What controls vehicle burn pattern after exploding?
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?
Notice how the BMW is not completly black after exploding I think this looks better and this seems to be what the orig vehicles do.
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
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.
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.
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
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):
There's usually only one copy of 'firefx.dat' here:
but if you find a copy in 'update.rpf' here:
edit the 'update.rpf' one instead