What controls vehicle burn pattern after exploding?
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Hello
I have replaced some vehicles and noticed that some of them gets completely black after exploding and some don't.
What controls this and how can I change it?
Before: https://ibb.co/W0w2ptP
After: https://ibb.co/dcc3wJvNotice how the BMW is not completly black after exploding I think this looks better and this seems to be what the orig vehicles do.
Regards
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@ZibbeZutt
Generally, the 'vehicle_generic_burnt_int' & 'vehicle_generic_burnt_out' textures in 'vehshare.ytd' (or possibly burnt textures from the vehicle's own '.ytd') are applied to the vehicle.Best guess, it's a shader (uneditable atm afaik) that applies the texture, as I see no reference to those textures in any vehicle '.yft' (after exporting to '.yft.xml' with Codewalker). Someone who makes vehicles with ZModeler may have more detailed info
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Thank you for your reply, ok I understand.
Its bugging me out but 3d modelling goes beyond my capabilities.
Would be nice if someone knew and could give some further hints.
Maybe its possible to open ytf/ytd for editing in an appriopriate tool and change some parameters and export out again, I dunno.
Best regards
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Or if there is a more global setting for all vehicles controlling how long it takes for the them to "burn up" i. e. change color after exploding.
Now it just takes a couple of seconds for it to change, would be more realistic to increase this value.
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@ZibbeZutt
Have a play about with the 'EXP_VFXTAG_VEHICLE' line in 'explosionfx.dat' or the 'CAR_METAL' line in 'firefx.dat' & see if anything influences the speed of the texture change etc (there are certainly time & range values, just don't know if/how they influence the texture appearance).Test any edits out on a few cars, including some vanilla ones, just in case some of your add-on's are funky etc
Ctrl+F3 in OpenIV to search for stuff by name
explosionfx.dat:
Main 'explosionfx.dat' is here (there are a few others (~10) in the game too, for dlc items & such, but this is the main one to edit):
...\mods\update\update.rpf\common\data\effects\explosionfx.datfirefx.dat:
There's usually only one copy of 'firefx.dat' here:...\mods\common.rpf\data\effects\firefx.dat
but if you find a copy in 'update.rpf' here:
...\mods\update\update.rpf\common\data\effects\firefx.dat
edit the 'update.rpf' one instead