It really is just a crappy node-and-beam vehicle. This is what it looks like without the submesh: I probably won't be able to use that custom font with it, it would require the player to manually add it to their dashboards.zip - it's not worth it.Įnough exciting features, now the disappointing things. I haven't found a good place for it yet, but I decided to go with a horizontal autogear indicator, just because I haven't seen it done before: I am in the process of adding materialflarebindings for all the lights, we'll see how that goes: I've already been experimenting with using materialflarebindings to "animate" the switches, so I may do that instead: Though, there is a possibility I will add prop mesh switches with add_animation, so they move when you toggle lights and such. The dashboard is submeshed- the vents and switches are painted on. The interior will use the seats and steering wheel that come with RoR (the ones from the early, submeshed vehicles) but with some custom textures (I hope this is okay). I decided to make use of the new dashlights and flare types that were introduced recently, meaning you get full sidelights/low-beam/high-beam/foglights with their respective dashboard indicator lights.īecause this is a new feature (which introduced new keyboard shortcuts) and because the vehicle has no hydraulics or commands to list, I decided to list the controls for the lights in the help screen:
The symbols for those were made by me, by hand, to seamlessly fit with the ones I made previously. These may change slightly to suit the car better, and to add the new dashlights for sidelights/low-beam/high-beam/foglights You may recognize the on-screen gui hud as Flat-black Analog Gauges which you can download and use for RoR already. It will come with a custom texturedashboard interior dash and on-screen gui hud: