Adapting Vehicles EN
Adapting Vehicles EN
Adapting Vehicles EN
1. Gas tank. Create a dummy called 'petrolcap' attached to the root dummy of the
vehicle (same place as the dummy of the lights and other things).
This dummy is needed to make the vehicle explode when shot in the gas tank.
5. The textures of the lights. In the TXD file of the vehicle is placed the texture
of the lights off called 'lights' and the texture of the lights on called
'lightson'.
6.1 Headlights.
A 'headlight_l' object is created in place of the left headlight.
In place of the right headlight an object 'headlight_r' is created.
In the case of a motorcycle only 'headlight_l' should be used.
If necessary, you can create a second dummy particle called 'headlights2' if, for
example, the car has four headlights.
6.2 Taillights.
A 'taillight_l' object is created in the place of the left light.
A 'taillight_r' object is created in the place of the right one.
In the case of a motorcycle, only 'taillight_l' needs to be used.
If necessary, you can create a second particle dummy called 'taillights2' if, for
example, the car has four rear lights or the light has a conventionally rectangular
shape.
6.3. Brakelights.
An object 'brakelight_l' is created at the place of the left brake light.
A 'brakelight_r' object is created in the place of the right brake light.
If necessary, you can create a second dummy particle called 'brakelights2'.
6.4. Reversinglights.
In the place of the left reversing light an object 'reversinglight_l' is created.
In place of the right reversing light an object 'reversinglight_r' is created.
If necessary, a second dummy particle named 'reversinglights2' can be created.
6.6. The recesses for the lights. At the model itself, recesses are created in the
places where the lights are located. These recesses are visible when the lights are
broken.