Headlight intensity changes in upcoming build

Discussion in 'News & Notifications' started by 88mphTim, Mar 26, 2015.

  1. 88mphTim

    88mphTim racesimcentral.net

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    EDIT: Code has been altered that should pretty much take care of this issue. Car modders SHOULD be able to get away without making any changes.

    More information on the headlight intensity changes in our upcoming build: They are mostly going to require reducing attenuation values.


    Here’s an example from the Renault Clio 197:


    Type=Spot
    Pos=( 0.625, 0.54,-1.76)
    Dir=(-0.08,-0.1,-0.85)
    Range=(0.0, 280.0)
    Active=False
    Attenuate=(0.1, 0.009, 0.00002)
    Hotspots=(10, 60)
    Falloff=(2)
    Intensity=(2.1)
    Color=(255, 241, 224)


    That’s a sort of realistic value for a typical standard single bulb halogen headlight. Intensity is in lumens / 1000.
     
    Last edited by a moderator: Apr 3, 2015
  2. 88mphTim

    88mphTim racesimcentral.net

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    Type - Spot = this is a spotlight. spotlights have two zones
    described by inner and outer hotspots.


    Pos - the position relative to the cars centroid.


    Dir - the direction the spot is pointing, as a vector.


    Range - start and end effective range of light. Start is unused, ranges are typically 100-300m (300 for HID) new laser lights may reach even further.


    Active - whether the light is on or off. They always start as Off.


    Attenuate - three attenuation factors (constant, linear, quadratic)
    used in this equation: atten = 1.0 / (constant + (linear * dist) +
    (quadratic dist dist)), where distance is from the light to the
    current pixel in world space.


    Hotspots - angle of the inner and outer cones of the spotlight in degrees


    Falloff - exponential power used for another attenuation factor based
    on distance from center line of spotlight


    Intensity - in klumens (1000 lumens) or kcandela/m2.
    Color - RGB values
     
  3. Radar

    Radar Registered

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    Thanks for the info Tim.. Will the intesity likely to be used in other models, TSO's for instance. For example flashing lights on a helicoptor, flash bulbs on camera flashes, building lights, street lights etc?

    I'm guessing it won't be required as much and that's fine as I'm happy with the intensity of these TSO's at the moment that I'm doing, however if these figures can be used in TSO's then will the same guidelines above be used?
     
  4. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    It's ... car stuff only :) . Tracks only have omnis to work with (and those do not require changing).
     
  5. jomardi

    jomardi Registered

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    nice info.
     
  6. MaD_King

    MaD_King Registered

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    Thank you, we will update in consequence.
     
  7. Juergen-BY

    Juergen-BY Registered

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    Talking of Headlights... i looked into a Replay yesterday, headlights where on, but not shown on my Car (SaoPaulo+Megane). Something to do in the Player File, undocumented Feature?
     
  8. Radar

    Radar Registered

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    Cheers Luc, just wanted to double check :)
     
  9. 88mphTim

    88mphTim racesimcentral.net

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    Code has been altered that should pretty much take care of this issue. Car modders SHOULD be able to get away without making any changes.
     
  10. Juergen-BY

    Juergen-BY Registered

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    Thanks for that Info, Tim. If it was related to my question...
     
  11. TOCA2FREAK

    TOCA2FREAK Registered

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    Where do I go to find these values to modify an existing car?
     
  12. lordpantsington

    lordpantsington Registered

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    Previous entries were in the Gen files, I suspect the same with this.
     

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