Only foreseeable issue is that the split would cause a hard edge wouldn't it?It gets split in editor into separate objects. Is this causing any trouble for you ? I have never had any problem because of that.
Only foreseeable issue is that the split would cause a hard edge wouldn't it?It gets split in editor into separate objects. Is this causing any trouble for you ? I have never had any problem because of that.
That's essentially what the editor does. Normals are matched and a sub object is created for the other material.I would guess so. Personally, I split manually and then edge-match the normals.
Looks like a UV seam to me. TBH seems a strange place for one though, given there is a natural panel gap just inches above.Speaking of hard edges. This is what I get because of UV maping. Rarely, but sometimes very very visible, like in this screen on the tail
Whatsup with this ? Normals, or UV map troubles, or something ?
On the technical side ksPerPixelNM does the standard normal expansion,
xyz = rgb*2-1
rgb range from 0 to 1 as floats, so 128 is actually 0.50196 not 0.5, meaning when you expand it into a normal you're getting (0.00392, 0.00392, 1) which doesn't point straight up. So if your seams aren't parallel, the normals will not be the same.
ksPerPixelNM_damage_dirt doesn't use a normal map to modify the base normals so it shouldn't have that issue.
Did you write degree values for the TOE= sections in the suspension ini? You need to put meter values there (as if you measured the length change of the steer rod)View attachment 245744
So this is the second car I made the physics for this happens. I suspect it has to do with Toe and/or Camber and the setup.ini file
(Note: the 3d model is a rip and just there as long as I find someone who makes one or I make it myself)