Pretty sure it's a common problem, but what is the easiest or best way to correct the offset?
Car.ini right at the top has positioning of the visual model...
Pretty sure it's a common problem, but what is the easiest or best way to correct the offset?
Yeah I've been trying to get it centered but seems I need to know the exact dimensions in game..it's really trial an error process editing the ini then reloading in game, I'd thought there is a dev app or something to give more precise aid..Car.ini right at the top has positioning of the visual model...
[BASIC]
GRAPHICS_OFFSET=0,-0.36,0.207
GRAPHICS_PITCH_ROTATION=-0.0
..but wtf happened to it? Already send through the crusher?
yes it is.@Henky SA You use the Photoshop 3D painting thing to make your skins, right? Is it possible to paste graphics/logos/textures onto the model in that 3D interface?
yes it is.
put the graphic/logo/texture above the 3D layer and place it onto desired position, then choose "Merge Down" once ready. it will paste the texture(s) onto existing material.
but it won't support smart object layer (you need to rasterize it first). & if you want to make separated layer in 2D material for some purpose you need to make a blank layer first before merge. otherwise graphic/logo/texture you want to be pasted is merged in the same layer.
and another downside is if the 3D canvas is small, the merged texture will be pixelated.
it's hard to expect something better at PS 3D painting, for me.What's the best way to get a logo aligned the same on both sides of the car?
What do you do for paintwork itself? I drew some shapes from the side view (vector shapes) then merged down to get them on the 3D model, but on more complex surfaces (like the F NA2018) the results are... poor. Is that really the best way to paint in 3D? I find it very underwhelming, to say the least. I can see where it has its uses, but I've gone back to 2D painting for the majority of what I do because I greatly prefer the workflow. I was expecting something much better tbh.
isn't the night shader (https://acstuff.ru/f/d/28-shaders-patch-dynamic-lights) doing that ?hi folks! i have a question..is there some pp filter that replicates the AC whitouot him? i mean i just want to activete the headlights of car, whitout altere any alse, because i really enjoy the Ac whitout filters ...but headlights really really make the cars looks awesome! thanks in advance!
yeap, shaders patch activate the lights that illluminates the track..but the "headlights" of the cars ..still reamines whitout any lights..sure.I'm going to look! thanks for your response mate!isn't the night shader (https://acstuff.ru/f/d/28-shaders-patch-dynamic-lights) doing that ?
you can browse better on his discord channel to find earlier version
some version do more or less things etc. you could ask him otherwise
maybe early version will have less effects and still headlights ?
https://www.racedepartment.com/downloads/minimum-pp-filter.22296/ you mean this?hi folks! i have a question..is there some pp filter that replicates the AC whitouot him? i mean i just want to activete the headlights of car, whitout altere any alse, because i really enjoy the Ac whitout filters ...but headlights really really make the cars looks awesome! thanks in advance!
yeah! that is exactly that i mean.....thank you @luxj !!
The LED-type overlays that count down the start? I tried changing them when I did my transparent/centred flags mod for VR earlier in the year. I wanted to have a proper line of traffic lights that lit up rather than the floating polka dot circles, and had the graphics all ready to go. Swapping out and repositioning the warning flags and 'wrong way' overlay is easy but I couldn't work out how to change the starting lights at all. I'll be very interested to know if you find a solution David.Does anyone know where the starting lights textures are stored?
I tried changing Steam\steamapps\common\assettocorsa\content\texture\texture_trafficlight_red.png but it didn't make any difference