Doors offset trouble

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Hi everybody!!!
In P3D editor positioning is fine, but in game all the doors have offset, somehow... As if i just imported meshes and did nothing else. I double checked *.obj's scale, rotation and pivots but nothing wrong there. I even tried to import xml instead, but same issue


Have no idea, what went wrong :D help me DT Forum

Almost forgot! Car smoke is indeed in correct position, and characters too, i guess...
That happens because you have an animation group somewhere in your car.
I recommend finding the Animation chunk and deleting every subchunk of it that has a name like like "HoodRot" (or whatever) that is not animated. Whatever you moved in your Skeleton, you should delete it from the animation.
Animations are a bit annoying to deal with, if you want, you could send the model for me and I'll fix it for you. (And will also show the changes I do)
That happens because you have an animation group somewhere in your car.
I recommend finding the Animation chunk and deleting every subchunk of it that has a name like like "HoodRot" (or whatever) that is not animated. Whatever you moved in your Skeleton, you should delete it from the animation.
Animations are a bit annoying to deal with, if you want, you could send the model for me and I'll fix it for you. (And will also show the changes I do)

Glad to see you again! :^)
Now i get it, thanks! So.. If all troubles was caused by animation, i think i can use Weasel's Blender Pure3DXML animation converter, to deal with it?
Also thank you for for the offer! :) But i want to try finish it by myself... Besides you already was helped me a couple of times, i dont want to bother you much with my junk X)
i think i can use Weasel's Blender Pure3DXML animation converter, to deal with it?
I'm not sure, but I think it can. Most of the time I remove everything inside the animation aside from the actually animated things so I can then modify the skeleton with no problem.
i think i can use Weasel's Blender Pure3DXML animation converter, to deal with it?
I'm not sure, but I think it can. Most of the time I remove everything inside the animation aside from the actually animated things so I can then modify the skeleton with no problem.

By the way... :DD
How can i make "damage textures" to work? Is it even possible?
About five years ago, Loren wrote "damaged texture system only affects specific hard-coded texture/shader names on each car". Does it mean i can not use damage textures on custom cars? :(
You can, but the textures have to be named "carDoorPNorm.bmp/carDoorDNorm.bmp" and ""carDoorPDam.bmp/carDoorDDam.bmp", where "car" is your car's name (i.e. famil_vDoorPNorm.bmp).
You then need a shader for each (carDoorPNorm_m and carDoorDNorm_m) (no need for damage shaders, the normal ones are coded to take the damaged texture when needed).
Here's a list of shaders and textures that work that way:
  • DoorPNorm_m / DoorPNorm.bmp
  • DoorDNorm_m / DoorDNorm.bmp
  • HoodNorm_m / HoodNorm.bmp
  • BackNorm_m / BackNorm.bmp
You can, but the textures have to be named "carDoorPNorm.bmp/carDoorDNorm.bmp" and ""carDoorPDam.bmp/carDoorDDam.bmp", where "car" is your car's name (i.e. famil_vDoorPNorm.bmp).
You then need a shader for each (carDoorPNorm_m and carDoorDNorm_m) (no need for damage shaders, the normal ones are coded to take the damaged texture when needed).
Here's a list of shaders and textures that work that way:
  • DoorPNorm_m / DoorPNorm.bmp
  • DoorDNorm_m / DoorDNorm.bmp
  • HoodNorm_m / HoodNorm.bmp
  • BackNorm_m / BackNorm.bmp

Thanks!! I will try :^)