And what a coincidence, SCS also implements a turn signal running system.
After I checked, it turns out that using this method requires a new material setting and unfortunately this Zmod3 does not yet support this new material.
For example, as shown below:
Code: Select all
material : "eut2.lamp.anim.add.env.rfx" {
texture[0] : "/vehicle/truck/renault_t/lights_color_m.tobj"
texture_name[0] : "texture_base"
texture[1] : "/vehicle/truck/renault_t/animated_blinkers_r.tobj"
texture_name[1] : "texture_mask"
texture[2] : "/vehicle/truck/renault_t/animated_blinkers_g.tobj"
texture_name[2] : "texture_mask_1"
texture[3] : "/vehicle/truck/renault_t/animated_blinkers_a.tobj"
texture_name[3] : "texture_mask_2"
texture[4] : "/vehicle/truck/renault_t/animated_blinkers_a.tobj"
texture_name[4] : "texture_mask_3"
texture[5] : "/material/environment/vehicle_reflection.tobj"
texture_name[5] : "texture_reflection"
add_ambient : 0
aux[0] : { 2 , 2 , 2 , 2 }
aux[1] : { 0.5 , 0.5 , 0.5 , 0.5 }
aux[2] : { 0.5 , 0.5 , 0.5 , 0.5 }
diffuse : { 1 , 1 , 1 }
env_factor : { 1 , 1 , 1 }
fresnel : { 0.2 , 0.9 }
shininess : 200
specular : { 1 , 1 , 1 }
}
Thanks.