Annoying upgrade problem.

Discussion in 'Car Modding' started by Doogal, May 12, 2017.

  1. Doogal

    Doogal Registered

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    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
    }
    }
     
  2. T1specialist

    T1specialist Registered

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    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.
     
  3. Doogal

    Doogal Registered

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    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
    }
     

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