If you select the vertices of the DRL mesh, you can assign the headlight IDs in the properties.
[headlight_l] = 1 & [headlight_r] = 2
Doing this will make it so that the DRLs only light up when the headlights are on.
If you select the vertices of the DRL mesh, you can assign the headlight IDs in the properties.
[headlight_l] = 1 & [headlight_r] = 2
Doing this will make it so that the DRLs only light up when the headlights are on.
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.
Oops. Yeah, I missed that.
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.
Other than the fact that the body looks gray, really nice!
BRB plate lole
Yeah, early stages but I'll fix it down the road. I've experimented with baking AO into the livery of the Golf and I'm doing it with the Focus again because I honestly can't stand the blinding glare that comes off white cars ingame when the sun hits them. That glare kills off the ability to see body lines and detail.
As funny as it also may be, they genuinely use BRB plates. SAPS cars' first 3 characters will always start with a B, followed by a random letter, and then end on a B. The final character is also a B to identify it as a police vehicle. The B at the end is usually replaced by province designation such as EC, GP, CA, etc. on civilian cars.
I won't explain the templating process because that's a lengthy matter on its own but I'll assume you know how to do mapping in 3DS Max and point you towards that colourful function, actually referred to as normals rendering.
Modifiers > UV Coordinates > UVW Unwrap
Then find and click on the Open UV Editor button, a window will appear with the UV mapping and then proceed as follows:
Tools > Render UVW Template > Under mode, select "Normal"
Select any other options you'd like and click on Render UV Template.
EDIT:
Below is a video from a quick search, it should serve as a basic guide for you if you're not familiar with 3DS Max mapping.
I'd also lean towards ENB. Alternatively the only other method I know is to edit the specular textures of said car in it's .ytd file, but unfortunately this is very dependent on how the modder has set up a model and will differ with every car.
The truck looks great! But I do have to say, that lightbar look beautiful
He is beyond a perfectionist.