3: -11 dragWhat the heck happened in pictures 3 and the 2nd to last one
2nd to last: making the pace car extremely fast in nr2002
3: -11 dragWhat the heck happened in pictures 3 and the 2nd to last one
Back when the pace car would destroy every car it ran into3: -11 drag
2nd to last: making the pace car extremely fast in nr2002
Good time, huh? A.I. in NR2002 was pretty stupid though.Back when the pace car would destroy every car it ran into
I am interested in this, but more so the PSG code you wrote to get your start gates to work. If you don’t mind, I need an example I can learn from to apply to my objects later on.I might make this start/finish gate publicly available, if there's any interest in it. It's dynamically lit, so a sandbox screenshot isn't doing it any favors. It responds to the caution lights (shown above), and has the same kind of pseudo LED effect that various other light boards on this track have.
The "Caution" sign has 20 frames of animation (you'll have to set it as an animation, not as a caution_light) that probably should be shown at 17-20 frames per second.
Looking great!After a simple front end, the rear is the issue. Very clunky...
Artistic license will be needed & used for the rear. Extended rear trim (PWF) to try and have a tailgate trim also. New rear lights moved up by 5px, but still show/flash in the correct location in game. The rear clusters are the issue, how it displays on the real vehicle compared to the model doesn't allow for being curved. So the side looks great (with a between blend part), the rear looks great but at an angle... it lacks.
The rear end will take some time and more details needed, which is funny as I'll be seeing that the most. LOL.