There is nothing wrong with the .maxes. Select the badge only, and export using “export selected” option. Save it as .kjc.
Do the same with UV mesh.
[quote=“Kubboz”]There is nothing wrong with the .maxes. Select the badge only, and export using “export selected” option. Save it as .kjc.
Do the same with UV mesh.[/quote]
Ok. Thanks.
In the parts.lua, what I need to change (a part of the name of the badge file and the UV)?
Yup. They’re based on the same model, with the same material ids and what not, so it should be enough.
It’s a headlight. It works. Also, it’s modern.
The version with body-colored trim thingy has the body-colored trim thingy tinted yellow for reasons unknown.
No, the trim cannot morph smoother. Fixture tech limitations.
Unpack directly into your /assets/meshes/carparts/headlights folder.
KubbyHeadlight01.zip (233 KB)
Will check this out tomorrow! Excited!
its an interesting light but doesnt morph very well on some of the newer bodies excluding mods.
[quote=“Kubboz”]
No, the trim cannot morph smoother. Fixture tech limitations.[/quote]
This is what I want to see. I think a muscle car design would be very cool. V8 Power!
For the not-Audi A4 needs a not-Audi grille
Good work!
Something just a little bit less modern (but ahead of its time) - there comes a late 90’s headlight, with 10 variants.
The variants with body-colored casing have the casing tinted yellow for reasons unknown.
No, it cannot morph better.
Unpack directly into your /assets/meshes/carparts/headlights folder.
KubbyHeadlight02.zip (411 KB)
Awesome headlights, really brought the headlight variety our of the 90’s and into the present!
I love it Kubby!
Great work! Keep up the great mods!
I really like the faded orange and white integrated turn signals. I haven’t try them yet but from the thumbs they look really good.
Something for the US-spec cars! The generic sealed beam round headlights in a square casing:
[Screenshot is of the old version. Looks a bit better now.]
Note that these are 5 3/4 inches lights by default, so you need no scaling for them to be US-regulations-compliant (as long as you have two on each side). This also means you can use them as a reference for the vanilla sealed beam lights.
The variants with body-colored casing have the casing tinted yellow and I don’t know why. Use red/yellow/green/black colors if that bothers you (It sure does bother me).
The graphics engine does not like transparent materials in skinned meshes apparently, so it does not look as good as it could have looked. Perhaps the engine switch will fix it.
Unpack directly into your /assets/meshes/carparts/headlights folder.
UPDATE: A bit better looking glass. Still looks pretty opaque tho.
KubbyHeadlight03.zip (148 KB)
bows down and worships kubby
Also can be used as proper light fixtures for that Gemini TX replica I have floating around, superb!
They’re pretty damn large, i see why manufacturers had to redesign the whole front end for the USDM versions…
Very nice. I wanted to make lights like these one day since they are used on so many things.
Only comment I would make is that IMHO the glass looks a bit opaque, and I am sure it could look nice since a lot of stock headlamps and the majority of taillamps have mapped glass.
I tried to change the material to ECS_Headlight and it does look a bit nicer but it is still more opaque than the round light. Maybe just remaping the texture on the glass so the grid is not as tight might help.
Reference picture.
The left one has the glass material assigned as ECS_STANDARDMAT, the second is has it assigned as ECS_HEADLIGHT.
Also, thanks for the help with my taillights, they work nicely now.
Oh, so it was at ecs_standardmat. Weird. Could have sworn otherwise. That explains things, I guess.
Updated version is in progress of being uploaded. However, it still looks pretty opaque (It’s more shiny however). All of vanilla mapped glass is in the glass mesh, which in this case is pretty impossible, since the glass needs to be skinned. My guess is the need to render glass more properly was not recognised early enough and it would require some massive human sacrifices on the devs’ part to fix that problem on the current engine.