Having weird depth issues with my fuses... the "black" spots are because it's drawing a farther away fuse first and then skipping the closer one.
Its probably an issue of transparency acting on the same object again (dunno how to word it, the same issues we have with rim transparencies). Always makes sense to split transparent parts from the opaque base.Unlikely as I have shader lights patch off: p I just split it into 2 objects, one opaque and one with transparency, and it got better (the dash overlay and rotary dials are transparent)
I've been waiting years to see the Tyrell P34 done for Assetto Corsa. It'll mean the world to me if this ends up releasing. I can't wait!
Wait a second: I thought the AC engine could not simulate more than 4 wheels (2 axles?) on a car?
Fairly sure if you group both axles as one "WHEEL" and "SUSP" and make animated suspension, you can make a working result. Or does animated susp not affect steering as well?i think one is the normal wheel and the other are just rotating objects like a fan
my guess is one front axle is "real", the other turns via TRANSMISSION empties. Both the real and the fake axis are combined to one SUSP_ group per corner, which are animated with the keyframe method plus some DIR_ stuff to get the fake axis to turn with the real one.Fairly sure if you group both axles as one "WHEEL" and "SUSP" and make animated suspension, you can make a working result. Or does animated susp not affect steering as well?
Hated to make that logo on the nose.
RIP Charlie .