Thank you for your answer! Any chance to calculate that value?Move car in 3d program or change GRAPHICS_OFFSET values in car.ini
Thank you for your answer! Any chance to calculate that value?Move car in 3d program or change GRAPHICS_OFFSET values in car.ini
hey! Probably the dumbest question ever but first time converting my all time favorite car to the game. Got some good progress (thank you Gary) but can't figure out how to fix the position of the wheels.
Please help!
Just guess it, I'm sure there should be a way how to find it out, but you can allign it by eye in a few tries, probably will not be 1mm accuracy, but will not be noticeable.Thank you for your answer! Any chance to calculate that value?
Here's a dumb one; When AC First came out driver suits/helmets were usually packaged with the skin itself in the skin folder. Now I see a lot of skins with driver suits located in a different folder. How exactly does that all work, and why are they in a different folder now?
I never saw any posts or info about it before.
Now you can reuse the game's stock textures for suits, helmets, and gloves by using the skin.ini directions. It can help reduce the size of downloads and make it neater but it also can be a bit messy since you either create everything and pack it into the skin folder (so no .ini), or you create a folder following the game's structure and add your own.
I figured that was the main goal of it - I haven't come across any skin.ini file yet (as far as I recall) so I'll go for a little dig and see if I can find out how it all works together when I have a chance.
Thanks!
What is this?Like the Real Head Movement app?
Where can I find this?Are you asking about settings when making a mod car? Because I was referring to an add on app for AC, that makes the camera look to apex, as an example.
Wild guess but maybe it's posible to rotate the wheel node(s) so that it rotates along that axis.hey there, long time no post...
i read about the export of animated suspensions.
I added the "hub" in position (i didn't have it in my scene before)
As a result below, the hub is useless if animated=0
if animated=1 the pivot point is respected and the system is clean when turning the wheel. (except that i don't have any ksanim exported, and that the wheel spins out of controle. BUT, pivot is clean.)
see below
left : USE_ANIMATED_SUSPENSIONS=0
right : USE_ANIMATED_SUSPENSIONS=1
smoother/bigger >> http://i.imgur.com/rCz6CzD.gifv
Now if the animated=0 could take effect of that hub position like it does when "=1" that would be it. That is the missing key for my suspension. A clean working system without having to bake anything.
Could i possibly contact the dev about this matter?
I mean it should be possible to have it all working out without having to export the ksanim. On the left of my gif, the system is only missing a correct pivot for the hub... and that's why the rotation breaks the other parts.
i tried that but doesn't work. The car shows camber in the showroom (as it is exported in the fbx) but ingame uses data ini files.Wild guess but maybe it's posible to rotate the wheel node(s) so that it rotates along that axis.
Probably not as it only uses the position AFAIK.