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Gearcity premade cars
Gearcity premade cars










gearcity premade cars

It costs roughly $200,000 and 2 years to do. There is a solution to our crappy car designer. Possibly some shaders on "decals" and some lighting tweaks. Outside of raising that sort of funds, there won't be much if any work done to the car designer outside of a few texture tweaks. There is a good solution to our crappy car designer. Point of pivot for the 3d models is the "mount" location (IE the part that actually touches the car body.) So any scaled down invisible model underneath would produce rotation to that pivot point and the results would not be what you're asking for. Where a identical car model is 'rendered' inside the normal car model, but with a reduced scale allowing the angle of rotation to be done on the line between the location refference point on the normal car model and the location refference point on the invisible, scaled down car model. If the game can figure out where the outside of the body is (and have a refference to this location), then would it be possible to do the bellow?

gearcity premade cars

Its still awfully fiddly roating things to be *Just* Right using buttons. Decal headlights do follow the contours and first appear in the late 1960s. Have you tried holding down the rotate buttons? They move much faster that way as opposed to clicking.Ī follow contours effect is not possible for 3d models with our current system.

gearcity premade cars

I think he means with the round head lights always being on a horizontal plane unless you manually rotate them (Which, is not fun at all, very clunkly) Originally posted by Wolve_NZ:Havent played in awhile.












Gearcity premade cars