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Here is a method of getting the gearshift display on the digital cluster of your vehicle w/out any scripts or trainers..
** Imp. points to keep in mind
- The correct display of the current gear depends on the UV map of the numbers and the vehicle's handling data.
- If your vehicle's handling data resembles a sedan or a slower car, you might have to adjust the UV accordingly.
- Before adjusting the UVs first decide the handling data of your vehicle and check in-game at what speed the different gear changes.
- Usual gearshift patterns for a typical sport/super car :
• 1st gear: 1-30 (mph)
• 2nd: 30 - 60
• 3rd: 60 - 80
• 4th: 80 - 100
• 5th: 100 -120
• 6th: 120 - 180
- I have included a reference dials texture in .z3d file for easy UV mapping.
- If you are satisfied with shifting patterns, put all the 7 objects (N to 6) at the top of the hierarchy just below chassis.
- Don't attach the numbers to one another in zmodeler, all the 7 objects should be positioned as it is while exporting.
- You can also put all the 7 objects under dials compound, doing this will cause the game to display the gears only when player enters the vehicle.
- this example is made only for "script_rt_dials_race" texture, so you will have to change your vehicle's default dials to this one..
Hope, i made everything clear, if not ask me in the comments. I will keep adding more important points in the description/readme when discovered...
-Dyc3™
** Imp. points to keep in mind
- The correct display of the current gear depends on the UV map of the numbers and the vehicle's handling data.
- If your vehicle's handling data resembles a sedan or a slower car, you might have to adjust the UV accordingly.
- Before adjusting the UVs first decide the handling data of your vehicle and check in-game at what speed the different gear changes.
- Usual gearshift patterns for a typical sport/super car :
• 1st gear: 1-30 (mph)
• 2nd: 30 - 60
• 3rd: 60 - 80
• 4th: 80 - 100
• 5th: 100 -120
• 6th: 120 - 180
- I have included a reference dials texture in .z3d file for easy UV mapping.
- If you are satisfied with shifting patterns, put all the 7 objects (N to 6) at the top of the hierarchy just below chassis.
- Don't attach the numbers to one another in zmodeler, all the 7 objects should be positioned as it is while exporting.
- You can also put all the 7 objects under dials compound, doing this will cause the game to display the gears only when player enters the vehicle.
- this example is made only for "script_rt_dials_race" texture, so you will have to change your vehicle's default dials to this one..
Hope, i made everything clear, if not ask me in the comments. I will keep adding more important points in the description/readme when discovered...
-Dyc3™
Première mise en ligne : 2 mars 2019
Dernière mise à jour : 2 mars 2019
Téléchargé pour la dernière fois : il y a 1 jour
28 commentaires
More mods by Dyc3:
- Voiture
- Aston Martin
- Add-On
- Featured
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[Ultimate Tuning]
By Dyc3
Here is a method of getting the gearshift display on the digital cluster of your vehicle w/out any scripts or trainers..
** Imp. points to keep in mind
- The correct display of the current gear depends on the UV map of the numbers and the vehicle's handling data.
- If your vehicle's handling data resembles a sedan or a slower car, you might have to adjust the UV accordingly.
- Before adjusting the UVs first decide the handling data of your vehicle and check in-game at what speed the different gear changes.
- Usual gearshift patterns for a typical sport/super car :
• 1st gear: 1-30 (mph)
• 2nd: 30 - 60
• 3rd: 60 - 80
• 4th: 80 - 100
• 5th: 100 -120
• 6th: 120 - 180
- I have included a reference dials texture in .z3d file for easy UV mapping.
- If you are satisfied with shifting patterns, put all the 7 objects (N to 6) at the top of the hierarchy just below chassis.
- Don't attach the numbers to one another in zmodeler, all the 7 objects should be positioned as it is while exporting.
- You can also put all the 7 objects under dials compound, doing this will cause the game to display the gears only when player enters the vehicle.
- this example is made only for "script_rt_dials_race" texture, so you will have to change your vehicle's default dials to this one..
Hope, i made everything clear, if not ask me in the comments. I will keep adding more important points in the description/readme when discovered...
-Dyc3™
** Imp. points to keep in mind
- The correct display of the current gear depends on the UV map of the numbers and the vehicle's handling data.
- If your vehicle's handling data resembles a sedan or a slower car, you might have to adjust the UV accordingly.
- Before adjusting the UVs first decide the handling data of your vehicle and check in-game at what speed the different gear changes.
- Usual gearshift patterns for a typical sport/super car :
• 1st gear: 1-30 (mph)
• 2nd: 30 - 60
• 3rd: 60 - 80
• 4th: 80 - 100
• 5th: 100 -120
• 6th: 120 - 180
- I have included a reference dials texture in .z3d file for easy UV mapping.
- If you are satisfied with shifting patterns, put all the 7 objects (N to 6) at the top of the hierarchy just below chassis.
- Don't attach the numbers to one another in zmodeler, all the 7 objects should be positioned as it is while exporting.
- You can also put all the 7 objects under dials compound, doing this will cause the game to display the gears only when player enters the vehicle.
- this example is made only for "script_rt_dials_race" texture, so you will have to change your vehicle's default dials to this one..
Hope, i made everything clear, if not ask me in the comments. I will keep adding more important points in the description/readme when discovered...
-Dyc3™
Première mise en ligne : 2 mars 2019
Dernière mise à jour : 2 mars 2019
Téléchargé pour la dernière fois : il y a 1 jour
Awesome initiative!
excellent example ! thanks : )
@Dyc3 Wow what a good idea !
Great!
This is really cool. It shows up in game but the gear number does not match. I am not sure what I need to alter when you say adjust the UV map based on the handling data. What do I need to do to match the gear number? I can note what speed the gears change at.
@NorthwindJME which number is incorrectly displayed ? any particular one or all of them ?
if the number appears before the gearshift, move the particular UV of the number to the right in UV editor and vice versa. let me know your gearshift patterns. If 1st gear revs max at 30mph, its UV map should end at 30mph in reference texture. the gap b/w all the UVs of the number is for the needle width, if you dont give any gap b/w them, next gear display will overlay on the previous one before it disappears..
@Dyc3 Would really love to see you making the Aston Martin DB11 Volante.
@Dyc3 Nice job!
Nice, i already know the chinese tutorial but you bring the things clear :)
GREAT MODSSSSSS. please to release the demo gameplay with this mods thank you very much
ffffffffffffffffffffff, I'm gonna need my laptop back. hhnggggggg
Dyc3 Car Pack (11 cars) [Add-On (OIV)]
https://drive.google.com/open?id=19N9QIHEHaV0cMhN-Ytnbwpk6zjm4KoMb
how to install ??
I can't open it with my zmodeler 3.1.0
@bangthaily its saved with version 3.2.0. Cant open in older versions
how to install ??
nice job!
How to install plssssssss
I don't understand how to install it, can someone help me?
Bro can you provide this for lower versions plz!!!!