How would I change the hood cam for example, to not have the dirt spots effect in cameras.xml? I decoded the file and I see a lot of info, but can't see where PP is declared for each camera?
 
How would I change the hood cam for example, to not have the dirt spots effect in cameras.xml? I decoded the file and I see a lot of info, but can't see where PP is declared for each camera?
I'm afraid I don't know about the dirt spots, sorry.
You can change the PP setting (preset) by editing the following lines. :)

(e.g.)
<View type="Head" ident="head-cam" reverseCamera="head-cam_reverse" hidden="false" spectator="false" isEyefinitySafe="false" renderParticlesBeforeGrass="false" freeLookAllowed="true" transitionType="switch" transitionDuration="0.0000" transitionStrength="0.0000">
<Parameter name="isHidden" type="bool" value="false" />
<Parameter name="isLocked" type="bool" value="false" />
<Parameter name="isSpectator" type="bool" value="false" />
<Parameter name="freeLookAllowed" type="bool" value="true" />
<Parameter name="renderParticlesBeforeGrass" type="bool" value="false" />
<Parameter name="isEyefinitySafe" type="bool" value="false" />
<Parameter name="nearPlane" type="scalar" value="0.0500" />
<Parameter name="fov" type="scalar" value="50.0000" />
<Parameter name="playerAdjustableFOV" type="bool" value="true" />
<Parameter name="minimumFoV" type="scalar" value="45.5000" />
<Parameter name="maximumFoV" type="scalar" value="55.5000" />
<Parameter name="thumbTweakAllowed" type="bool" value="true" />

<Parameter name="postProcess" type="string" value="incar_default" />
<Parameter name="postProcessNight" type="string" value="incar_default_night " />
 
THANK YOU SO MUCH!!

carcam_int does a lot of fish eye camera effect.
incar_default and incar_default_night a bit less but some.
You can tell at a hairpin in Monte Carlo, that the effect is kind of like dizzy- haha.

I set it to be blank, much better!

(And the cameras.xml as text format from binxml.exe work fine without going back to binary.)

My little script for converting (make sure you change your path)
Code:
rem binxmlconvert.cmd to backup, copy over and convert bin to xml
copy /y "%~1" "%~1bak"
move /y "%~1" "%~1O"
G:\GAMES\editors\BinXML_1.1\binxml.exe -t "%~1" "%~1O"

And I call it with this command:
Code:
G:\GAMES\DiRT Rally\cars\models>forfiles /s /m cameras.xml /c "cmd /c G:\GAMES\Editors\BinXML_1.1\binxmlconvert.cmd "@file""
 
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