if you could make a thread that shows how to implement the code into modded cars that would be great! and like a simple zip file pack
It is a little difficult to see, but if you look closely you will see red lines coming out of the front of both vehicles on screen. These lines show the car's collision avoidance system's trajectory prediction of where it thinks each vehicle will be 2 seconds into the future.
Fixed all shading errors but still looks a bit off, also the wheels pop off when you turn too much lmao
Does someone know how to have 0 smoke particles at idle? I just want them to appear when throttle is applied but I can't figure it out
Markos, line 198 of the thermals lua says local particulateEmission = (particulates * parentEngine.engineLoad) + idleParticulates try changing that into if absEngineRPM > 1000 then local particulateEmission = (particulates * parentEngine.engineLoad) + idleParticulates else local particulateEmission = 0 end If you want smoke only to appear between certain rpm's then change the above into if absEngineRPM > 1000 and absEngineRPM < 2000 then local particulateEmission = (particulates * parentEngine.engineLoad) + idleParticulates else local particulateEmission = 0 end This example uses 1000 and 2000 rpm's but you could apply any value you want of course. I think this is somewhat the simplest way. You could also try to throw parentEngine.engineLoad in as a factor so the smoke appears at certain engine load and rpm's. And you can play with the amount of particles too if you want. But the variable already has engine load built into it so.. Eventually, if you can get familiar enough with statements and the meaning of all the variables, you can setup a complete system that corresponds to real life conditions for a certain car. If it doesn't work let me know, then I might have to look into my working example, I think this is fine though. updated -- I think I need to correct the declaration of the variable, because I think declaring it as being 'local' twice won't work in the same statement if it even works at all. So : Code: local function updateExhaustGFX(dt) local absEngineRPM = abs(parentEngine.outputAV1 * conversion.avToRPM) local particleAirspeed = electrics.values.airspeed local particulateEmission = 0 if absEngineRPM > 3950 and absEngineRPM < 4250 then particulateEmission = (particulates * ((parentEngine.engineLoad) * (parentEngine.engineLoad / 4)) * parentEngine.outputAV1) + idleParticulates else particulateEmission = (particulates * parentEngine.engineLoad) + idleParticulates end local lightSmokeParticleType = particleAirspeed < 10 and 40 or 41 local heavySmokeParticleType = particleAirspeed < 10 and 42 or 43 local condensationParticleType = particleAirspeed < 10 and 46 or 47 local exhaustGrayParticleType = particleAirspeed < 10 and 44 or 45 local steamParticleType = particleAirspeed < 10 and 34 or 39 local oilParticleType = particleAirspeed < 10 and 36 or 38 First declare the local variable particulateEmission as being zero, then just name it particulateEmission. In this example I also don't declare the variable as 0 again in the statement but I shrunk down the particle amount below and then between those rpm's I raise them by adding a formula of the other variables. This is a working example, the code doesn't stop at the bottom of course it's just the part in question. But shouldn't there be no smoke coming from the stationary engine anyway IF the engine is heated ? That's what I experience though.. maybe I've got some setting off or so (?)
Is the map gonna...................................................................... release (i am noz begging just asking)
well I probably will finish it unless I start slacking but even just today I've already got a big chunk of the map into beamng The biggest issue right now is just finding all the building assets and then manually placing them around the map as well as finding a few obscure textures
why you maked map from sumer car its already maked you need to make better gtasan andreas map or gta 5