Damage.ini file and allowed components

Angus94

hi all, i'm putting a more detailed damage file together for my mod. i was just wondering if its possible to have upgradable parts as Debri parts

eg, if a car can have 4 different styles of rear wing, how do i apply the <WING> into the damage.ini file so any chosen wing will become debri

thanks in advance
 
I would say there is no need to do that.
If you have the <WING> in the instance INSTANCE=RWING entry in the *.gen file, the REARWING... entries in the damage file will rule the behaviour.
And it's the same with other upgradeable parts. If the DEBRIS(X)= instance in the *.gen file matches a PART(X)... entry in the ....damage.ini, the part behaves like defined in that entry of the ....damage.ini.
 
damage progress.....

i have setup the damage and the car looks fine with no errors in the spinner, when i go to a track and watch the car from outside all the parts are there, when i drive the car (swingman view) and crash into something the required parts i setup fall off as expected....

now my issue is how to see the damage parts while i'm in cockpit view, because at the moment all the nominated parts are not showing from the drivers seat

cheers

happy easter all

this is how i got the engines to show in the game.....
Instance=DEBRIS0<UPNUMBER> //engine
{
Moveable=True
MeshFile=<DEBRIS0> ShadowCaster=ShadowCaster=(True, Solid, 128, 128) LODIn=(0.00) LODOut=(100.0) Reflect=True
}

now how do i get this DEBRIS0 to be visible in cockpit view

this didnt work, gave an 'Unknown Token error'

Instance=COCKPIT
{
Moveable=True
MeshFile=bf_cockpit_view.gmt CollTarget=True HATTarget=False LODIn=(0.0) LODOut=(1000.0) ShadowReceiver=True
MeshFile=<DEBRIS0> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(1000.0) ShadowReceiver=True //engine
MeshFile=<FWING> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(1000.0) ShadowReceiver=True //engine
MeshFile=<WHEEL> CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(1000.0) ShadowReceiver=True
Meshfile=Fg16_Motec_Adl2.Gmt Colltarget=False Hattarget=False Lodin=(0.0) Lodout=(1000.0)
Meshfile=Fg16_Motec_Adl2_Display.Gmt Colltarget=False Hattarget=False Lodin=(0.0) Lodout=(1000.0)
Meshfile=Fg16_Motec_Slm.Gmt Colltarget=False Hattarget=False Lodin=(0.0) Lodout=(1000.0)
Meshfile=Fg16_Motec_Slm-Lights.Gmt Colltarget=False Hattarget=False Lodin=(0.0) Lodout=(1000.0)
}
 
Try increasing the LODOut to 250 or higher for detachable parts in your gen files.
 
all LODout figures are set to 1000 already, the one above is from the spinner.gen, thats why its 100.0........ALL LODout figures for the track gen file are at 1000.00

thats not stopping it from being visible anyway, because the parts are just not loading to begin with, thats why i get the "UNKNOWN_TOKEN_DEBRIS0' errors
 
Last edited:
Oh ! Forgive me I didn't see the script before.

The line MeshFile=<DEBRIS0>
Will give you an error because that kind of definition is suposed to be in your upgrade ini, it does not come from damage, thats why you get 'Unknown Token error', but you don't want that mesh to be an upgrade, just a detachable part.

So try it like this

Instance=DEBRIS0 //engine <-- note no <>
{
Moveable=True
MeshFile=filename.gmt ShadowCaster=ShadowCaster=(True, Solid, 128, 128) LODIn=(0.00) LODOut=(100.0) Reflect=True
}

Replace "filename.gmt" with the real name
 
I think that a DEBRIS part will not work as DEBRIS, when you put the Mesh= entry into the cockpitsection.

But i have never tried it out or played around with debris part in cockpit.

By the way, what kind of engine are you using, that you can see it in cockpit-view?
 
this is what i have at the moment, that works

Instance=DEBRIS0<UPNUMBER>
{
Moveable=True
MeshFile=<DEBRIS0> ShadowCaster=ShadowCaster=(True, Solid, 128, 128) LODIn=(0.00) LODOut=(1000.0) Reflect=True ShadowReceiver=True
}

this is for the engines, there are 18 different engines to choose from

i also have
24 sets of rear wheels
7 sets of front wheels
3 sets of headers
3 sets of wheelie bars

and used the same settings as above
 

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