More tutorials on first post !
They have to be separate. The reason why is,, The tire cross section is marked out in the geometry entries in the tgm. The final tire mesh in game (after any recalibration in the tbc) needs to match as close as possible to the tgm for the deformation to work properly, The tgm profile will catch near verts from the tire mesh and deform them, if the tire mesh is to far away from the tgm profile, you will see deformation, but things like the bulge on the side wont work properly (this is something most people will be experiencing now if they are using the rtrainer tgm's). There is also an important part to anchoring the inside tire bead to the rim so that the tire doesn't look like its being de-rimmed, but I have not been able to understand that bit yet so I cant explain it.Can the tire and rim be one GMT? Or for the deflection to work do they need to be separate?
Yes that's it, now it all comes together.You can even change the size multiplier from TGM and it keeps the same bead radius.
Yeah I think you need TGM editing to get perfectly matching mesh, but I assume we get some sort of tutorial/help on that later. Luckily tires of my project cars seemed to match rTrainer TGM pretty nicely by accidentHowever like I said in some other thread, the TGM 1.0,1.0 size multiplier values seem to produce slightly smaller tire that what the 3D mesh and TBC radius is set to.
It bothers me that the headlights of a trailing car will light up the entire interior of your car.- Lights
> head lights and tail lights are real spotlights, you can adjust them to almost any configuration you can think of.
The cockpit view loads the cockpit instance and the slot<ID> instance.Because for a cockpit view, there are no body parts loaded? At least, I saw none of them in the Megane's gen file.
Have a look in the gen file and see what SLOT<ID> isI thought the cockpit view (in rF2) automatically showed the high LOD version of the car?
Cant find where I read that tho?
That may be, but go into the Megane, hit U and look back. You'll notice a lot of bodywork there.Because for a cockpit view, there are no body parts loaded? At least, I saw none of them in the Megane's gen file.
I have assigned "seat forward" for U key and when I look back, I see no 3d modelThat may be, but go into the Megane, hit U and look back. You'll notice a lot of bodywork there.
hi
i search the way to have movements on my 3d suspension. i made an open wheel car and :
- i don't say the susp in cockpit view
- there is no moove
i didn't find what i make wrong. didn't see something in cockpitinfo.ini or instance=cockpit in .gen of the example car.
thanks !
cheers
FLSuspIns=Debris5 // Instance (used for suspension movement on front-left wheel)
FLSuspConn=(0.0,1.0) // Connection points for suspension movement (relative to inboard and outboard verts)
FRSuspIns=Debris7 // Instance (used for suspension movement on front-right wheel)
FRSuspConn=(0.0,1.0) // Connection points for suspension movement (relative to inboard and outboard verts)
RLSuspIns=Debris6 // Instance (used for suspension movement on rear-left wheel)
RLSuspConn=(0.0,1.0) // Connection points for suspension movement (relative to inboard and outboard verts)
RRSuspIns=Debris8 // Instance (used for suspension movement on rear-right wheel)
RRSuspConn=(0.0,1.0) // Connec