what do I do?
(from its wikia link)If you’re replacing some exterior part of a car, keep in mind lower LOD models. And, of course, if you’re inserting new models to tracks, don’t forget to setup LOD distances. Also, just in case, whole thing wouldn’t work for meshes and nodes with names starting with “AC_” or digits, or containing “WALL”, to make sure this option couldn’t be used for cheating.
Ah, thanks for quick info! I then make my own offline version. Where do you find that text though? Is there some guide somewhere? All I've seen is the github folder which could be more useful than it is...You can't:
The problem is the blender fbx import/export doesn't match AC's expectations, you can't just import + export and get the same result. You need to load up the original driver file in 3dsmax.hello, tell me how to edit the driver correctly. on the network I found an interesting driver in a cap, but with a slight flaw, I decided to edit it in a blender (moved my head forward a little), but in the end only the head remained of the driver. I decided to try it with a standard kunos driver, just imported it into a blender (I didn't change anything) and exported it back, as a result, again, only the head remained from the driver. tell me what is the problem?
I tried 3ds max, the result is the same, only the head is now huge, apparently when exporting somewhere the scale had to be specified. maybe the problem was not in the blender, maybe I'm doing something wrong in ks editors? I'm a newbie, I just got acquainted with the blender recently, 3ds max in general is now launched for the first time.The problem is the blender fbx import/export doesn't match AC's expectations, you can't just import + export and get the same result. You need to load up the original driver file in 3dsmax.
no, the textures in the ks editor are all in place. well, okay, the problem with the driver is not significant, and it is visible only in the preview room. so I will use it as it is. thanks for answers.Sounds a bit like you might not have textures assigned for the driver body, you can do that in the editor. This vid is for a car but the principle's the same:
You could use a CSP code like this:This is probably a really simple one, but... how do I link an animation to a braking action? Have some air brakes on a car... Animations work in CM Showroom, they're linked to their respective wings. Now, how do I get them to trigger when braking?
Similarly, I have some others that should animate above a certain speed; how do I trigger those?
[ANIMATION_...]
INPUT = BRAKE ; bind to brake pedal
FILE = animation.ksanim ; file name of new animation in “animations” folder
TIME = 0.5 ; animation time
INPUT_AS_PROGRESS = 0 ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0 ; if set to 0, animation would go to 0% if not triggered, and
; to 100% otherwise; if set to 1, animation would play in
; a loop if triggered and stop otherwise
LOOP_KEEP_UNTIL_DONE = 1 ; only for “LOOP_WHILE_ACTIVE”: set to 1 to make animation
; go to 0% if stopped (like wipers would do, for example)
TICK_TOCK_MODE = 0 ; only for “LOOP_WHILE_ACTIVE”: loop as 0% → 100% → 0% instead
; of jumping from 100% to 0%
No need for CSP for that. I can send you something later today (a car that employs it speed based)This is probably a really simple one, but... how do I link an animation to a braking action? Have some air brakes on a car... Animations work in CM Showroom, they're linked to their respective wings. Now, how do I get them to trigger when braking?
Similarly, I have some others that should animate above a certain speed; how do I trigger those?
There is a script around which converts particles of a pflow particle system to dummy objects, it works pretty fast!I'll ask my own question but doubt anyone will know... in 3DS Max, is there a script or plugin that will allow object scattering or painting of objects in hierarchy? So I could scatter dummy/helpers instead of meshes?
No need for CSP for that. I can send you something later today (a car that employs it speed based)