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Camber & Toe-in
#21
Any idea what this POINTS_EXTENDED data was used for? Because in the game, there's no visible difference between original cars and mod cars in terms of lights, or anything else really.
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#22
Autobahn-4ever
The 'normal' at the POINT can be described this way - the CT5 game engine uses normal maps (textures)

[Bild: ekhyc7.png]
MEGA.MOX.TOOLS
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#23
So that's why normal maps don't work on mod cars. I always wondered why.
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#24
About this downgrade and normals issue: does this specific change of the .mox for CT5 also include the ability of the unmarked cars (like Semir's car) to get rid of their police equipement (lights) when used by a bad guy? Or is this function preserved even after the downgrade?
Maybe, learning more abouth this function could be a way to add active components to the addon vehicles in the game (like the blue flash light that could be added on the cars roof in the very old, pre-synetic, C11 games; or a working rear spoiler?)

But anyway, good to see the motivated work that's been done here.
And even if sometings been done before by someone else, you can still learn a lot by doing it on your own.

Good luck with your projects!
Jhonny Black
Schaltgetriebe, Benzin und viele Pferdchen in einer subtilen Verpackung...
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#25
The police lights of the police cars in CT5, unmarked or not, are not part of the new model format, they are parts just like the suspension and damage parts. You can see this when opening a downgraded model file with the MTKit. Also, I doubt that the newer model format will allow for custom vehicle animations like dynamic rear wings.
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