more engine work for the a-series, got some more evenly rounded numbers on the stock turbo, and added a less restrictive "sport turbo" also, a 1.2L boxer diesel is now included along with the gas one. here's a rough approximation of the torque curve of it. i'd love some feedback on it, since i'm not super knowledgeable on diesel engines, particularly modern-day 1.2L turbo ones. nice even numbers on all of them, which makes me happy
Pretty much, although the Miramar and the 96 Pessima (maybe even the Sunburst too) will be getting the same treatment - it'll be more of an Asian Combo Bundle. A pack consisting mostly of taxis, with a few other service skins thrown in.
Is the Old Pessima skins mainly based off the taxi liveries for the Toyota Crown Comfort (or general 80s taxi liveries of those countries)?
Most of them are based off of the Crown Comfort. Those that aren't are based on the Nissan Crew and Cedric.
When you accidentally create a light-sensitive paint job: I would totally use this... if it didn't freak out half the time. I will figure you out, Automation textures... maybe not today but someday.
I'm not sure if you are after same effect I have been hunting for a while? This is kind of simple to make, you have base paint, which is for example black or pink or blue, in my video, then you have your light enabled pearl layer and I have then some flakes there too for a good measure. What I have not been able to get right yet is flake color selection, but I'm not entirely sure that is even possible, unless using some clever trick with 50% opacity or something. Everything is bit of mess as you can see, some parts in Vette would need definition of materials and pickup has ugly triangle things as well as license plate UV mapping needs redoing. It is state of a mess, totally, most of this would probably need fixing, but maybe it gives some ideas: From blue car: Code: opacityMap[0] = "stamp0.dds"; opacityMapUV[0] = "1"; opacityMap[1] = "stamp0.dds"; opacityMapUV[1] = "1"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/fufsgfen_balama_drift/blue_pearl_s.dds"; specularMap[1] = "vehicles/common/null.dds"; diffuseMap[1] = "vehicles/common/null.dds"; castShadows = "1"; doubleSided = "1"; specularPower[0] = "128"; specular[0] = "1 1 1 1"; specularPower[1] = "198.385101"; specularStrength[1] = "1"; specular[1] = "1 1 1 1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 0.001"; instanceDiffuse[2] = true; specularMap[2] = "vehicles/fufsgfen_balama_drift/blue_pearl_s.dds"; diffuseMap[2] = "vehicles/common/null.dds"; specularPower[2] = "128"; specularStrength[2] = "1"; specular[2] = "1 1 1 1"; diffuseColor[2] = "1 1 1 0.5"; opacityMap[2] = "stamp0.dds"; opacityMapUV[2] = "1"; useAnisotropic[2] = "1"; castShadows = "1"; translucent = "1"; alphaTest = "1"; alphaRef = "128"; translucentZWrite = true; translucentBlendOp = "None"; dynamicCubemap = true; From lovely girly pink one: Code: opacityMap[0] = "stamp0.dds"; opacityMapUV[0] = "1"; opacityMap[1] = "stamp0.dds"; opacityMapUV[1] = "1"; diffuseMap[0] = "vehicles/fufsgfen_corvette_zr1/very_dark_green_metallic.png"; specularMap[0] = "vehicles/fufsgfen_corvette_zr1/blue_pearl_s.png"; specularMap[1] = "vehicles/fufsgfen_corvette_zr1/blue_pearl_s.png"; diffuseMap[1] = "vehicles/common/null.dds"; castShadows = "1"; doubleSided = "1"; specularPower[0] = "80"; specular[0] = "0 0 1 0.5"; specularPower[1] = "80.000000"; specularStrength[0] = "1"; specularStrength[1] = "1"; specular[1] = "0 0 1 1"; diffuseColor[0] = "0 0 1 0.5"; diffuseColor[1] = "1 1 1 0.5"; instanceDiffuse[2] = true; instanceDiffuse[1] = true; pixelSpecular[0] = "1"; pixelSpecular[1] = "1"; pixelSpecular[2] = "1"; specularMap[2] = "vehicles/fufsgfen_corvette_zr1/blue_pearl_s.png"; diffuseMap[2] = "vehicles/common/null.dds"; specularPower[2] = "80"; specularStrength[2] = "1"; specular[2] = "0 0 1 0.5"; diffuseColor[2] = "1 1 1 0.6"; opacityMap[2] = "stamp0.dds"; opacityMapUV[2] = "1"; useAnisotropic[2] = "1"; castShadows = "1"; translucent = "1"; alphaTest = "1"; alphaRef = "128"; translucentZWrite = true; translucentBlendOp = "None"; dynamicCubemap = true; And I was going to sleep long time ago, anyway PM me if you want them cars, it might make it easier with seeing textures and all that. Oh yes, just because kids of today don't know of this: Price: $569.99 https://www.amazon.com/Barbie-Convertible-CORVETTE-Vehicle-Hawthorne/dp/B005D1N2F6 Kinda would need one more layer on top or something... One thing i have not been able to solve is how narrow angle it is that specular shows up, then it likes to go white, but this is perhaps closest what I could get, it is black base with blue pearl, so should appear black except when light shines to it, but to get blue show up even somewhat large angle, it needs very high chrominess, otherwise it is white spot even with settings at maximum/minimum values. Might need some alpha channel tricks and those I don't know so much. Need to play more with different values at some time, specular strength and power are ones to adjust, but kinda difficult to achieve all balances, would be handy to be able to get one more layer adjustable in game, but you can't really have it that way, each adjustment layer will overwrite previous one if used on same polygon. Also color adjustment with texture, I have not been able to, only null works. So maybe opacity/alpha, something.
Not quite what I was aiming to accomplish. Truthfully, I was just messing around. Trying to see if there's a hack-job way to get textures to load onto the Automation cars. As you can see, it works but has some very bizarre side effects. Specular maps seem to work as intended, but actual textures get this weird rainbow-stretch effect. There's a lot of weird things regarding textures with the Automation cars. It's just meant as a generic texture so I could see what sections of the enigmatic materials file belonged to what section of the car itself. As you can see, apparently the textures get applied to the windows and the body? I don't know what I'm gonna do about it and I really hope it's just a case of something that I messed up. --- OT A map stuck in development hell because I'm so tired all the time --- Post updated --- Proof of concept. Figured out how Automation exports "textures" and... I don't think there's a way to pull it off quite as cleanly as others have. This is still very ugly and not even remotely what I had in mind. Still have to play around with this, hopefully something worthwhile will come out of it. Had to change a lot of the textures to point to null.dds so everything looks really flat.
Windows are not same material and in UV map body is not mapping windows, at least on this model. Body usually is first one in materials.cs, windows can be 2nd, 3rd, 4th, 6th, it varies. UV map itself is bit funny though, at least on this body: Then again, there is variation between body shapes, a LOT of variation. I took windows and separated on this one, but UV map of the body is erm... interesting one, not sure if I have caused that mess: So it can be possible that your vehicle has windows and body in same material, but usually those seem to be separate. Material1_carname_body0 is body of the car Material3_carname_body0 is windows, kinda easy to mix up This one again has bit more sensible, but still odd UV map Usually they follow that kind of pattern, but window material can be any number. Update: Yeah, null needs to be on those diffuse maps which you don't want to overwrite one you set, but in theory it should be like highest number is done last, but then it behaves bit funny way still, haven't figure that out either.
Yep. The UV maps are 90% circular... which is throwing me for a loop. So I changed the materials.cs to load null.dds in place of the stamp0 thing. Might not actually make a difference but I figured it wouldn't hurt to try messing around. I have to play around with this some more later, because a lot of this is really strange compared to Beam's UV mapping. --- OT
They use transparency to make 3D shapes out of the numerous 2D planes stacked on top of each other, that is how most of the fixtures are made. So messing up with some settings makes some of the fixtures to dissappear or broken. Holes for the body are made also by textures and transparency settings. For round UV map, you just need to apply fish eye filter to texture and it will be fine