CSP/Cars/Meshes splitting
Nothing to see here, really. The whole thing was added so a couple of cars could work with local cubemaps. Meant for some very rare cases of preparing a config to an already existing car where for some reason you would need to split a mesh in two bits.
Syntax
[MESH_SPLIT_...]
MESHES = Headlights ; list of meshes to cut
SPLIT_AXIS = 1, 0, 0 ; axis to cut mesh by (cut will be perpendicular to it)
SPLIT_THRESHOLD = 0.0 ; offset for cut along the line, in meters
SPLIT_POSTFIX = _CUT ; name of cut off mesh in this case would be “Headlights_CUT”
Just to clarify, it’s not an actual cutting, no triangles will be split in two. Just regrouping existing triangles between two different meshes.
Features to add later
- More separation? Maybe one day it could help with adding turn signals and such without extra KN5s.
- 🔼 ..
- 📝 About guessed configs
- 📝 Aerodynamics
- 📝 Analog instruments
- 📝 Animations
- 📝 Audio options
- 📝 Body flex
- 📝 Brake Disc FX
- 📝 Cosmic Suspension
- 📝 Custom suspension joints
- 📝 Deforming bonnets
- 📝 Digital instruments
- 📝 Driver model
- 📝 Driver weight shift
- 📝 Emissive objects
- 📝 Enabling extended physics
- 📝 Exhaust flames
- 📝 Exhaust smoke
- 📝 Extra switches
- 📝 Extra turbo options
- 📝 Fake Shadows FX
- 📝 General options
- 📝 Instruments inputs
- 📝 Instruments options
- 📝 LED panels
- 📝 Local cubemaps
- 📝 Meshes splitting
- 📝 Miscellaneous options
- 📝 More clutch damage
- 📝 Multichannel emissives
- 📝 Neck FX
- 📝 New inputs for dynamic controllers
- 📝 Node adjustments
- 📝 Physics scripts
- 📝 Setup controllers
- 📝 Smart Mirror
- 📝 Sparks
- 📝 Suspension
- 📝 Tips and tricks
- 📝 Tyre Types
- 📝 Tyres FX
- 📝 Vintage tachometers
- 📝 Visually adjustable wings
- 📝 Wheels
- 📝 Wobbly bits
- 📝 Wobbly wipers