Andreaz1 Posted December 3, 2011 Share Posted December 3, 2011 I've worked on making the Sabre Turbo in to a convertible, and all went well in ZModeler. With the model itself things worked fine and when I import it in game the roof is gone. Sort of. There is still some sort of invisible wall where the roof used to be. Look here: http://i40.tinypic.com/14k8sis.jpg It's also preventing Tommy from being able to jump in to the car like he does with other "factory-made" convertibles. Is there a fix for this or is that hardcoded in to the game? Link to comment Share on other sites More sharing options...
fireguy109 Posted December 3, 2011 Share Posted December 3, 2011 #1 - nice work. #2 - you need to edit the car's Collision File in vehicles.col and remove its roof. The roof is gone but the collision file still has it, so removing the roof from the col file will make the game realize the roof is gone. #3 - I believe that the Convertible stat is indeed hardcoded. Link to comment Share on other sites More sharing options...
Andreaz1 Posted December 4, 2011 Author Share Posted December 4, 2011 Thank you for your comment and for your help. I'll have a go at fixing that. Link to comment Share on other sites More sharing options...
Frank.s Posted December 5, 2011 Share Posted December 5, 2011 Good stuff. In VC the convertible stat isn't hardcoded, have a look through the handling.cfg or default.ide Link to comment Share on other sites More sharing options...
Andreaz1 Posted December 5, 2011 Author Share Posted December 5, 2011 Thanks for your reply. There is indeed a "HAS_NO_ROOF" stat in the handling.cfg. However I tried changing both that and the collision file, and still nothing. What I did notice though is that the Comet (which you can jump in to) also has that "invisible roof" problem so I don't think that's it. I use a Car Stat Editor to change the flags of the cars because I suck at HEX codes. I copied the Comets flags on to the Sabre Turbo and Tommy still always opens the door like normal so there must be something else somewhere. Link to comment Share on other sites More sharing options...
Andreaz1 Posted December 6, 2011 Author Share Posted December 6, 2011 I hope this doesn't count as double posting as it's been almost 24 hours, but I've got another noob question. I've played around with the Blista Compact as well ( http://i40.tinypic.com/116pa10.jpg ), to make it resemble the beta version more. Is there a way to make it appear both with body coloured bumpers and gray ones? I've changed carcols.dat, which didn't work. I tried remapping and/or changing the secondary colour material in Zmodeler, and that didn't work either. The bumpers keep appearing just as gray as ever. Has anyone managed to get something like that working? Link to comment Share on other sites More sharing options...
Frank.s Posted December 6, 2011 Share Posted December 6, 2011 If you're using zmod 1.07b then adding [prim] or [sec] to the end of a material name works for III + VC to set primary and secondary carcol materials. I think that works in zmod 2 too. Link to comment Share on other sites More sharing options...
Andreaz1 Posted December 6, 2011 Author Share Posted December 6, 2011 I know. I'm using Zmodeler 2 and it works the same way there but for some reason it won't work in-game. Link to comment Share on other sites More sharing options...
Andreaz1 Posted December 13, 2011 Author Share Posted December 13, 2011 Any idea anyone? Link to comment Share on other sites More sharing options...
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