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How are you going to adjust the i3d in the files to the description in the desk without an editor? It took me three months to create this set of 180 wheel configurations, and even then, the Ford author did not allow me to share it with the public)

I have started running windows on my spare macbook, so i do have the editor

also, Where did you source those fornt wheels? I am looking for some front floaters

Archive with wheels - there are textures and i3D from a large series of TW. There are both standard ones from the game and custom ones, but I have a small problem - I adjusted the visual component through <objectChange node="wheelBackLeft" translationActive="0.900 0.750 -1.031" scaleActive="1 0.98 0.98"/> in the desk itself.


https://modsbase.com/7blxirmeo283/wheels.zip.html

just comign back to this, how did you actually use these wheels in the xml. i have tried, but they simply wont work for me. thanks.

in xml there are basic settings of the wheel itself, and below are the configurations. first you need to configure the wheel itself: - we are only interested in the RADIUS parameter and the paths to the tire files and the external and internal disk. You register everything correctly and from this you configure the configurations with double, triple, weights, etc.
look closely at the wheel files - they differ only in tires and +/- offset parameters of optional settings.

as far as I remember, the archive with wheels in the settings of each already had textures and parameters registered, you just needed to copy them to the unzipped folder of the mod and register them in the mod itself instead of the default ones. A small remark - if you do not add tire brands (firestone/goodyear/ect), then all your wheels will go as "lizard" because each type of tire indicates the brand brand under which they go in the game, basic tires are not particularly difficult to enter, but if a separate brand, then first you need to register the brand in the mod desk and put the brand icon in the mod archive.

Thank you.

look: green - radius (obviously, the physical radius of the wheel, edit until the wheel sinks to the surface and even deforms a little, there is such a parameter - deformation by load, but this is already in the wilds of i3d files). Wheel type - dirt, off-road and road - is responsible for the behavior on the FIELDS (!), width - this is actually the width of the wheel (also affects physics, if you turn on the console mode, then through the first F5 you will see both the radius and the width and the collision of the model, that is, how the model will physically look), well, and weight is actually the weight - the game takes into account the weight of the whole (!) model separately, wheels separately, even gasoline in the tank is considered in the total weight of the model. <span class="ryNqvb" jsname="W297wb" jsaction="click:PDNqTc,GFf3ac,qlVvte;contextmenu:Nqw7Te,QP7LD; mouseout:Nqw7Te; mouseover:PDNqTc,c2aHje" <therefore,="" the="" total="" weight="" of="" model="" is="" calculated="" taking="" into="" account="" mass="" wheels.<="" span="">></span>

blue - a link to where the tire file is located, and a link to two meshes inside the i3d file, right and left. If the tire is the same (does not have the features of the right and left), then it is still better to write the same index for the right and left. "Tender wheels" is a parameter of whether the wheel destroys crops, yes - it means it does not crush, no - it does crush. Trakatlas is what kind of trace the wheel leaves on the ground (you can see it here by the link (https://assets.mantrid.net/?cat=wheels).

red - outer disk - link to mesh in .i3d file where outer disk is, mesh can be one if disk is flat like a board and has no complex shapes, or as in case of tire can be right and left - then similarly separately two meshes for right and left are registered. Here carefully - width/diameter and dimension - these are basically the same parameters (you set width of outer disk and its diameter, but!!!) if wheel is simple (without option of double wheels, counterweights, etc.) then you can use width/diameter, but if there are options it will give an error of placement of optional mesh(!) therefore it is better to use dimension (it is simple here - you choose in percentage (1,000 is 100%) by coordinates xyz - that is, the first digit is X and it is width, two others are Y and Z and accordingly it is diameter since they are interconnected, otherwise half-shift oval disk, lol)

further - the inner disk is actually a disk inside the outer one) KO The same - it can be (and in 99% it will be) right/left, width/diameter (it's clear, it seems like it can be used here, but the dimension also works), the parameter - extension - with + or - means where to place this disk inside the wheel along the X coordinate - closer to the edge or to the center, it helps to create beautiful wheels)


Further, all this absolutely does not work (well, except for the tires) if the wheel itself is already assembled in the .i3d file - there the mesh goes inside the senior group and any editing breaks everything (second screen)

(+1)

Alex, thank you so much! This is going to help me tons with my work! Keep up with the good mods, and stay strong.