Introduction
This is a 1974 Dodge Monaco, with police upgrade package - base trim, heavy duty suspension, high output engine.
In the 80s the Blues Brothers drove one because it was cheap.
version 0.9 does not yet include LODs or Blues-Brothers-specific paraphernalia ('the PA system', copious amounts of dirt) due to wanting to get this released and time crunch. I'm gonna be out of town for a while and can't work on it so at least what's there is usable.
Like the F350, this is me attempting to build mods on a shorter timeline by cutting corners. In other words, 'perfect is the enemy of done' - I know it's not perfect, at least it's done. This is about 4x as much time as the F350 for a higher quality but not full featured model.
3 speed automatic is the only transmission originally offered so to get right you should really turn on auto-shifting.
The mod comes with a fairly extensive Content Manager skin ini but doesn't preview accurately on the metallic skins since CM isn't using AC's shader files.
Installation
1) open 7zip file
2) extract contents to Assetto Corsa folder
3) (optional) use JSGME or CM to install the shader mod it comes with - overwrites stock shader, please mod responsibly and use a mod manager so you don't lose your original files
Contents
- road version with 18 exciting factory paint colours and 1 that's not
- police version with 4 exciting police liveries and 1 that's not
- driver wearing a hat
About that Weird Shader Thing
This takes advantage of an unused channel in the maps texture to indicate skins that should use the new mode.
To enable it, create a maps texture with alpha less than 255 on any material that uses ksPerPixelMultimap_damage_dirt.
Once enabled it makes the following changes:
- maps red channel is used as AO on ambient and maps' blue channel, so diffuse texture can skip it. (this is mostly good for AO on dark skins where dds-compression made the gradients look bad. But also it saves on filesize on single color skins since only the maps texture needs to be full resolution, not the diffuse)
- maps green channel is similar to before - controls specular size and reflection sharpness. Actual size functionality is different from the original - it now gets softer at medium map brightness to give better dynamic range at both ends of the spectrum.
- maps blue channel is modified from before - original functionality is compressed to 0 to 127, if you go above that you add chromeness. At 255 it's full on, reflect-any-direction chrome
- maps alpha channel controls specular and reflection colour. At 0, both use diffuse colour. At 127, only specular uses diffuse colour, reflections are white. At 254 both are white. As above, at 255 it uses the old shader functionality.
- reflection fresnel behaviour with darker shades of blue is changed (used to turn the paint black)
- dirt behaviour is changed (removes glossness less quickly)
Skins included with the car take advantage of this by putting specular colour in the diffuse texture, and then having the detail texture multiply it down to the final paint colour. This is essentially backwards compatible as the final paint colour is unchanged, just that the diffuse texture's not white anymore.
Credits
- Stereo: model, textures, physics
- A3DR: textures
- mclarenf1papa: physics
- CC: the horn
This is a 1974 Dodge Monaco, with police upgrade package - base trim, heavy duty suspension, high output engine.
In the 80s the Blues Brothers drove one because it was cheap.
version 0.9 does not yet include LODs or Blues-Brothers-specific paraphernalia ('the PA system', copious amounts of dirt) due to wanting to get this released and time crunch. I'm gonna be out of town for a while and can't work on it so at least what's there is usable.
Like the F350, this is me attempting to build mods on a shorter timeline by cutting corners. In other words, 'perfect is the enemy of done' - I know it's not perfect, at least it's done. This is about 4x as much time as the F350 for a higher quality but not full featured model.
3 speed automatic is the only transmission originally offered so to get right you should really turn on auto-shifting.
The mod comes with a fairly extensive Content Manager skin ini but doesn't preview accurately on the metallic skins since CM isn't using AC's shader files.
Installation
1) open 7zip file
2) extract contents to Assetto Corsa folder
3) (optional) use JSGME or CM to install the shader mod it comes with - overwrites stock shader, please mod responsibly and use a mod manager so you don't lose your original files
Contents
- road version with 18 exciting factory paint colours and 1 that's not
- police version with 4 exciting police liveries and 1 that's not
- driver wearing a hat
About that Weird Shader Thing
This takes advantage of an unused channel in the maps texture to indicate skins that should use the new mode.
To enable it, create a maps texture with alpha less than 255 on any material that uses ksPerPixelMultimap_damage_dirt.
Once enabled it makes the following changes:
- maps red channel is used as AO on ambient and maps' blue channel, so diffuse texture can skip it. (this is mostly good for AO on dark skins where dds-compression made the gradients look bad. But also it saves on filesize on single color skins since only the maps texture needs to be full resolution, not the diffuse)
- maps green channel is similar to before - controls specular size and reflection sharpness. Actual size functionality is different from the original - it now gets softer at medium map brightness to give better dynamic range at both ends of the spectrum.
- maps blue channel is modified from before - original functionality is compressed to 0 to 127, if you go above that you add chromeness. At 255 it's full on, reflect-any-direction chrome
- maps alpha channel controls specular and reflection colour. At 0, both use diffuse colour. At 127, only specular uses diffuse colour, reflections are white. At 254 both are white. As above, at 255 it uses the old shader functionality.
- reflection fresnel behaviour with darker shades of blue is changed (used to turn the paint black)
- dirt behaviour is changed (removes glossness less quickly)
Skins included with the car take advantage of this by putting specular colour in the diffuse texture, and then having the detail texture multiply it down to the final paint colour. This is essentially backwards compatible as the final paint colour is unchanged, just that the diffuse texture's not white anymore.
Credits
- Stereo: model, textures, physics
- A3DR: textures
- mclarenf1papa: physics
- CC: the horn