Well, I naturally assumed that anybody that reached a point where they made a car and were ready to animate would understand that statement.But you mentioned there that any exported mebs from ZModeler need to be restored ? And how do I do that ... Any examples ?
Thank you .. sorry for late replyWell, I naturally assumed that anybody that reached a point where they made a car and were ready to animate would understand that statement.
There are examples of what sections should exist in every vehicle meb from an original car in pCars.
Generally, once a meb has been exported from Zmodeler, sections 2,4,0 and 2,5,0 have to have the data replaced with fill pattern of 0000803F 00000000 00000000.
In the case of an animated meb, section 0,3,3 needs to be added in before section 5,8,0, along with the fill pattern in sections 2,4,0 and 2,5,0
Also, there are times when additional data sections have to be added as compared to an original pCars meb of similar type. For instance, I had a car that needed UV4 added to the chassis LodC to stop some massive black polygons from shooting across the track on identical Ai cars at distance. But, I don't want to get off track from the question you had.
any chance to see a camera tool like "SHIFT 2 Camera Control" http://www.nogripracing.com/forum/showthread.php?t=246759
Because many cars have way to high "Cockpit camera eyepoint" even with lowering ingame seat as much is i can...
or any other way to edit the Cockpit camera eyepoint for this cars???
i would love to test a B6 gt3The Alpina B6 GT3 is "finished" but I am calling it a test version for the moment... if you would like to test the car please PM me and I'll get back to you ASAP.
Please report any problems via PM also.
Cntrl+k then wsad and numpad keys are in free mode. Easiest method.
I fell in love to this car
- Porsche 918 Spyder (waiting for me to finish)