Not transparent, just has to be greyscale/white-ish, since the color ingame gets added to the texture's existing colors. Desaturate and lighten in case of a detailed diffuse, in your case since it's just a solid color texture, just fill it with a 90% white color (100% white looks usually too bright ingame).
Posts by GreenAid
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Just make sure you have no part with Isolated on, as that causes issues.
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Looks like the collision is no longer grouped. It should be so otherwise "holes" in COL geometry will be ignored.
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The hotring is already mapped and has several liveries in the tuning section, so idk what you're referring to with the intro?
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You can just use the Calculate tool (C) to set them to default orientation based on faces.
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If the sound name matches the model name, then it's not necessary to input it. That's why vanilla cars have nothing in there. For an addon car, or in general to change sound you have to input the model name of another car.
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It shouldn't be set to world, it should match the bone it's linked to/replacing, in this case the bonnet one. Use copy axis tool.
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Lights don't need Crash, only the main material of windows does.
Lights will break as long as they are part of the various lights compounds: headlight, tailight etc..
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Well I guess the collisions might have something wrong then? Have you converted it yourself? Is anyone else having that issue? Because I can't think of anything else.
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RollCentre is like centimetres (or metres) off of the ground, so all those values are too oof for the car, leave it at 0.1 for that car and check it ingame. The rest looks mostly fine, so it should work properly.
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That just makes the vehicle rotate slower in those axes, the actual value he needs to lower is RollCentre, provided the COM is in the right place, usually values of 0 or 0.1 are good.
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Collisions aren't required.
Can you give us more info? Pics of the hierarchy, names etc. -
Basically this: https://forums.gta5-mods.com/t…e-real-mirror-of-vehicles
Actually after doing it a while, I noticed you can just do 1 click on front view for X & Y, and one on left view for Z, rather than 9 as the tutorial suggests.
After some practice you'll learn the best pivot placement to get the reflections to be closer to how they would be irl.
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Isn't it just easier to select by material in polygon mode, Shift+I to invert selection, H to hide (or under Display, Hide/Show...) that way you're just left with the paint material, and then do the template by selecting the separate parts? Otherwise it takes forever to select all parts manually with the chance to miss some spots, also it's not necessary to detach them...
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I've experienced weird issues using autodetect and as a result I don't use it. I'd rather suggest just manually selecting highest only for the _hi.yft and also all but highest for the _.yft
Just have a look to see whether the L0 tyre model still has the tyre material assigned to it and make sure its compounded together with the L1 with it's axis reset to the parent dummy. Also worth a try painting the L0 wheel fully white in the alpha channel, I've had strange instances of other parts being painted while for instance painting windows black to remove tint.
The thing is he said the wheel model doesn't have L1 yet, so he doesn't really need to do all that stuff, just make the lods.
And I've never had any issue with autodetect so up to him. -
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Other than the fact that the body looks gray, really nice!
BRB plate lole
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ENB is probably the best option. You can edit materials multipliers.