Cars – Side Nets and Mudflaps - CheesyManiac/acc-extension-config GitHub Wiki

Visually Deforming Hood

Simple trick of moving vertices of bonnets and boot lids, giving them that damaged look. Works with all cars that already have bonnets slightly opening and wobbling on taking damage.

In action

Syntax

Given values are default values

[DEFORMING_HOOD]
NAME = MOTORHOOD          ; name of parenting node containing all meshes to deform
MAX_DAMAGE = 40           ; km/h, 40 is default
OFFSET_Y_MIDDLE = 0.04    ; how high would it offset in the center at full damage
OFFSET_Y_END = 0.02       ; how high would it offset at the far end at full damage
OFFSET_Z_END = 0.06       ; how far would it offset at the far end
BULGING_EXTRA = 0.0       ; increase to make shape go less triangly and more trapezoid-like
BULGING_EXPONENT = 2.0    ; affects the curve of slopes around raised center
NOISE_Y_AMPLITUDE = -0.16 ; some simple vertical noise at the center
NOISE_Z_AMPLITUDE = 0.2   ; and horizontal noise at the far end
NOISE_Y_FREQUENCY = 7.0    ; which adds
NOISE_Z_FREQUENCY = 7.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 0.0              ; with, if needed, manual offset

[DEFORMING_REAR]
NAME = REARHOOD
; everything else is the same

All sizes are in meters. As usual with visual stuff, nothing physically accurate, but, on the other hand, it means greater range of possible configurations.

Be aware that noise will get an offset from car to car to keep it more varied, so don’t rely on its specific arrangement too much.

Side Nets

Non-realistic physically reactive fabric effect for cars. As the name implies, originally intended to be used to create movement for side nets on race cars but can also be used for ariels and such.

Reacts to the movement of the vehicle as g-forces, as well as a car velocity as wind-forces.

Example

Syntax

All values listed are default values

[SIDE_NET_...]
MESHES = meshes 				; List of meshes. It is recommended to do each net mesh individually
TESSELATION = 0 				; Enable additional tessalation to the net mesh
ALPHA_MODE = NONE 				; Available options: NONE, STRAIGHT, PREMULTIPLIED, OPAQUE
CULL_MODE = NORMAL 				; Override Cull Mode: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/General-%E2%80%93-Shader-replacements#cull-modes-cull_mode--

MASS = 1.0 						; Effective mass of the netting
MAX_OFFSET = 0.03,0.03,0.03 	; Maximum displacement of netting
SPRING_NEUTRAL = 50.0,50.0,50.0 ; Strength of force pulling the netting to neutral position
SPRING_BOUNDARY = 0.0,0.0,0.0 	; Strength of force restricting the the netting when it meets the MAX_OFFSET (0 means the net does not stretch and velocity goes to 0)
DAMPENING = 0.95,0.85,0.85 		; Overall dampening of the netting
FINAL_SCALE = 1.0,1.0,1.0 		; Scale all effects in each axis
AIR_FACTOR = 0.0				; Strength of effect of air flow on the netting. Takes into account velocity of the car and enviromental wind. If the car is an Open Wheeler, this value defaults to 1
AIR_WOBBLE_FACTOR = 0.0 		; Multiplier for the amount of wobble in the netting due to the air flow going over it
AIR_WOBBLE_FREQUENCY = 1.0 		; Increase the frequency at which the netting wobbles due to the air flow going over it
GRAVITY_FACTOR = 0.0 			; Multiplier for the effect of gravity on the netting. Increase to make the netting "sag" when stationary.

; From 0 to 6 allowed, replace X with the number
FIXED_POINT_X = X, Y, Z			; Consider the "fixed point" as where the netting is attached to the vehicle
FIXED_POINT_X_RADIUS = 0.5,0.5,0.5 	; Radius around fixed point which takes on stationary effect
FIXED_POINT_X_GRADIENT_OFFSET = 0.0
FIXED_POINT_X_MULT = 1.0
FIXED_POINT_X_ADD = 0.0
FIXED_POINT_X_EXP = 0.5
FIXED_POINT_X_SMOOTH = 0.0

; Only 1 allowed
MOVING_POINT = X,Y,Z 			; Consider this the centre of the netting
MOVING_POINT_GRADIENT_OFFSET = 0.0
MOVING_POINT_RADIUS = 1.0,1.0,1.0
MOVING_POINT_MULT = 1.0
MOVING_POINT_ADD = 0.0
MOVING_POINT_EXP = 0.5
MOVING_POINT_SMOOTH = 0.0

Mud Flaps

Available since CSP 0.2.4, adds non-realistic physically reactive mud flaps. Intended for use with Rally cars for the new SurfacesFX implementation.

Syntax

All values listed are default values

[MUDFLAP_...]
MESHES = meshes				; Required, List of meshes 
TESSELLATION = 0 			; Optional, Recommended, Enable automatic tesselation
ALPHA_MODE = NONE 			; Optional, Available options: NONE, STRAIGHT, PREMULTIPLIED, OPAQUE
CULL_MODE = NORMAL 			; Override Cull Mode: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/General-%E2%80%93-Shader-replacements#cull-modes-cull_mode--
EXP = 2						; Optional, Exponent

CORNER_X = X, Y, Z			; Optional, Corner of mesh, four total values from 0 to 3
CORNER_X_RADIUS = 0.2
CORNER_X_MULT = 1.0
CORNER_X_ADD = 0
CORNER_X_SMOOTH = 0
CORNER_X_DAMPING = 0.97
CORNER_X_LIMIT_MIN = -20
CORNER_X_LIMIT_MAX = 80
CORNER_X_ACCELERATION_SMOOTHING = 0.6
CORNER_X_ACCELERATION_FACTOR = 1.0
CORNER_X_AIR_FACTOR = 1.0
CORNER_X_SPRING_FACTOR = 1.0