I remember Kane104 having that issue with his rambar, the only way to get that collision work was to group it with the chassis collision. Since nothing else seems to work, it would be worth a try.
Okay, I'll see if that works for me.
I remember Kane104 having that issue with his rambar, the only way to get that collision work was to group it with the chassis collision. Since nothing else seems to work, it would be worth a try.
Okay, I'll see if that works for me.
Is it a slot specific or model issue? Add those parts to your LAPD Caprice and replace the collisions with something you know works. If the collisions are the problem, maybe you need new ones or fix the axes.
I wouldn't take Oleg's word at face value. He very often has bad intuitions and then claims his game crashes when he's asked to test.
Model issue. I've tried the collision parts, but no avail.
I've now checked again, the only collision used for crash detection is the chassis collision. However, it is not possible to simply attach further floating parts, as explained here: http://forum.zmodeler3.com/viewtopic.php?f=31&t=7349
It's necessary either model those parts into the collision or use groups and compound the group.
Yeah, you directed me to that earlier. Yet I'm a bit skeptical. My LAPD Caprices have added collisions for the lightbar glass which actually works with environmental collisions. Those are separate from any linked collisions, their own parts.
I'm having some issues with custom collision parts not being detected by game entities and map collisions. I've tested this with both a lightbar and a brushguard, the only time the collision works is if it is shot, or walked on/into by the player. Interaction with the parts on other vehicles and the game world have no collision. Such as, the brushguard won't have any collision when touching NPC vehicles/game world entities. The lightbar has the same issue, such as flipping the car over, the lightbar will not "support" the car. It acts as if a collision isn't present, cutting through the map. I have IDs 116 for the brushguard and lightbar collision.
Looking great!
As far as I remember, the lowlod collisions are used for environment collision detection.
Doesn't seem to have made a difference. Only shooting and walking into/above the part will work.
New video
No they don't but like I said I want to go with an older setup since it is essentially an older car Pinellas County Florida used them on their cars up to at least 2011. The car pictured is a 09-11 that has it. The car will also have a more "retro" skin that would have been found in the earlier days along with the same one as the other cars. I would like to stay with a fed sig bar but I might go with a Whelen Edge 9000 if I cant find anything else.
A strobe bar like the Edge would be a good option. It eliminates any carcols.ymt fiddling if you're going full ELS.
Vista on a 2010? Do they still make the Vista?
Please do submit it here first, when you think it's ready for release. The staff here give great evaluations, helpful advice, and a list of issues that the model(s) may have.
I definitely love the spotlight cutout on the a-pillar of the Crown Victoria. Little details like that can really make a model. Assuming everything else is done right.
What plans do you have for it, other than NYPD?
LAPD for both Furies (Unsure if they used the Coronet), LASD 75 Fury, CHP Coronet and Monaco, and them some misc departments. Probably count on San Jose Police, too.
....Do they work as turn signals still too? ( ͡° ͜ʖ ͡°)
Everything is functional as in real life.
Do the sidemarkers actually ,,work''?
Good point, I wonder if the turn light turns on with the headlight too, if not I could help you with it Lundy.
Yes they do. Everything is functional as in real life.
Will there be civilian counterparts too?
Yes
After a week and a half of LOD work...
L0 - 100,356
L1 - 32,428
L2 - 18,271
L3 - 7,602
L4 - 696
LODs are near seamless. You may notice change when many vehicles are around you, or the police are in pursuit. Enough to where L1 can show up from right up close. This isn't a model issue, but a game function.
I'll post some pictures soon.
Pictures of the L0 to the new L1 comparison. Don't mind the tan dashboard. I still have to update the texture.
I'm sure some of you are aware of the Fury/Monaco that solo made using Robin'7t4's Fury render as a base to the creation. I've been working for the past few months on and off and more recently these last few weeks, improving and adding to the model. Lower poly 440 engine from Carface, LODs, and some alternate trim packages along with the Monaco and Coronet version later down the line.
That picture's a few weeks old, but showing the three options I'll have for use when the finished product is ready to roll out.
This is a recent photo of the car's state. Car sits comfortable at 100k polygons for the 1978 Fury version. I'll post some more pictures soon hoping for some feedback or suggestions on what I could improve. Full LODs are already included, but still need major tweaking.
1985 Chevrolet Impala 9C1 is live and can be found here!