I was under the impression that ac_crew named objects will 1) show when car is present and 2) use the custom skin (texture) from the car skin-files.
1 seems to be working great, but 2 doesn't, on any track I try.
They (the grid boxes and the trucks) show up with the same skin. Fx., on Lilski's Watkins Glen, I just see a long row of the same-branded Assetto Corsa skinned grid-boxes and trucks. I thought it would use the ac_crew.dds file from the car's skin-folder. They are indeed loaded dynamically, as the number of them will depend on the cars in the race - but they're all skinned the same.
Is this (skins for pit-boxes and trucks fx) not supported anymore, or is there some setting I haven't found?
I'm working on a mod-track, and thought I was doing something wrong with my object- or material-naming, but found that I couldn't get it to work on any track/car combination, including Kunos track/cars, and high-quality mods like Lilski's.
1 seems to be working great, but 2 doesn't, on any track I try.
They (the grid boxes and the trucks) show up with the same skin. Fx., on Lilski's Watkins Glen, I just see a long row of the same-branded Assetto Corsa skinned grid-boxes and trucks. I thought it would use the ac_crew.dds file from the car's skin-folder. They are indeed loaded dynamically, as the number of them will depend on the cars in the race - but they're all skinned the same.
Is this (skins for pit-boxes and trucks fx) not supported anymore, or is there some setting I haven't found?
I'm working on a mod-track, and thought I was doing something wrong with my object- or material-naming, but found that I couldn't get it to work on any track/car combination, including Kunos track/cars, and high-quality mods like Lilski's.