Not gonna be joking with it. Instead I tried harder and for the people who are affected by the CSP bug I kinda found a temporary solution.
Code:
[SHADER_REPLACEMENT_...]
MATERIALS = ocean_b
SHADER = ksPerPixelNM_UVMult
RESOURCE_0 = txNormal
RESOURCE_TEXTURE_0 = the_sea_nrm80.dds
RESOURCE_1 = txDiffuse
RESOURCE_TEXTURE_1 = the_sea_mask.dds
KEY_0 = useDetail
VALUE_0 = 1
KEY_1 = normalMult
VALUE_1 = 500
KEY_2 = fresnelEXP
VALUE_2 = 16
This is not the animated
[Material_Water] crap with the bad reflections. It has the transparency and bump of the original. But works with CSP and especially good with Sol's SkyFX.
View attachment 505498
View attachment 505499
@Ben O'Bro - if you give it a try maybe you can find the best values by tweaking the code and seeing the immediate effect. At the moment I am on
Code:
[SHADER_REPLACEMENT_...]
MATERIALS = ocean_b
SHADER = ksPerPixelNM_UVMult
RESOURCE_0 = txNormal
RESOURCE_TEXTURE_0 = the_sea_nrm80.dds
RESOURCE_1 = txDiffuse
RESOURCE_TEXTURE_1 = the_sea_mask.dds
KEY_0 = useDetail
VALUE_0 = 1
KEY_1 = normalMult
VALUE_1 = 80
KEY_2 = fresnelEXP
VALUE_2 = 18
KEY_3 = fresnelC
VALUE_3 = 0.3
KEY_4 = ksSpecular
VALUE_4 = 0.6
KEY_5 = ksSpecularEXP
VALUE_5 = 4
and almost the same trick for the ponds
Code:
[SHADER_REPLACEMENT_...]
MATERIALS = water_pond
SHADER = ksPerPixelNM_UVMult
RESOURCE_0 = txNormal
RESOURCE_TEXTURE_0 = the_sea_nrm80.dds
RESOURCE_1 = txDiffuse
RESOURCE_TEXTURE_1 = the_sea_mask.dds
KEY_0 = useDetail
VALUE_0 = 1
KEY_1 = normalMult
VALUE_1 = 20
KEY_2 = fresnelEXP
VALUE_2 = 2
KEY_3 = fresnelC
VALUE_3 = 0.03
KEY_4 = ksSpecular
VALUE_4 = 0.8
KEY_5 = ksSpecularEXP
VALUE_5 = 4
KEY_6 = ksDiffuse
VALUE_6 = -1.5
KEY_7 = fresnelMaxLevel
VALUE_7 = 0.5
It changes colors throughout the day so there's some for everybody.
For the "West" race I found these hints to work with most well made cars
Code:
[HINT_0]
START=0.083
END=0.091
VALUE=0.59
[HINT_1]
START=0.434
END=0.45
VALUE=0.89
[HINT_2]
START=0.675
END=0.685
VALUE=0.69
[HINT_3]
START=0.785
END=0.795
VALUE=0.79
And to not come across all nerdy - a couple lights for the bar
Code:
[LIGHT_...]
COLOR=1, 1, 0.5, 10
DIFFUSE_CONCENTRATION=0.880
DIRECTION=-0.871757, -0.40401, 0.277157
FADE_AT=500.0
FADE_SMOOTH=200.0
POSITION=2228.15, 3.70127, 218.702
RANGE=15.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=1.00
SPOT=30.00
SPOT_SHARPNESS=0.500
VOLUMETRIC_LIGHT=0
ACTIVE = 1
CONDITION = ALWAYS_ON
[LIGHT_...]
COLOR=1, 1, 0.5, 10
DIFFUSE_CONCENTRATION=0.880
DIRECTION=-0.871757, -0.40401, 0.277157
FADE_AT=500.0
FADE_SMOOTH=200.0
POSITION=2227.15, 3.93484, 218.045
RANGE=15.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=1.00
SPOT=30.00
SPOT_SHARPNESS=0.500
VOLUMETRIC_LIGHT=0
ACTIVE = 1
CONDITION = ALWAYS_ON
I noticed your remark on the "phare_light_turn" light. To see the volumetric you need a moisture or particles in the air - "Mist", "Fog", "Slate" or "Smoke" weathers. And the "Extra FX" setting in CSP, of course. The cone volumetric fades fast with distance so you have to be near the base of the lighthouse.
PS. Have a look at this for a way to animate the sea shader as it is
Code:
[DYNAMIC_OBJECT_3]
PROBABILITY=100
MULT=1,1
FILE=bo_sea.kn5
POS_MODE=RANDOM
RND_POS_CENTER=0, 0, 0
RND_POS_RANGE=0,0,0
VEL_MODE=RANDOM
RND_VEL_BASE=1,0,2
RND_VEL_RANGE=0,0,0
If you separate the ponds from the model you have the 2 options: dynamic large square or rectangle with several repeated entries in models.ini or windmill animated large square centered at 0.0.0. Ponds don't need to be raised above the animated sea.Transparency takes care of the overlap but the larger pond flickers and needs to drop down a little. One small part of the road next to the small pond becomes flooded with clear water up to the door sills. This may be used as additional feature if you add a makeshift wooden bridge made from few crates. Or if Ilja is so kind to think of a way to have the soft water particles always active at spot predefined coordinates (or related to a code-specified mesh or RainFX always active on a mesh with parameters for wetness going to 100%) we can have the first for AC water splash.