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Tracks Sveg, Sweden

Discussion in 'Assetto Corsa Modding Discussions' started by LeonS, Oct 12, 2017.

  1. LeonS

    LeonS

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    I'm at around .25 for both now, and I find this way to dark and the shadows too harsh. it still looks super bright in game.
     
  2. Mitja Bonca

    Mitja Bonca
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    Have you try with adjusting exposure with keys gpUp and pgDown?
     
  3. LeonS

    LeonS

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    I haven't, actually. Will try that later today. (Anyway, I don't think I ever adjusted that since installing AC from vanilla not too long ago).
     
  4. LilSki

    LilSki
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    Exposure setting does nothing as long as you are using the natural filter as it is fixed on that filter (which is the reason you should be using that filter). I have a feeling you still have the same materials/shaders assigned in another kn5 so even though you are changing the settings to the main kn5 it is still using the values from the other kn5 causing everything to stay bright.
     
  5. LeonS

    LeonS

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    Yes, I understand why you think that. However, when I reduced the brightness on off the track kn5 but not the 3d_grass kn5, the flat surface under the 3d grass was visibly darker. By now I darkened the grass as well, and now it's all on a matching level again, just too bright. Note how the sky is also way too bright in the in-game screenshot, hinting towards a too bright overall setting, instead of just the track bring set up too bright.

    Nevertheless, I'll send you the current version + fbx + fbx ini files when I get home from work so you can have a look.
     
  6. mantasisg

    mantasisg

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    So whats your filter ?
     
  7. LilSki

    LilSki
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    Then just compare the sky to a kunos track and make sure they are the same. If you can't get the shaders low enough then you need to darken the textures. The editor has never been exactly the same as in game so I wouldn't worry about the difference. I believe in the editor the natural filter does have a slight amount of auto exposure which would account for the difference.
     
  8. mantasisg

    mantasisg

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    The difference of exposure in editor is really annoying when modeling cars. As I like to check how car looks from close and far distance, with small and big fov... Sometimes it is very hard to judge if the shader is too bright or too dark without checking in game. Object can look perfect, but after getting very close to it it might become much much darker.

    Never been bothered by this issue when working with tracks for some reason...

    He hasn't answered what graphics filter he is using in game. That seems like graphics filter to me.
     
  9. LilSki

    LilSki
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    He is using the natural filter.
     
  10. LeonS

    LeonS

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    Guys, problem solved. Exposure was actually set to 200% for some reason, and I don't know why. Where's that number saved? Cause I'm almost certain I didn't set this up after my last reinstall of AC. I feel slightly stupid now and will humbly get back to work on improving the look of the track now.

    I might be back with screenshots later tonight. Just FYI, tree shadows are back :)
     
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  11. RasmusP

    RasmusP
    AC Stuff and G27 help Staff Premium

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    Glad you solved it :)

    Exposure setting:
    \steamapps\common\assettocorsa\system\cfg\ppfilters
    -> "YourUsedPPFilter.ini"

    -> the settings I currently use, depends on your screen etc.
    [AUTO_EXPOSURE]
    ENABLED=0 (1 = auto exposure on, 0 = off)
    DELAY=0.2 ; delay in seconds for auto exp to adjust
    MIN=0.315 ; min auto exposure
    MAX=0.585 ; max auto exposure
    .
    .
    .
    TARGET=0.39

    If not used:
    [TONEMAPPING]
    HDR=1 ; don't touch this
    ; SetTonemapParameters()
    EXPOSURE=0.42 ; this doesn't work if you have set auto exposure


    Important: page up/down only adjusts the auto exposure! So if you have it at 0 the buttons don't work!

    Hope that helps somehow :)
     
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  12. LeonS

    LeonS

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    update: bigly improved visuals all around. New road textures, new grass textures, improved shader settings everywhere :)
    04.JPG
    02.JPG
    03.JPG
     
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  13. Mitja Bonca

    Mitja Bonca
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    I told you ;)
     
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  14. Leonardo Ratafiá

    Leonardo Ratafiá
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    So is it ready for bets test? I could help with some cameras if you want
     
  15. LeonS

    LeonS

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    Not quite. Give me like two-three more days to bring all the elements that are currently there to a visually pleasing look, and then you can test it. We can talk about cameras. Have you done this before and is there a video of the cameras on youtube? :)
     
  16. Fat-Alfie

    Fat-Alfie
    David Pemberton Premium

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    Cameras really are quite simple, if you would prefer to keep your track all 'in house'.
     
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  17. LeonS

    LeonS

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    One set of replay cameras are already in place, that's why I'm asking. It may not be the most advanced set of cameras ever, but if I put in another one it needs to match the quality. I don't wanna say no just yet, but it's not absolutely necessary.
     
  18. Leonardo Ratafiá

    Leonardo Ratafiá
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    the more cameras the better, i've done quite a lots actually since it's quite simple ( compared to doing a whole track or a car, which I've no clue how to do)
    I'll just do extra cameras if I like the track after it's released anyways :)
     
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  19. LeonS

    LeonS

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    here's my current to do list:

    Do you guys have photos of the stand where the checkered flag guy is usually standing, from small to mid sized tracks? I'm not looking for anything like to command stands at modern F1 circuits.

    this is the current & basically final look the track will have for 1.0. In terms of performance it's unfortunately not matching Kunos tracks, mainly because of all the trees, but you will be able to turn details down for older PCs:
    05.JPG 06.JPG 07.JPG 08.JPG 11.JPG 14.JPG 16.JPG

    oh and BTW beta release is planned for "some time this weekend". Maybe saturday, maybe sunday evening. Depends on how much I get done. Show of hands please, who is willing to test? I'd like to make a list.
     
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  20. katikomer

    katikomer

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    Hi @LeonS these pics looks stunning. I would very much like to be added to the Beta test team. I can provide Feedback from the Rift VR side of things. Cheers.