Discussion in 'Vehicles' started by ChiefWiggum, Jul 26, 2020.
ok, I'm really happy how the system work.....
Looking good Chief! What's the plan for the configurations? Have the body kits as upgrades in the tuning menu?
Wow! This is looking really good.
thx Guys, last one for today
It's a chronical problem of rF2, driver being too small compared to the car...
I think the problem is also the driver animation, when the driver is bigger the arms will reach out from the cockpit left and right
I have only the tires from the Bt20 here for compare......
I have one question, is it not possible to see the parts from the upgrade file from the cockpit view? first I tested the high frontwing, but I can't see it from the cockpit view, when I switch to the TV Cam I can see it
If nothing has changed in the Past, it depends on your Gen File Structure.
If the Front Wing, as usual, is in an own Instance below of the Cockpit Instance, you can not see it.
Only the Parts that are in the main Instance (Instance=SLOT<ID>), before the Cockpit Instance, are visible in Cockpit View.
Try out if it works, when you move the complete Front Wing Instance into the main Instance, that it is listed before the Cockpit Instance.
If that don't works, you can only put the Front Wings Meshfile= Entry into the main Instance and deactivate the Front Wing Instance.
But that will also remove the Wings Physics (i would say) and Damage Behaviour, that only works if it is in the proper Instance (FWing).
You also could use a FWing Dummy, i guess.
EDIT You can leave everything as it is and put an additional Line for the FWing into the Cockpit Instance.
That is another Possibility, but you will not notice when the Wing gets lost .
thanks, I will try it
ok, when I have all Entrys under the Rubric "Slot" it works, the Parts are visible in Cockpit, but then it doesn't work in the Showroom, in the Showroom the Car shows all Upgrades on one Car, when I create a own Rubric Slot001, Slot002 etc., it works in the Showroom but the Upgrades Part are unvisible in Cockpit View
Create upgrades options for both car.gen & car_spinner.gen should be able to solve this, however it will result many more codes.
Something I mentioned similar in this post.
GEN=<FBUMPER01>=CAR_FBUMPER_LODA.gmt // for spinner gen
GEN=<FBUMPER_TYPE>=A // for main gen
GEN=<FBUMPER01>=CAR_FBUMPER_LODB.gmt // for spinner gen
GEN=<FBUMPER_TYPE>=B // for main gen
@svictor that's nice, I hope this will work, will test it tomorrow, thank you very much.
Appreciate the work here, but not sure understanding, a standard drivers tub for all cars looks like ?, isn't a lego approach going to result in inaccurate cars ?.
ChiefWiggum , I never had the opportunity to congratulate you on your work, so tonight I write a big bravo for what you have achieved, what you are doing now and what you are going to achieve. On rf2, there is a gap between the f5000 mod and the 1975 f1, your project is going to end it.
@jymp , you can call it a fantasy indycar/formula 1 mod in 70's style, you can all create what they use in this years, big airboxes, high wings, no wings, big or small sidepods etc.
I've been a bit busy with work so I couldn't come to tell you how amazing the cars look, with the new shaders and everything will look spectacular.
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