Trying to set it so you can chose which body lod you want as the max lod, works ok'ish - if you chose the first entry (lod1) all is fine and it just shows the lod1 on spinner/garage. If you choose the second entry (lod0) though it draws both lod1 and lod0 together- anyone know how to fix this? Or even just shed some light on using parts that come under the SLOT<ID> instance in an upgrade.ini? Whats in the upgrade.ini atm-. UpgradeType="Detail Level" { Instance="EXTERNALS" Incremental=0 UpgradeLevel="High Detail - LOD1" { Description="Uses LOD1 parts, equivalent to high detail." GEN=<BODLOD>=PGT3_BODY_style1_LOD1.gmt } UpgradeLevel="Max Detail - LOD0" { Description="Uses LOD0 parts, equivalent to max detail." GEN=<BODLOD>=PGT3_BODY_style1_LOD0.gmt } }
I think upgrade options need to be named so they have the name of the instance in them. For example: GEN: Instance=LFTIRE<UPNUMBER> { Moveable=True MeshFile=<LFTIREabc1> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(8.00) ShadowCaster=(True, Solid) Reflect=True MeshFile=<LFTIREabc2> CollTarget=False HATTarget=False LODIn=(8.0) LODOut=(20.00) ShadowCaster=(True, Solid) Reflect=True } sooo, try this: UpgradeType="Detail Level" { Instance="EXTERNALS" Incremental=0 UpgradeLevel="High Detail - LOD1" { Description="Uses LOD1 parts, equivalent to high detail." GEN=<EXTERNALS123>=PGT3_BODY_style1_LOD1.gmt } UpgradeLevel="Max Detail - LOD0" { Description="Uses LOD0 parts, equivalent to max detail." GEN=<EXTERNALS123>=PGT3_BODY_style1_LOD0.gmt } } Maybe try adding ResaleValue=0.0 after the incremental=0? Otherwise they are drawn at the same time. I don't remember if there is more to it than that. I have no idea what the slot<id> does.
Thx, I will give that a go - the problem only seems to occur in the showroom (looks ok on track). The slot<id> instance is for the main body, you need to have something there or you will not see your car at all afaik. Trying slot<id><upnumber> is a no go so atm it's like this: Instance=SLOT<ID> { Moveable=True Meshfile=<BODLOD> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(100.0) ShadowCaster=(Dynamic, Solid, 2048, 2048) Reflect=True Actor=VEHICLE <STARTUPGRADES> Instance=EXTERNALS<UPNUMBER> { Moveable=True Meshfile=<BODLOD> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(100.0) ShadowCaster=(Dynamic, Solid, 2048, 2048) Reflect=True } Instance=FBUMP<UPNUMBER> { Moveable=True Meshfile=<FBUMP> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(100.0) ShadowCaster=(Dynamic, Solid, 2048, 2048) Reflect=True } Instance=RBUMP<UPNUMBER> { Moveable=True Meshfile=<RBUMP> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(100.0) ShadowCaster=(Dynamic, Solid, 2048, 2048) Reflect=True }