@garyjpaterson Could it be that local axis of rear susp dummies are inverted. So in game whole object is flipped. And maybe you don't have faces on other side ?
@garyjpaterson Could it be that local axis of rear susp dummies are inverted. So in game whole object is flipped. And maybe you don't have faces on other side ?
I had that happen when I inverted a mesh in BlenderHmm, don't think so as its the normals flipped, not the object. Also nothing else in the susp dummy is inverted.
Have you tried resetting the Xform and then applying a Normal modifier? This works for me when I have mirrored a mesh.
Last sound testing session (hopefully). Finalized the wind sound and distance attenuation as well as custom direction envelopment.
Am I allowed to have a guess?
Finally able to show a public image if the track I've been working on. Was lucky enough to start with the CAD data, but after the first draft we realised the track didn't work! So have spent much of the last few month's redesigning corners in Assetto Corsa to make them flow right. It now is a fantastic drive.
Unfortunately there is no ETA for release due to legal issue, but I'm sure we can find a way
Building, not proposingIs that the new one theyre proposing in South Australia?
that looks incredible already, and at least for me LMP type cars we can never have enough of in AC
Im an amuature. I cant promise completly accurate details but i try to do the best.
AC does fine even with really heavy models, people have made cars with over 500k tris perform fine. Just stick to sub 100 numbers when it comes to textures and materials (I have no idea what the actual proposed limits are at the moment. It was "150k tris whole model, 50 textures, 50 materials" when I started in 2014, but today some Kunos cars have double those numbers.)I have planned doing gtr2 mod first. When it feels right i will try to import them to assetto corsa.
The models are not heavy at all.. they have been designed for that purpose.. keeping it all light and clean for anyone else driving them.