There are some things which could help you if you’re going to make your own port or even model.
Interior materials usually should be less reflective (otherwise you’ll get asphalt reflected on dashboard glass, for example, which is not ok) and darker (especially if you’re not going to bake interior shadows).
Kind of obvious, it’s like the whole point of this blog.
Do you sometimes wonder why Kunos cars has all those FLYCAM_… nodes? When you’re pressing “Enter” in the showroom, AC uses this nodes to accurately put camera inside of a car.
Just name it REAR_AXLE and fix its pivot.
Add “Skin” modifier and place one of bones, for example, as child for SUSP_RR.
Some important notes:
- Spring pivot should be in (0,0,0), Y-axis should look up
- Spring can’t be scaled
- Don’t set spring as someone’s child
- Export it with “Skin” modifier, don’t collapse stack
- Set ksSkinnedMesh shader for it in KsEditor
- Skinned meshes have to have their own materials (you can read about it in the Pipeline)
- As usual, every point has to be affected by at least one bone, but not more than four bones
- If skinned mesh looks properly in showroom and KsEditor, but wrong in-game, maybe you have to readjust BASIC/GRAPHICS_OFFSET in car.ini
It helps to decrease visual artifacts with shadows.