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TUTORIAL Selective open/closed pit doors

Gunnar333

Well-Known Member
So here we go. How to do open closed pit garages step by step:
  1. Create two garage door objects for every garage pit slot. And assign the same material to all of them.
    GarageDoors.jpg
  2. Create two textures with alpha channel, one for open, one for closed door
    Textures.jpg
  3. name all objects you'll use for open doors: AC_CREW_0, AC_CREW_1, AC_CREW_2, etc... and assign the open garage texture to them
  4. name all the objects for closed doors how you want (I used: GD_0_closed, GD_1_closed, GD_2_closed, etc...) and export these to a new fbx, load it in ks Editor and apply the closed garage texture to them.
    So all closed and open garage doors do have the same material but with two different textures.
    Export a closedgaragedoors.kn5
  5. in models ini load closedgaragedoors.kn5 after your kn5 with open doors

    Sounds a bit complicated but it works.
    Screenshot_ks_lamborghini_huracan_gt3_g333_sachsenring_31-4-120-13-31-18.jpg Screenshot_ks_lamborghini_huracan_gt3_g333_sachsenring_31-4-120-13-30-49.jpg
 

Gunnar333

Well-Known Member
I have to add that for the material settings I only get this to work when
BlendMode is set to eAlphaBlend
and "Is Transparent" set to false
So you can run into transparent clipping issues.
But when you set "Is Transparent" to true both textures (the closed and the open) are visible.
 

Gunnar333

Well-Known Member
with CSP v0.1.74/0.1.75preview1 the new "Origin Shift" feature in Graphic Adjustments (for fixing visual shaking on large tracks) is causing some trouble (see video):

So I'm aftraid you have to disable this CSP feature ATM if you don't want to see flickering garage door textures on Sachsenring.
 

JrC

Active Member
Thanks for sharing Gunnar... it's all these little things that make the track come alive.
 
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