Post by Burnout on Jan 21, 2018 3:55:05 GMT -8
This is the script I used to get the models for V2 of the alpha in game. I had most the parts made and separated for the Chevy but not the other makes. It's just a example of a working script.
#########################################
#
# NR2003 Monster Energy NASCAR Cup Series
#
#########################################
# Empty mesh which can be used in LODs
maEmpty: EMPTY_MESH
masterMinMax: BBOX MIN (-3.02300000190735, -0.961000025272369, -0.328999996185303) MAX (2.2260000705719, 0.961000025272369, 0.916000008583069)
maxCars: MESH_GROUP "NMES_Cars.pas" RENAME_MAT (paintjob paintjob)
# Mips which are used for the different wheel states
slowbrdg: MIP "tire_slow.mip"
medbrdg: MIP "tire_medium.mip"
fastbrdg: MIP "tire_fast.mip"
#####################################################
# Left Front
#####################################################
###################
# Slow Speed Tire
###################
# I have to load the wheels from my scene.
# L1 is the high poly model
# L4 is the med poly model
# L7 is the low poly model
# you can use more than 3 Level of Detail (LOD),
# but for my mods 3 are enough
L1_left_tire: MESH maxCars W_L1_lf_tire
L1_left_rim: MESH maxCars W_L1_lf_rim
L4_left_tire: MESH maxCars W_L4_lf_tire
L4_left_rim: MESH maxCars W_L4_lf_rim
L7_left_tire: MESH maxCars W_L7_lf_tire
L7_left_rim: MESH maxCars W_L7_lf_rim
L1_LF_LOD1: GROUP(L1_left_tire,L1_left_rim)
L4_LF_LOD4: GROUP(L4_left_tire,L4_left_rim)
L7_LF_LOD7: GROUP(L7_left_tire,L7_left_rim)
# LF Slow LOD
# I prefer STATIC_LOD to get better fps for people with low end PC.
LF_slow: STATIC_LOD ( 0 L1_LF_LOD1,
2 L1_LF_LOD1,
4.5 L1_LF_LOD1,
6.8 L4_LF_LOD4,
9.2 L4_LF_LOD4,
12.3 L4_LF_LOD4,
16.4 L7_LF_LOD7,
20.9 L7_LF_LOD7,
30.5 L7_LF_LOD7,
48.2 L7_LF_LOD7,
70 L7_LF_LOD7)
LF_slow_all: GROUP (LF_slow)
###################
# Medium Speed Tire
###################
L1_left_tire_M: COPY L1_left_tire
L4_left_tire_M: COPY L4_left_tire
L7_left_tire_M: COPY L7_left_tire
# here we swap the slow speed texture with medium speed texture
MODIFY TEXTURE BASE_TEXTURE L1_left_tire_M slowbrdg medbrdg
MODIFY TEXTURE BASE_TEXTURE L4_left_tire_M slowbrdg medbrdg
MODIFY TEXTURE BASE_TEXTURE L7_left_tire_M slowbrdg medbrdg
L1_LF_LOD1_M: GROUP(L1_left_tire_M,L1_left_rim)
L4_LF_LOD4_M: GROUP(L4_left_tire_M,L4_left_rim)
L7_LF_LOD7_M: GROUP(L7_left_tire_M,L7_left_rim)
#LOD
LF_med: STATIC_LOD ( 0 L1_LF_LOD1_M,
2 L1_LF_LOD1_M,
4.5 L1_LF_LOD1_M,
6.8 L4_LF_LOD4_M,
9.2 L4_LF_LOD4_M,
12.3 L4_LF_LOD4_M,
16.4 L7_LF_LOD7_M,
20.9 L7_LF_LOD7_M,
30.5 L7_LF_LOD7_M,
48.2 L7_LF_LOD7_M,
70 L7_LF_LOD7_M)
LF_med_all: GROUP (LF_med)
###################
# Fast Speed Tire
###################
L1_left_tire_F: COPY L1_left_tire
L4_left_tire_F: COPY L4_left_tire
L7_left_tire_F: COPY L7_left_tire
# here we swap the slow speed texture with fast speed texture
MODIFY TEXTURE BASE_TEXTURE L1_left_tire_F slowbrdg fastbrdg
MODIFY TEXTURE BASE_TEXTURE L4_left_tire_F slowbrdg fastbrdg
MODIFY TEXTURE BASE_TEXTURE L7_left_tire_F slowbrdg fastbrdg
L1_LF_LOD1_F: GROUP(L1_left_tire_F,L1_left_rim)
L4_LF_LOD4_F: GROUP(L4_left_tire_F,L4_left_rim)
L7_LF_LOD7_F: GROUP(L7_left_tire_F,L7_left_rim)
#LOD
LF_fast: STATIC_LOD ( 0 L1_LF_LOD1_F,
2 L1_LF_LOD1_F,
4.5 L1_LF_LOD1_F,
6.8 L4_LF_LOD4_F,
9.2 L4_LF_LOD4_F,
12.3 L4_LF_LOD4_F,
16.4 L7_LF_LOD7_F,
20.9 L7_LF_LOD7_F,
30.5 L7_LF_LOD7_F,
48.2 L7_LF_LOD7_F,
70 L7_LF_LOD7_F)
LF_fast_all: GROUP (LF_fast)
####################
#
# Speed State Switch
# The Speed State Switch swaps the tire models with the modified texture,
# at different speeds.
#
####################
wheelSpeedlf: STATE_SWITCH VAR wheel_speed_0 (0 LF_slow_all, 1 LF_med_all, 2 LF_fast_all, 3)
#####################################################
# Right Front
#####################################################
###################
# Slow Speed Tire
###################
L1_right_tire: MESH maxCars W_L1_rf_tire
L1_right_rim: MESH maxCars W_L1_rf_rim
L4_right_tire: MESH maxCars W_L4_rf_tire
L4_right_rim: MESH maxCars W_L4_rf_rim
L7_right_tire: MESH maxCars W_L7_rf_tire
L7_right_rim: MESH maxCars W_L7_rf_rim
L1_RF_LOD1: GROUP(L1_right_tire,L1_right_rim)
L4_RF_LOD4: GROUP(L4_right_tire,L4_right_rim)
L7_RF_LOD7: GROUP(L7_right_tire,L7_right_rim)
# rf Slow LOD
RF_slow: STATIC_LOD ( 0 L1_RF_LOD1,
2 L1_RF_LOD1,
4.5 L1_RF_LOD1,
6.8 L4_RF_LOD4,
9.2 L4_RF_LOD4,
12.3 L4_RF_LOD4,
16.4 L7_RF_LOD7,
20.9 L7_RF_LOD7,
30.5 L7_RF_LOD7,
48.2 L7_RF_LOD7,
70 L7_RF_LOD7)
RF_slow_all: GROUP (RF_slow)
###################
# Medium Speed Tire
###################
L1_right_tire_M: COPY L1_right_tire
L4_right_tire_M: COPY L4_right_tire
L7_right_tire_M: COPY L7_right_tire
MODIFY TEXTURE BASE_TEXTURE L1_right_tire_M slowbrdg medbrdg
MODIFY TEXTURE BASE_TEXTURE L4_right_tire_M slowbrdg medbrdg
MODIFY TEXTURE BASE_TEXTURE L7_right_tire_M slowbrdg medbrdg
L1_RF_LOD1_M: GROUP(L1_right_tire_M,L1_right_rim)
L4_RF_LOD4_M: GROUP(L4_right_tire_M,L4_right_rim)
L7_RF_LOD7_M: GROUP(L7_right_tire_M,L7_right_rim)
# rf Slow LOD
RF_med: STATIC_LOD ( 0 L1_RF_LOD1_M,
2 L1_RF_LOD1_M,
4.5 L1_RF_LOD1_M,
6.8 L4_RF_LOD4_M,
9.2 L4_RF_LOD4_M,
12.3 L4_RF_LOD4_M,
16.4 L7_RF_LOD7_M,
20.9 L7_RF_LOD7_M,
30.5 L7_RF_LOD7_M,
48.2 L7_RF_LOD7_M,
70 L7_RF_LOD7_M)
RF_med_all: GROUP (RF_med)
###################
# Fast Speed Tire
###################
L1_right_tire_F: COPY L1_right_tire
L4_right_tire_F: COPY L4_right_tire
L7_right_tire_F: COPY L7_right_tire
MODIFY TEXTURE BASE_TEXTURE L1_right_tire_F slowbrdg fastbrdg
MODIFY TEXTURE BASE_TEXTURE L4_right_tire_F slowbrdg fastbrdg
MODIFY TEXTURE BASE_TEXTURE L7_right_tire_F slowbrdg fastbrdg
L1_RF_LOD1_F: GROUP(L1_right_tire_F,L1_right_rim)
L4_RF_LOD4_F: GROUP(L4_right_tire_F,L4_right_rim)
L7_RF_LOD7_F: GROUP(L7_right_tire_F,L7_right_rim)
# rf Slow LOD
RF_fast: STATIC_LOD ( 0 L1_RF_LOD1_F,
2 L1_RF_LOD1_F,
4.5 L1_RF_LOD1_F,
6.8 L4_RF_LOD4_F,
9.2 L4_RF_LOD4_F,
12.3 L4_RF_LOD4_F,
16.4 L7_RF_LOD7_F,
20.9 L7_RF_LOD7_F,
30.5 L7_RF_LOD7_F,
48.2 L7_RF_LOD7_F,
70 L7_RF_LOD7_F)
RF_fast_all: GROUP (RF_fast)
####################
# Speed State Switch
####################
wheelSpeedrf: STATE_SWITCH VAR wheel_speed_1 (0 RF_slow_all, 1 RF_med_all, 2 RF_fast_all, 3)
#####################################################
#
# Im a bit lazy, thats why i copy my LF Tire for the LR Tire.
# Left Rear (copy of Left Front)
#
#####################################################
####################
# Speed State Switch
####################
wheelSpeedlr: STATE_SWITCH VAR wheel_speed_2 (0 LF_slow_all, 1 LF_med_all, 2 LF_fast_all, 3)
#####################################################
#
# Same procedure like i used for the LR tire, but this time i copy the RF tire.
# Right Rear (copy of Right Front)
#
#####################################################
####################
# Speed State Switch
####################
wheelspeedrr: STATE_SWITCH VAR wheel_speed_3 (0 RF_slow_all, 1 RF_med_all, 2 RF_fast_all, 3)
##################################
#
# Wheels
#
##################################
#########################################
#
# Should be used when you use wheels.3do
#
#########################################
#wheelsGrp: SCENE "wheels.3do"
#rfwheelObj: CHILD wheelsGrp wheel_speed_0
#lfwheelObj: CHILD wheelsGrp wheel_speed_1
#rrwheelObj: CHILD wheelsGrp wheel_speed_2
#lrwheelObj: CHILD wheelsGrp wheel_speed_3
#lf: TRANSFORM NAME lfwheel POS( 1.222, 0.83, -0.048314) ROT(0, 0, 0) lfwheelObj
# 1.014 was position of wheel fronts
#rf: TRANSFORM NAME rfwheel POS( 1.222, -0.83, -0.048314) ROT(0, 0, 0) rfwheelObj
#lr: TRANSFORM NAME lrwheel POS(-1.577, 0.81, -0.078314) ROT(0, -0, 0) lrwheelObj
#rr: TRANSFORM NAME rrwheel POS(-1.577, -0.81, -0.078314) ROT(0, 0, 0) rrwheelObj
##################################################################################
#########################################
#
# here we set up our tire a give them the right position.
# I do it this way, cos you can have for each make different wheels positions.
# But for the SIMoCOT i just needed one.
#
###########################################
lfwheelObj: GROUP (wheelspeedlf)
rfwheelObj: GROUP (wheelspeedrf)
lrwheelObj: GROUP (wheelspeedlr)
rrwheelObj: GROUP (wheelspeedrr)
lf: TRANSFORM NAME lfwheel POS(0.0, 0.0, 0.0) ROT(0, 0, 0) lfwheelObj
rf: TRANSFORM NAME rfwheel POS(0.0, 0.0, 0.0) ROT(0, 0, 0) rfwheelObj
lr: TRANSFORM NAME lrwheel POS(0.0, 0.0, 0.0) ROT(0, 0, 0) lrwheelObj
rr: TRANSFORM NAME rrwheel POS(0.0, 0.0, 0.0) ROT(0, 0, 0) rrwheelObj
lfgrp0: GROUP (lf)
rfgrp0: GROUP (rf)
lrgrp0: GROUP (lr)
rrgrp0: GROUP (rr)
lfmake0: TRANSFORM POS(1.499, 0.795, 0) ROT(0, 0, 0) lfgrp0
rfmake0: TRANSFORM POS(1.499, -0.795, 0) ROT(0, 0, 0) rfgrp0
lrmake0: TRANSFORM POS(-1.303, 0.795, 0) ROT(0, 0, 0) lrgrp0
rrmake0: TRANSFORM POS(-1.302, -0.795, 0) ROT(0, 0, 0) rrgrp0
##################################
#
# Initial Variables
#
##################################
staticDriver: MESH maxCars driver
staticWheel: MESH maxCars steering_wheel
rollCage: MESH maxCars rollcage_ext
sponsorBase: MESH maxCars sponsors_int
cupSplitter: MESH maxCars splitter
cupSpoiler: MESH maxCars spoiler
cupInterior: MESH maxCars cockpit_parts
SWFrame: MESH maxCars side_window_frame
side_window: MESH maxCars side_window
cupMirror: MESH maxCars mirror
cupDash: MESH maxCars dashpanel
cupSeat: MESH maxCars seat
cupWindowNet: MESH maxCars windownet
banner0: MESH maxCars chevy_banner
body0: MESH maxCars chevy_body
chassis0: MESH maxCars chevy_chassis
cupInterior0: MESH maxCars chevy_cockpit_parts
dashpanel0: MESH maxCars chevy_dashpanel
decklidU0: MESH maxCars chevy_decklid_underside
driver0: MESH maxCars chevy_driver
emblems0: MESH maxCars chevy_emblems
hood0: MESH maxCars chevy_hood
hoodU0: MESH maxCars chevy_hood_underside
mirror0: MESH maxCars chevy_mirror
nameBanner0: MESH maxCars chevy_name_banner
parts0: MESH maxCars chevy_parts
hood_pins0: MESH maxCars chevy_pins
rear0: MESH maxCars chevy_rear
rearCam0: MESH maxCars chevy_rear_camera
decklid0: MESH maxCars chevy_rear_decklid
firewall0: MESH maxCars chevy_rear_firewall
rollCage0: MESH maxCars chevy_rollcage_ext
roof0: MESH maxCars chevy_roof
roofRails0: MESH maxCars chevy_roof_rails
cupSeat0: MESH maxCars seat
side_window0: MESH maxCars side_window
SWFrame0: MESH maxCars side_window_frame
cupSplitter0: MESH maxCars splitter
cupSpoiler0: MESH maxCars spoiler
sponsorBase0: MESH maxCars sponsors_int
staticWheel0: MESH maxCars steering_wheel
underside0: MESH maxCars chevy_underside
cupWindowNet0: MESH maxCars windownet
windows0: MESH maxCars chevy_windows
sharkfin10: MESH maxCars sfin01
sharkfin20: MESH maxCars sfin02
sharkfinbase10: MESH maxCars sfin_base01
sharkfinbase20: MESH maxCars sfin_base02
body1: MESH maxCars dodge_body
roof1: MESH maxCars dodge_roof
hood1: MESH maxCars dodge_hood
rear1: MESH maxCars dodge_rear
windows1: MESH maxCars dodge_windows
banner1: MESH maxCars dodge_banner
chassis1: MESH maxCars dodge_chassis
firewall1: MESH maxCars dodge_rear_firewall
underside1: MESH maxCars dodge_underside
parts1: MESH maxCars dodge_parts
sharkfin1: MESH maxCars dodge_shark_fin
nameBanner1: MESH maxCars dodge_name_banner
body2: MESH maxCars ford_body
roof2: MESH maxCars ford_roof
hood2: MESH maxCars ford_hood
rear2: MESH maxCars ford_rear
windows2: MESH maxCars ford_windows
banner2: MESH maxCars ford_banner
chassis2: MESH maxCars ford_chassis
firewall2: MESH maxCars ford_rear_firewall
underside2: MESH maxCars ford_underside
parts2: MESH maxCars ford_parts
sharkfin2: MESH maxCars ford_shark_fin
nameBanner2: MESH maxCars ford_name_banner
body3: MESH maxCars toyota16_body
roof3: MESH maxCars toyota16_roof
hood3: MESH maxCars toyota16_hood
rear3: MESH maxCars toyota16_rear
windows3: MESH maxCars toyota16_windows
banner3: MESH maxCars toyota16_banner
chassis3: MESH maxCars toyota16_chassis
firewall3: MESH maxCars toyota16_rear_firewall
underside3: MESH maxCars toyota16_underside
parts3: MESH maxCars toyota16_parts
sharkfin3: MESH maxCars toyota16_shark_fin
nameBanner3: MESH maxCars toyota16_name_banner
# Roof Flaps
# Roofflaps, could i say more?
# yes i can, the flapbox have to surround all flaps in order to work
F_flapbox: MESH maxCars F_L1_flapbox
flapbox: BBOX F_flapbox
# Here i load all flaps for every LOD Level.
# L1 90degree Flap
c_ls_roof_down: MESH maxCars chevy_LS_RoofFC
c_rs_roof_down: MESH maxCars chevy_RS_RoofFC
c_ls_hood_down: MESH maxCars chevy_LS_HoodFC
c_rs_hood_down: MESH maxCars chevy_RS_HoodFC
c_ls_roof_up: MESH maxCars chevy_LS_RoofFO
c_rs_roof_up: MESH maxCars chevy_RS_RoofFO
c_ls_hood_up: MESH maxCars chevy_LS_HoodFO
c_rs_hood_up: MESH maxCars chevy_RS_HoodFO
# And heres the most important part.
# we use the Region_Morph descriptor to make the flaps moving.
# the source model comes first, then the destination model.
# Take a look at the "V3COT_27.max" scene
c_lsr_flap: REGION_MORPH c_ls_roof_down Destination c_ls_roof_up Regions(flapbox roof_flap_state 8 0)
c_rsr_flap: REGION_MORPH c_rs_roof_down Destination c_rs_roof_up Regions(flapbox roof_flap_state 8 0)
c_lsh_flap: REGION_MORPH c_ls_hood_down Destination c_ls_hood_up Regions(flapbox roof_flap_state 8 0)
c_rsh_flap: REGION_MORPH c_rs_hood_down Destination c_rs_hood_up Regions(flapbox roof_flap_state 8 0)
c_L1_flapscene: GROUP (c_lsr_flap, c_rsr_flap, c_lsh_flap, c_rsh_flap)
###############################################
# Heres the STATE_SWITCH which make our flaps deploying when the car spins backwards.
###############################################
c_L1_workflap: STATE_SWITCH Var roofFlapsEnable (1 c_L1_flapscene, 2)
#Ext0: MESH maxCars dodge_body_lod
#Ext1: MESH maxCars dodge_body_lod
#Ext2: MESH maxCars dodge_body_lod
#Ext3: MESH maxCars dodge_body_lod
Exterior0: GROUP (banner0, body0, chassis0, cupInterior0, dashpanel0, decklidU0, driver0, emblems0, hood0, hoodU0, mirror0, nameBanner0, parts0, hood_pins0, rear0, rearCam0, decklid0, firewall0, rollCage0, roof0, roofRails0, cupSeat0, side_window0, SWFrame0,cupSplitter0, cupSpoiler0, sponsorBase0, staticWheel0, underside0, cupWindowNet0, windows0, sharkfin10, sharkfin20, sharkfinbase10, sharkfinbase20, c_L1_workflap, c_ls_roof_down, c_rs_roof_down, c_ls_hood_down, c_rs_hood_down, lfmake0, rfmake0, lrmake0, rrmake0)
Exterior1: GROUP (staticDriver, staticWheel, rollCage, cupSplitter, cupSpoiler, cupInterior, SWFrame, side_window, cupMirror, cupDash, cupSeat, cupWindowNet, body1, roof1, hood1, rear1, windows1, banner1, chassis1, firewall1, underside1, parts1, sharkfin1, nameBanner1, lfmake0, rfmake0, lrmake0, rrmake0)
Exterior2: GROUP (staticDriver, staticWheel, rollCage, cupSplitter, cupSpoiler, cupInterior, SWFrame, side_window, cupMirror, cupDash, cupSeat, cupWindowNet, body2, roof2, hood2, rear2, windows2, banner2, chassis2, firewall2, underside2, parts2, sharkfin2, nameBanner2, lfmake0, rfmake0, lrmake0, rrmake0)
Exterior3: GROUP (staticDriver, staticWheel, rollCage, cupSplitter, cupSpoiler, cupInterior, SWFrame, side_window, cupMirror, cupDash, cupSeat, cupWindowNet, body3, roof3, hood3, rear3, windows3, banner3, chassis3, firewall3, underside3, parts3, sharkfin3, nameBanner3, lfmake0, rfmake0, lrmake0, rrmake0)
extViewB: STATE_SWITCH VAR carMakeIdx (0 Exterior0,1 Exterior1,2 Exterior2,3 Exterior3, 4)
extView: GROUP (extViewB)
##################################
#
# Interior View
#
##################################
maInt: MESH_GROUP "interior.pas" RENAME_MAT (paintjob paintjob)
# Windshield enable
window: MESH maInt glass
windshield: STATE_SWITCH VAR windshieldEnable (0.0 window, 0.9)
# Descklid
deck: MESH maInt decklid
# Shifter
mashift: MESH maInt shift
tranShifter: TRANSFORM NAME shifter POS(0.114,-0.006,-0.146) ROT(0,0,0) mashift
# mirror
mir: MESH maInt mirror
maPort: MESH maInt revPortal
mirPort: PORTAL rearView maPort
mirGroup: GROUP (mirPort,mir)
rearViewMirror: STATE_SWITCH VAR mirrorFrameEnable (0 mirGroup, 1)
# steering wheel
sWheel: MESH maInt WHEEL
tranWheel: TRANSFORM NAME steer POS(-0.320,0.391,0.323) ROT(0,0.2,0.2) sWheel
ssWheel: STATE_SWITCH VAR steeringWheelEnable (0 tranWheel, 0.9)
# DashPanel
dashPanel: MESH maInt panel
# Tub
fullTub: MESH maInt tub
# Catch
catch: MESH maInt windowcatch
# bars
bars: MESH maInt cage
# Foam
intFoam: MESH maInt foam
# DashIgn
dashIgn: MESH maInt dash
# Netting
# Netting2
# Head
tranHead: TRANSFORM NAME head POS(-0.75,0.4,0.467) ROT(0,0,0) maEmpty
# Tach
dayCol: Mesh maInt TACHDAYCOL
dayFac: Mesh maInt TACHDAYFACE
daySwi: Mesh maInt TACHDAYSWI
nightCol: Mesh maInt TACHNIGHTCOL
nightFac: Mesh maInt TACHNIGHTFACE
nightSwi: Mesh maInt TACHNIGHTSWI
TACHDAY: GROUP (dayCol,dayFac,daySwi)
TACHNIGHT: GROUP (nightCol,nightFac,nightSwi)
tDaySelf: SELFLIGHTING AMBIENT(0.5,0.5,0.5) TACHDAY
tNightSelf: SELFLIGHTING AMBIENT(0.85,0.85,0.85) TACHNIGHT
ssTach: STATE_SWITCH VAR day_night (0 tDaySelf, 1 tNightSelf, 2)
# pTach
maPTACH: MESH maInt ptach
pTachSelf: SELFLIGHTING AMBIENT(0.7,0.7,0.7) maPTACH
ssPTach: STATE_SWITCH VAR day_night (0 maPTACH, 1 pTachSelf, 2)
tranPTACH: TRANSFORM NAME ptach POS(-0.083,0.503,0.329) ROT(0,0.349,0) ssPTach
# poilp
maPTELL: MESH maInt PTELL
tranPOILP: TRANSFORM NAME poilp POS(0.075,0.411,0.388) ROT(0,0.385,0) maPTELL
# poilt
tranPOILT: TRANSFORM NAME poilt POS(0.075,0.337,0.388) ROT(0,0.385,0) maPTELL
# pfuel
tranPFUEL: TRANSFORM NAME pfuel POS(0.075,0.488,0.388) ROT(0,0.385,0) maPTELL
# pwater
tranPWATER: TRANSFORM NAME pwater POS(0.075,0.262,0.389) ROT(0,0.385,0) maPTELL
# pvoltage
tranPVOLTAGE: TRANSFORM NAME pvoltage POS(0.075,-0.021,0.389) ROT(0,0.385,0) maPTELL
# tachlight
tLightOff: MESH maInt TACHLIGHTOFF
tLightOn: MESH maInt TACHLIGHTON
TACHLIGHTON: SELFLIGHTING AMBIENT(1.0,1.0,1.0) tLightOn
ssTachLight: STATE_SWITCH VAR tachLightEnable (0 tLightOff,1 TACHLIGHTON,2)
# oilPressureLight
dum1off: MESH maInt DUMMY1OFF
dum1on: MESH maInt DUMMY1ON
slDummy1: SELFLIGHTING AMBIENT(1.0,1.0,1.0) dum1on
ssDummyOne: STATE_SWITCH VAR oilPressureLightEnable (0 dum1off,1 slDummy1,2)
tranDum1: TRANSFORM POS(0.091,0.375,0.423) ROT(0,0.366,0) ssDummyOne
# WaterTempLight
dum2off: MESH maInt DUMMY2OFF
dum2on: MESH maInt DUMMY2ON
slDummy2: SELFLIGHTING AMBIENT(1.0,1.0,1.0) dum2on
ssDummyTwo: STATE_SWITCH VAR waterTempLightEnable (0 dum2off,1 slDummy2,2)
tranDum2: TRANSFORM POS(0.091,0.397,0.423) ROT(0,0.366,0) ssDummyTwo
# FuelPressureLight
ssDummyFuel: STATE_SWITCH VAR fuelPressureLightEnable (0 dum1off,1 slDummy1,2)
tranDumFuel: TRANSFORM POS(0.091,0.452,0.423) ROT(0,0.366,0) ssDummyFuel
maInterior: GROUP (windshield,deck,tranShifter,rearViewMirror,ssWheel,dashPanel,fullTub,catch,bars,intFoam,dashIgn,tranHead,ssTach,tranPTACH,tranPOILP,tranPOILT,tranPFUEL,tranPWATER,tranPVOLTAGE,ssTachLight,tranDum1,tranDum2,tranDumFuel)
##################################
#
# Rear-View
#
##################################
maRear: MESH_GROUP "rearview.pas" RENAME_MAT (paintjob paintjob, window windshield)
rv_deck: MESH maRear deck_0
rv_glass: MESH maRear wind_0
rv_cage: MESH maRear gren_0
maRearview: GROUP (rv_deck,rv_glass,rv_cage)
##################################
#
# Cockpit View StateSwitch
#
##################################
cView: STATE_SWITCH masterMinMax VAR cockpitView (0 extView, 1 maInterior, 2 maRearview, 9.9)
OUTPUT cView "make_a.3do"