this is the AC Shelby Cobra, i've converted from NFS Shift Unleashed.
this car has really pushed my patience, so i hope you appreciate the effort i've put into this,
this car has a non standard driver, i've done away with the "normal farming driver" and imported a driver from anothe game that i used to mod for, however when you are behind the wheel in cockpit mode he stays there, i'm not sure what i've done wrong but i'm sure someone will discover where and what i've done wrong here.
the car has working headlights, working tail lights, (no reverse or indicators as yet, maybe in a future version).
the steering wheel turns, but i'm still struggling to get it to turn around the Axis, if someone could help me figure out why it's not turning on the axis please feel free to inbox, me.
this is a real nice car and if there is enough interest in this, i might release the next version up from this one, with livery options for it.
now for the important part. if you download my work, i EXPECT YOU TO READ THE README.TXT.
there is one small bug in the log file apart from that it's clean if there are any errors its because you modified my car.
Error: UVs out of range [-8,8] ac_cobra_tire_rr_loda'.
Error: UVs out of range [-8,8] ac_cobra_tire_lf_loda'.
Error: UVs out of range [-8,8] ac_cobra_kit00_interior_cpit'.
Error: UVs out of range [-8,8] ac_cobra_tire_rf_loda'.
Error: UVs out of range [-8,8] ac_cobra_wheel_lr_loda'.
i'm still yet to find a solution for this part
the guage needles are there, but when i try to animate them, instead of going around the tach, the needles dont adhere to the axis so if anyone has a suggestion to fix it, then i will be most greatful, if they would get in touch. for now they are disabled. (i'm still learning and i'm not above help so if you can help get in touch)
well thats about all,
like my car, leave me a comment, and please do share across the other websites.
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8 years ago
COMMENTS
You will need to put this in Blender and do a UV map, to see what parts are going out of the UV scale, then easily fix in Blender reimport back into GE, and viola, no UV errors
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