@tk0wnz Which did you mean by Name?
The Centanario or lp770
vehicle.meta and carcols.meta:
This post will serve as a tutorial for vehicle developers who wish to equip their cars with dynamic indicators.
For any further questions, feel free to join my discord.
NOTE: This tutorial is not finished yet. Todo:
The script can work in 2 ways:
Method A Use the existing GTA indicators, and only cover up the DRL or taillight below it;
This option is used for example on the newest Mercedes-Benz cars, where the DRL will turn off and the indicator will light up.
You can also use this for older cars that have their taillights turned off while the indicator is on.
Method B Use a custom GTA indicator, and cover everthing up below it, including the GTA indicators.
This option is used if option 1 is not good enough for the required effect.
First option is the easiest, because you do not need to work on all indicators (probably only the front ones or the back ones).
The second option takes the most time, because it will require you to do all 4 or 6 indicators (don't forget the ones in the side mirrors).
Starting point is a normal working car, with stock GTA indicators present. If someone does not use the script, the default indicators will still work as they should.
Lets start with Method A.
Before you start, make sure your indicators are "on the top", and the DRL, taillight and/or brakelights are below it.
Note: If you want to have it look the same as the object you are hiding (texture-wise), copy the material used for the DRL/taillight/brakelight and put it above it in the material hiarchy. Then change that copied material it to badge material or glass material and apply it to misc_X.
Method B soon.
Animations (*.ycd) are still new to us but can be used to animate certain car parts, like the misc_X objects we have created.
First step is to download and study the animations file for Method A and/or Method B.
After you learned how they work (by reading my comments), download the empty files which you can use as a base:
Method A base file: https://pastebin.com/wHzJYEHX
Method B base file: soon
The script will simply run these animations based on the status of the indicator ingame.
Both methods A and B require the following animations to be present in the animations file:
Even though it looks like a lot, there are only 4 different sets, the rest can simply be copied (in the right number order of course). These 4 are:
Lets start with Method A:
Method B soon.
First file that every end-user has to modify is tk0wnz-indicators.ini
They need to add two new rows at the bottom:
ModelNameX = carname
DurationX = 0
X equals the latest number in their ini file + 1.
DurationX for Method A is always set to 0. If this number is >0, the script assumes Method B is used.
In order for the animations to load, you need to add the va_carname filename to vehicle.meta:
If you are using Method B, you will also need to edit carcols.meta:
<color value="0x00000000" />
This will prevent the indicator light on the road showing up out of sync with your own indicator
If this car wasn't butt ugly I could finally use paint 3d to make it.
Model by GM25 is here but doesn't include the widebody kit:
@ZenMaster36 The answer is poly count, games need to keep it low to keep the performance up.
No point in adding a thread when you can solve it with a normal maps.
Even the latest Forza / the Crew / assetto corsa use them.
And Farming simulater? You can't compare farming vehicles with sports cars.
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