The best idea I had for making better damages on cars was interpolating vertices between 'normal' and 'damaged' model. Too bad, Morphing Rw plugin wasn't included into SA.
yes, i thought of it days ago when i while i was idealizing a way, but i'm don't know complex things, and the unique thing of i can do is creating a map object controlled with ifp, and then i control the progress of animation to create a interpolation
i even thought, there awesome gta programmers around the world, why no one has made an interpolation of a form to another? must achieve
2) As Wesser said, you need to set material properties (spec/envmap intensity, envmap texture etc.) to see changes. This also mean you need to create specific models for each vehicle model, because material data is not cloned for each atomic. Or change material properties dynamicly (save material props - render vehicle - reset material props).
yes, i know, but don't have other way to use specular lighting in object not converting to atomic and add to car?
some things like the folding roof of Peugeot 307cc BMS Edition, uses one object attaching to other... i make this to make easy the movement, this way all of i want make is rotate one object, and the other object who attached in the "edge" of one rotates too, then one object will "push" the other, then the other will lift without need to move, but only rotations
i think is can be possible to make with dummys, no? like imvehft works
then in the hierarchy of car i make 2 dummys, one dummy inside of other, then o rotate one, and rotate other, will make same effect
i'm on this subject cause me and Tasso3D will make an Ferrari California BMS Edition with roof and others parts like 307cc... things of ImVehFt can't be possible, but is a sh*t make all of this using simples objects, we want to use dummys in this new car, but i don't know how to gets a dummy by name and control the modelling matrix (i don't like newopcodes.cleo cause make crashes)