Just noticed this because all skins in the 302R pack by
@Andy-R (
link) suffer a similar issue after lod transition to mach1_70_B.kn5, and will get holes where the usual Decal.dds is (Plane_005 on the trunk, Plane_003 everywhere else):
View attachment 368534View attachment 368533View attachment 368532
One solution to avoid this, is by adding to the ford_mustang_boss_se config:
Code:
[MESH_ADJUSTMENT_0]
MESHES = Plane_003, Plane_005
IS_TRANSPARENT=1
View attachment 368536View attachment 368535
It'll only work ingame with csp, but not when previewing in cm showroom. It won't cause trouble with street skins w/black stripes. The regular ford_mustang_boss_302 already had those properties on lod1, it was probably just a mishap on the ford_mustang_boss_se lod1as it doesn't match lod0 in the same way, and it didn't originally include anything other than skins using an opaque decal.dds except for the 3rd party rustang. The stripe objects on doors don't seem to require it to sort priority (neither they're set as transparent on the *_302's lod1), so I left those untouched.
Btw, I'm using for all cars the following, so the dials can still be seen at night behind the green emissive on the glass:
Code:
[EMISSIVE_LIGHT_0]
NAME = GEO_GAUGES_BACK
COLOR = 1,1,1,0.5
Update: Now there there are custom emissives, so the clock can be left out, I'll share a much better solution:
Code:
[EMISSIVE_LIGHT_...]
MESHES=?Needle?
COLOR=0.71,0.07,0.08,5
[INCLUDE: common/custom_emissive.ini]
[CustomEmissive]
Meshes = GEO_GAUGES_BACK
Resolution = 2048, 512
UseEmissive0AsFallback = 1
@ = DashHighlight
@ = CustomEmissive_UseDiffuseLuminocity, SkipDiffuseMap = 0
@ = CustomEmissive_Rect, Start = "428, 0", Size = "1566, 512", Color = "1, 1, 1", Opacity = 0.5
View attachment 402830View attachment 402829