Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 31, 2020 11:28:16 GMT
Wait, there's a mistake. For opening doors, I recommend Assetto Corsa models.
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Post by naninu on Sept 2, 2020 6:53:01 GMT
It's pretty good, but the problem is that there are few kei cars ...
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Post by naninu on Sept 2, 2020 6:54:36 GMT
The first remodeling is likely to be Hachiroku!
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Post by naninu on Sept 6, 2020 2:26:29 GMT
I don't know how to save it with mesh
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Post by naninu on Sept 6, 2020 6:20:31 GMT
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Post by Ra1pid on Sept 6, 2020 7:01:13 GMT
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Post by naninu on Sept 7, 2020 7:11:47 GMT
Yes, it is possible, but the size and position are not normal,
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Post by naninu on Sept 7, 2020 7:32:18 GMT
if zip it, the car won't be applied to the game, otherwise you won't see any colors,
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Post by Ra1pid on Sept 7, 2020 10:10:39 GMT
Yes, it is possible, but the size and position are not normal, ... if zip it, the car won't be applied to the game, otherwise you won't see any colors, Ah yes, I didn't put that in the tutorial just yet Before you export, select the objects to export and press Ctrl+A. Select Rotation & Scale, and in the window shown on the left panel, make sure Location is checked as well. Then you can export it normally. The car should be accessible in the game as long as the .zip file is in the folder 'mods'. Make sure the .zip file has the .truck file together with all the necessary materials.
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Post by naninu on Sept 12, 2020 6:25:11 GMT
Good news Get a new 3d model of Kay Motor
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Post by naninu on Sept 21, 2020 2:01:39 GMT
I am currently making Mitsubishi kei cars.
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Post by naninu on Sept 21, 2020 7:34:57 GMT
I can't paste the texture, there are other problems ...
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Post by Ra1pid on Sept 21, 2020 12:35:11 GMT
Nice! The main problem here is that some flexbodies aren't commented out, the imported mesh is missing its materials and the placement is off. To fix all of those other parts still there: go to flexbodies and comment out (put a ; before each line) all lines for meshes not used by mod. To fix the missing materials (white parts): look at the materials for the mesh. Each mesh's material must be defined as a managedmaterial or in a material file. If the mesh doesn't have a material, do assign a new material to it, and define it using the texture to use. To fix the placement: locate the exported mesh's flexbody line and edit the offset x, y and z values (decimal values after the first 3 integer values - reference nodes); you need some guess and check here.
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Post by naninu on Sept 25, 2020 8:20:46 GMT
I'm sorry I haven't made parts such as doors yet
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Post by naninu on Sept 25, 2020 8:22:22 GMT
4 days ago I saw AEHachiroku at the pass
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