@A3DR One thing that works for me is set the priority of the cockpit_hr dummy to something like 2 (it will be in the top of the hierarchy). It solve this kind of problem all at once
Not knowing Max, it would have NEVER dawned upon me that the skin parameters would have anything to do with the shape of an object.a loft isn't the easiest way, but as long as it works
(editable poly, starting with a plane and edges you need, moving them in x,y,z etc.)
the parameters of the loft is what you are looking for:
steps are useful for splines with soft corners etc.
You should open a thread on the official forum, or mabey contact on of the Devs directly. And I'd really liek it if you could write that tutorial. You and x4Fab seem to be the only modders using this yetThe annoying thing is that you have to do it EVERY TIME you export the kn5, it won't save it in the persistence file for some reason.
If there's enough interest I can write down a small tutorial on how to animate the damn shifter, couldn't find help on this anywhere so it might be useful to have it around.
Well finally figured out the shifter boot thing. Turns out there's a blank field on the ksSkinnedMesh shader called "bones" where you simply have to write down the names of the bones that affects the skinned mesh, separated by a coma:
View attachment 178537
View attachment 178538
The annoying thing is that you have to do it EVERY TIME you export the kn5, it won't save it in the persistence file for some reason.
If there's enough interest I can write down a small tutorial on how to animate the damn shifter, couldn't find help on this anywhere so it might be useful to have it around.
i've a dumb question!
let's take the AE86 tuned car, how do I know how many kg front and rear has the suspension setup. and how do I change it, say from 6kg front / 4kg rear (just made up numbers) to 10kg Fr/ 6kg rear ?
I bet there are formulas to do that, in game you only get hz data, and mass in kg.
thanks
really asking from ignorance here, sorry
If you stay the same aspect ratio you can go up in resolution without modifying anything else. If it is 1024 you can go to 2048, 4096, etc. It is no different than car skin packs coming in both 2k and 4k sized textures.Ok, looking at the autumn nord mod I understand how I can replace textures of a track. Is it also possible to use a higher resolution texture when the ratio is considered? Or do I need to assign the new textures via the editor?
Seems to be centered on the driver or maybe steering wheel, assuming I've found the same camera (start of the pit straight on Silverstone International)Anyone know what dictates the point at which the replay cameras look at? I'm finding they look way too low for my focus, here's a comparison to show what I mean:
Seems to be centered on the driver or maybe steering wheel, assuming I've found the same camera (start of the pit straight on Silverstone International)