The wheel model, and turning wheels and tyres into parts players can pick.ホイールのモデルと、換装画面で選べるホイール・タイヤの部品にする方法。
ホイールを Blender で作り、OBJ に書き出すまでです。ホイールは車体とは別のファイルで作ります。
This chapter takes a wheel from Blender to an exported OBJ. Wheels are built in a separate file from the body.
Scripting タブで modeling_tools/blender_wheel_gauge.py を実行する。半径 0.45m の輪・車軸の線・地面・表を示す矢印が置かれるTire にする。リムだけで作るなら、この手順は要らないassets/mypack/models/entity/my_wheel.obj(.mtl も一緒に)と assets/mypack/textures/entity/my_wheel.pngこれで、ホイールのモデルができました。換装画面で選べるようにするのは 2 章、自分の車に最初から履かせるのは下の「自分の車に最初から履かせたい」です。
modeling_tools/blender_wheel_gauge.py from the Scripting tab. It places a 0.45 m radius ring, the axle line, the ground and an arrow marking the outer faceTire. Skip this if you only build the rimassets/mypack/models/entity/my_wheel.obj (with its .mtl) and assets/mypack/textures/entity/my_wheel.pngThe wheel model is done. To make it selectable in the parts screen, go to chapter 2; to fit it to your own car from the start, see "Fit it to my own car" below.
車の見た目の定義 assets/mypack/vehicles/<車>.json の wheel にモデルとテクスチャを書き、作った半径を designWheelRadius(wheel の外、いちばん外側)に書きます:
{
"body": { "model": "mypack:models/entity/my_car.obj",
"texture": "mypack:textures/entity/my_car.png" },
"wheel": { "model": "mypack:models/entity/my_wheel.obj",
"texture": "mypack:textures/entity/my_wheel.png" },
"designWheelRadius": 0.45
}
このファイルのほかの項目は車の 6 章にあります。
In the car's looks file assets/mypack/vehicles/<car>.json, set the model and texture under wheel, and write the radius you built at as designWheelRadius (outside wheel, at the top level):
{
"body": { "model": "mypack:models/entity/my_car.obj",
"texture": "mypack:textures/entity/my_car.png" },
"wheel": { "model": "mypack:models/entity/my_wheel.obj",
"texture": "mypack:textures/entity/my_wheel.png" },
"designWheelRadius": 0.45
}
The rest of this file is in chapter 6 of the Car guide.
大きさは自由です。作った半径(m)を、車に履かせるなら designWheelRadius、部品にするなら designRadius(2 章)に書きます。ゲームは、この値と車のタイヤ半径の比で拡大して描きます。
ゲーム内の調整画面でタイヤ半径を変えると、見た目もそのまま追従します。タイヤは接地したまま、車体だけが上がります(リフトアップ)。
Any size is fine. Write the radius you built at (in m) as designWheelRadius when fitting it to a car, or as designRadius when making it a part (chapter 2). The game scales the mesh by the ratio between this value and the car's tyre radius.
Change the tyre radius in the in-game tuning screen and the model follows: the tyres stay on the ground and the body rises (a lift-up).
リムだけで作れば、KurumaMod 標準のタイヤが自動で嵌まります。ホイールごと借りるなら、モデルを kurumamod:models/entity/wheel.obj、テクスチャを kurumamod:textures/entity/wheel.png にします(車の 6 章)。
Build only the rim and KurumaMod's own tyre is fitted automatically. To borrow the whole wheel, use kurumamod:models/entity/wheel.obj as the model and kurumamod:textures/entity/wheel.png as the texture (chapter 6 of the Car guide).
Tire と名前を付けるのか)換装画面でタイヤ(3 章)を選ぶと、ゲームは tire で始まる名前(大文字小文字は問わない)のオブジェクトを隠し、選んだタイヤをリムに嵌めて描きます。
Tire)When a tyre (chapter 3) is picked in the parts screen, the game hides any object whose name starts with tire (in any case) and draws the picked tyre on the rim instead.
designWheelRadius(部品なら designRadius)が、作った半径になっていないtire で始まっていない.mtl を置いていないか、マテリアルが無い。形が正しければ問題ない(色の付け方は車の 4 章)designWheelRadius (or designRadius for a part) is not the radius you built attire.mtl, or no material. Harmless if the shape is right (colouring is in chapter 4 of the Car guide)作ったホイールを、ゲームの換装画面で選べるようにします。見た目だけの部品で、走りは変わりません。
Make your wheel selectable in the in-game parts screen. It changes the looks only; driving stays the same.
assets/mypack/models/entity/my_wheel.obj と assets/mypack/textures/entity/my_wheel.png に置いたとするdata/mypack/car_parts/my_wheel.json(ファイル名が部品名):
{ "slot": "wheel" }assets/mypack/car_parts/my_wheel.json(部品と同じファイル名)。designRadius は作った半径(ゲージどおりなら 0.45):
{
"wheel": {
"model": "mypack:models/entity/my_wheel.obj",
"texture": "mypack:textures/entity/my_wheel.png",
"designRadius": 0.45
}
}"part.mypack.my_wheel": "マイホイール"これで、ゲームの G →「パーツ」→「ホイール」のタブに並びます。
assets/mypack/models/entity/my_wheel.obj and assets/mypack/textures/entity/my_wheel.pngdata/mypack/car_parts/my_wheel.json (the file name is the part name):
{ "slot": "wheel" }assets/mypack/car_parts/my_wheel.json (same file name as the part). designRadius is the radius you built at (0.45 if you followed the gauge):
{
"wheel": {
"model": "mypack:models/entity/my_wheel.obj",
"texture": "mypack:textures/entity/my_wheel.png",
"designRadius": 0.45
}
}"part.mypack.my_wheel": "My Wheels"It now appears under G → "Parts" → the "Wheels" tab.
見本パックの sample_wheel が、この形そのものです。
The example pack's sample_wheel is exactly this setup.
見た目のファイル assets/mypack/car_parts/my_wheel.json の wheel に書きます。換装画面のスライダーの最初の位置になり、プレイヤーが「R」を押すとここへ戻ります。
{
"wheel": {
"model": "mypack:models/entity/my_wheel.obj",
"texture": "mypack:textures/entity/my_wheel.png",
"designRadius": 0.45,
"offset": [0.02, 0.0, 0.0],
"scale": [1.3, 1.0, 1.0],
"camber": -4.0
}
}
offset … X だけ使う。外へ出す量 [m](−0.05〜0.10)scale … X だけ使う。太さの倍率(0.5〜2.5)。Y・Z は 1.0 のままにする(変えると接地が崩れる)camber … キャンバー角 [度]。負で上が内側(−30〜10)Write them under wheel in the looks file assets/mypack/car_parts/my_wheel.json. They become where the parts-screen sliders start, and "R" returns to them.
{
"wheel": {
"model": "mypack:models/entity/my_wheel.obj",
"texture": "mypack:textures/entity/my_wheel.png",
"designRadius": 0.45,
"offset": [0.02, 0.0, 0.0],
"scale": [1.3, 1.0, 1.0],
"camber": -4.0
}
}
offset — only X is used: how far out to push the wheel [m] (−0.05 to 0.10)scale — only X is used: width multiplier (0.5 to 2.5). Leave Y and Z at 1.0 (changing them breaks ground contact)camber — camber in degrees. Negative leans the top inward (−30 to 10)model と texture を書かなければ、その車のホイールのまま、書いた値だけが変わります。見本パックの deep_dish がこの形です。assets/mypack/car_parts/deep_dish.json:
{
"wheel": {
"scale": [1.6, 1.0, 1.0],
"camber": -12.0
}
}
ただし、スライダーで作れる状態に名前を付けるだけになるので、ふつうはメッシュを持つホイールを作ります。
Leave out model and texture; the car's own wheel is kept and only the values you write change. The example pack's deep_dish works this way. assets/mypack/car_parts/deep_dish.json:
{
"wheel": {
"scale": [1.6, 1.0, 1.0],
"camber": -12.0
}
}
This only names something players can already make with the sliders, so usually you would build a wheel with its own mesh.
data/mypack/car_parts/my_wheel.json の cars に車種の id を並べます。その車種の換装画面にだけ並びます。別のパックの車種を書いてもかまいません(kurumamod:car は KurumaMod の既定の車)。
{
"slot": "wheel",
"cars": ["mypack:kei", "mypack:kei_van"]
}
List car ids in cars in data/mypack/car_parts/my_wheel.json. The part then appears only in those cars' parts screen. Cars from other packs are fine (kurumamod:car is KurumaMod's default car).
{
"slot": "wheel",
"cars": ["mypack:kei", "mypack:kei_van"]
}
data/mypack/car_parts/my_wheel.json に order を書きます。小さいほど左に並びます(書かなければ 100)。
{
"slot": "wheel",
"order": 10
}
Add order to data/mypack/car_parts/my_wheel.json. Smaller numbers sit further left (100 if left out).
{
"slot": "wheel",
"order": 10
}
いまはできません。4 輪とも同じ部品を履きます。
Not possible yet. All four wheels wear the same part.
data/ 側のファイルが無いか、slot が書かれていない(ログに出る)。cars で絞っているなら、乗っている車種が入っているか見るassets/ 側のファイル名が data/ 側と違う。または "wheel": { ... } の中のキーの綴りが違うmy_wheel のまま出る … lang のキーが part.<パック>.<部品名> になっていないdesignRadius が作った半径になっていないdata/ file is missing, or has no slot (the log says so). If you use cars, check the car you are in is listedassets/ file name differs from the data/ one, or a key inside "wheel": { ... } is misspeltmy_wheel — the lang key is not part.<pack>.<part>designRadius is not the radius you built atダート用・オフロード用のような、走りが変わるタイヤを作ります。タイヤはホイールとは別の部品で、路面ごとのグリップが変わります。
Make a tyre that changes how the car drives, such as a gravel or mud-terrain tyre. Tyres are a separate part from wheels, and they change grip on each surface.
data/mypack/car_parts/my_tire.json(ファイル名が部品名):
{
"slot": "tire",
"tire": {
"grip": { "paved": 0.90, "gravel": 1.20 }
}
}"part.mypack.my_tire": "マイタイヤ"これで、ゲームの G →「パーツ」→「タイヤ」のタブに並びます。数字はノーマルタイヤに対する倍率で、この例は舗装で 0.9 倍・砂利で 1.2 倍のグリップです。見た目は KurumaMod 標準のタイヤです。
data/mypack/car_parts/my_tire.json (the file name is the part name):
{
"slot": "tire",
"tire": {
"grip": { "paved": 0.90, "gravel": 1.20 }
}
}"part.mypack.my_tire": "My Tyres"It now appears under G → "Parts" → the "Tyres" tab. The numbers are ratios to the Normal tyre; this one has 0.9× grip on tarmac and 1.2× on gravel. It looks like KurumaMod's standard tyre.
書ける項目はこれで全部です。どれもノーマルタイヤに対する倍率で、書かなかったものは 1 です。
{
"slot": "tire",
"tire": {
"stiffness": 0.85,
"grip": { "paved": 0.88, "dirt": 1.20, "gravel": 1.25, "sand": 1.10, "snow": 1.10 },
"rolling": { "paved": 1.15 }
}
}
grip … その路面でのグリップrolling … その路面での転がり抵抗。大きいほど進みにくいstiffness … 舵を切ってから力が立ち上がるまでの鋭さ。ブロックの大きいタイヤほど小さくするpaved(舗装)・dirt(土・草)・gravel(砂利)・sand(砂)・snow(雪)・ice(氷)同梱のタイヤの値と、既定の車での効き目(比べる目安):
| stiffness | grip | rolling | 効き目 | |
|---|---|---|---|---|
| ノーマル | 1 | すべて 1 | すべて 1 | 舗装の横 G 0.93・砂利 0.62・砂 0.48 |
| ダート | 0.85 | 舗装 0.88・土 1.20・砂利 1.25・砂 1.10・雪 1.10 | 舗装 1.15 | 舗装 0.84・砂利 0.77・砂 0.54。砂利の制動 31.9→25.7m |
| オフロード | 0.75 | 舗装 0.80・土 1.15・砂利 1.10・砂 1.35・雪 1.25・氷 1.05 | 舗装 1.40・土 0.85・砂 0.70・雪 0.80 | 舗装 0.77・砂利 0.68・砂 0.68。砂の 0-100 7.15→6.18 秒 |
どの路面でも強いタイヤは作らないでください。得意な路面があれば苦手な路面がある、のがタイヤを選ぶ意味です。
These are all the keys. Every number is a ratio to the Normal tyre, and anything left out is 1.
{
"slot": "tire",
"tire": {
"stiffness": 0.85,
"grip": { "paved": 0.88, "dirt": 1.20, "gravel": 1.25, "sand": 1.10, "snow": 1.10 },
"rolling": { "paved": 1.15 }
}
}
grip — grip on that surfacerolling — rolling resistance on that surface. Bigger means harder to keep movingstiffness — how sharply force builds once you steer. Lower it for chunky treadpaved, dirt (dirt and grass), gravel, sand, snow, iceThe shipped tyres, and what they do on the default car, for reference:
| stiffness | grip | rolling | Effect | |
|---|---|---|---|---|
| Normal | 1 | all 1 | all 1 | lateral g 0.93 paved, 0.62 gravel, 0.48 sand |
| Gravel | 0.85 | paved 0.88, dirt 1.20, gravel 1.25, sand 1.10, snow 1.10 | paved 1.15 | 0.84 paved, 0.77 gravel, 0.54 sand. Gravel braking 31.9→25.7 m |
| Mud terrain | 0.75 | paved 0.80, dirt 1.15, gravel 1.10, sand 1.35, snow 1.25, ice 1.05 | paved 1.40, dirt 0.85, sand 0.70, snow 0.80 | 0.77 paved, 0.68 gravel, 0.68 sand. Sand 0–100 7.15→6.18 s |
Please don't make a tyre that wins everywhere. A tyre that is good somewhere should be worse somewhere else; that is what makes the choice matter.
assets/mypack/models/entity/my_tire.obj と assets/mypack/textures/entity/my_tire.pngassets/mypack/car_parts/my_tire.json(部品と同じファイル名)。必ず "tire" の中に書く:
{
"tire": {
"model": "mypack:models/entity/my_tire.obj",
"texture": "mypack:textures/entity/my_tire.png"
}
}内径と外径はメッシュから測るので、書かなくてかまいません。選んだタイヤは、内径がホイールのリムへ、外径が車のタイヤ半径へ来るように伸び縮みして描かれます。リムの大きいホイールほどサイドウォールが薄くなります。換装画面の「太さ」は、ホイールとタイヤに一緒に効きます。
assets/mypack/models/entity/my_tire.obj and assets/mypack/textures/entity/my_tire.pngassets/mypack/car_parts/my_tire.json (same file name as the part). Always write it inside "tire":
{
"tire": {
"model": "mypack:models/entity/my_tire.obj",
"texture": "mypack:textures/entity/my_tire.png"
}
}The inner and outer radii are measured from the mesh, so you need not write them. The picked tyre is stretched so its inner edge sits on the wheel's rim and its outer edge at the car's tyre radius; bigger rims get thinner sidewalls. The parts screen's Width slider acts on the wheel and tyre together.
タイヤの内径(ビード)を置く半径は、次の順に決まります。
rimRadius(メッシュの寸法・m)が書いてあれば、その値Tire)の内径位置が合わないときは、ホイールの見た目のファイル assets/mypack/car_parts/my_wheel.json の wheel に rimRadius を書きます:
{
"wheel": {
"model": "mypack:models/entity/my_wheel.obj",
"texture": "mypack:textures/entity/my_wheel.png",
"designRadius": 0.45,
"rimRadius": 0.33
}
}
The radius where the tyre's inner edge (bead) sits is chosen in this order:
rimRadius in the wheel's looks file, if written (mesh units, m)Tire)If tyres sit wrong, add rimRadius under wheel in the wheel's looks file assets/mypack/car_parts/my_wheel.json:
{
"wheel": {
"model": "mypack:models/entity/my_wheel.obj",
"texture": "mypack:textures/entity/my_wheel.png",
"designRadius": 0.45,
"rimRadius": 0.33
}
}
ホイールと同じく、data/mypack/car_parts/my_tire.json に cars と order を書けます(2 章)。
{
"slot": "tire",
"order": 30,
"cars": ["mypack:kei"],
"tire": { "grip": { "paved": 0.90, "gravel": 1.20 } }
}
As with wheels, cars and order go in data/mypack/car_parts/my_tire.json (chapter 2).
{
"slot": "tire",
"order": 30,
"cars": ["mypack:kei"],
"tire": { "grip": { "paved": 0.90, "gravel": 1.20 } }
}
"tire": { ... } が書かれていない(ログに出る)"tire": { ... } の中に書いていない。または assets/ 側のファイル名が data/ 側と違うtire で始まっていない(1 章)"tire" に innerRadius / outerRadius(メッシュのタイヤの内径・外径 [m])を書く"tire": { ... } is missing (the log says so)"tire": { ... }, or the assets/ file name differs from the data/ onetire (chapter 1)innerRadius / outerRadius (the mesh tyre's inner and outer radius [m]) inside the tyre's "tire"data/<pack>/car_parts/<part>.jsondata/<pack>/car_parts/<part>.json| キー | 型 | 既定値 | 意味 |
|---|---|---|---|
slot | 文字列 | 必須 | 付ける場所。"wheel"・"tire"・"turbo"・"blowoff"・"front_bumper"・"side_skirt"・"fender"・"rear_wing"・"rear_diffuser"・"exhaust" |
order | 整数 | 100 | 換装画面に並ぶ順 |
cars | 車種 id の配列 | (すべての車種) | 付けられる車種。読める値が 1 つも無ければ、その部品は捨てられる |
turbo.boost | 数字 | 0.35 | ターボだけ。ブーストいっぱいでトルクを何割増やすか(0〜1.5) |
turbo.spool_from | 数字 | 0.25 | ターボだけ。過給が立ち上がり始める回転の割合(アイドル 0〜レブ 1) |
turbo.spool_full | 数字 | 0.60 | ターボだけ。過給がいっぱいになる回転の割合 |
turbo.spool_rate | 数字 | 3.0 | ターボだけ。ブーストが上がる速さ [1/秒](0.1〜20) |
tire.stiffness | 数字 | 1 | タイヤだけ。横・縦の剛性の倍率(よれやすさ。0.3〜3.0) |
tire.grip.<路面> | 数字 | 1 | タイヤだけ。その路面でのグリップの倍率。路面は paved・dirt・gravel・sand・snow・ice |
tire.rolling.<路面> | 数字 | 1 | タイヤだけ。その路面での転がり抵抗の倍率 |
aero.front / aero.rear | 数字 or [最小, 最大] | 0 | 外装パーツだけ。その軸のダウンフォースの面積 [m²](0〜3)。範囲なら角度で調整できる(パーツの 2 章) |
aero.angle | 数字 | 0.5 | 外装パーツだけ。調整していないときの角度(0〜1) |
| Key | Type | Default | Meaning |
|---|---|---|---|
slot | string | required | Where it fits: "wheel", "tire", "turbo", "blowoff", "front_bumper", "side_skirt", "fender", "rear_wing", "rear_diffuser" or "exhaust" |
order | integer | 100 | Position in the parts screen |
cars | array of car ids | (every car) | Which cars can fit it. If none of the values can be read, the part is dropped |
turbo.boost | number | 0.35 | Turbos only. Extra torque at full boost (0 to 1.5) |
turbo.spool_from | number | 0.25 | Turbos only. Where boost starts to build, as a fraction from idle (0) to the rev limit (1) |
turbo.spool_full | number | 0.60 | Turbos only. Where boost is full |
turbo.spool_rate | number | 3.0 | Turbos only. How fast boost builds [1/s] (0.1 to 20) |
tire.stiffness | number | 1 | Tyres only. Scale on lateral and longitudinal stiffness (tread squirm; 0.3 to 3.0) |
tire.grip.<surface> | number | 1 | Tyres only. Grip on that surface. Surfaces: paved, dirt, gravel, sand, snow, ice |
tire.rolling.<surface> | number | 1 | Tyres only. Rolling resistance on that surface |
aero.front / aero.rear | number or [min, max] | 0 | Body parts only. Downforce area on that axle [m²] (0 to 3). A range is adjustable by angle (chapter 2 of the Parts guide) |
aero.angle | number | 0.5 | Body parts only. Default angle (0 to 1) |
assets/<pack>/car_parts/<part>.json("wheel": { ... } の中。入れ子を省いて、いちばん外側に書いてもよい。ホイールだけ。ターボとブローオフには要らない)assets/<pack>/car_parts/<part>.json (inside "wheel": { ... }, or at the top level without the nesting). Wheels only; turbos and blow-off valves need none| キー | 型 | 既定値 | 意味 |
|---|---|---|---|
model | id | その車種の wheel.model | ホイールの OBJ |
texture | id | その車種の wheel.texture | ホイールのテクスチャ |
designRadius | 数字 | その車種の designWheelRadius | メッシュが何 m の半径で作られているか |
offset | [x,y,z] | その車種の wheel.offset | 平行移動 [m]。X は外向き。X はオフセットのスライダーの既定値(−0.05 〜 0.10。外れたら端へ丸める) |
scale | 数字 1 つ or [x,y,z] | その車種の wheel.scale | X は太さ(スライダーの既定値。0.5 〜 2.5 に丸める)。Y・Z は触らない |
camber | 数字 | その車種の wheel.camber | キャンバー角 [度]。スライダーの既定値(−30 〜 10 に丸める) |
rimRadius | 数字 | (測る) | タイヤの内径(ビード)を置く半径 [m](メッシュの寸法)。3 章 |
assets/<pack>/car_parts/<part>.json("tire": { ... } の中。いちばん外側には書けない)| キー | 型 | 既定値 | 意味 |
|---|---|---|---|
model | id | KurumaMod 標準のタイヤ | タイヤの OBJ(タイヤだけ。原点は車軸の中心) |
texture | id | kurumamod:textures/entity/wheel.png | タイヤのテクスチャ |
innerRadius | 数字 | (測る) | メッシュのタイヤの内径 [m]。測った値がおかしいときだけ書く |
outerRadius | 数字 | (測る) | メッシュのタイヤの外径 [m]。同上 |
| Key | Type | Default | Meaning |
|---|---|---|---|
model | id | the car's wheel.model | Wheel OBJ |
texture | id | the car's wheel.texture | Wheel texture |
designRadius | number | the car's designWheelRadius | The radius the mesh was built at, in m |
offset | [x,y,z] | the car's wheel.offset | Translation [m]. X points outward; it is the offset slider's default (−0.05 to 0.10, clamped) |
scale | one number or [x,y,z] | the car's wheel.scale | X is width (the slider's default, clamped to 0.5–2.5). Leave Y/Z alone |
camber | number | the car's wheel.camber | Camber [degrees]. The slider's default (clamped to −30 to 10) |
rimRadius | number | (measured) | Radius where the tyre's bead sits [m], in mesh units. Chapter 3 |
assets/<pack>/car_parts/<part>.json (inside "tire": { ... }; not at the top level)| Key | Type | Default | Meaning |
|---|---|---|---|
model | id | KurumaMod's own tyre | Tyre OBJ (tyre only, origin at the axle centre) |
texture | id | kurumamod:textures/entity/wheel.png | Tyre texture |
innerRadius | number | (measured) | The mesh's inner tyre radius [m]. Only write it if the measured one is wrong |
outerRadius | number | (measured) | The mesh's outer tyre radius [m]. Likewise |
assets/<pack>/car_parts/<part>.json("exhaust": { ... } の中。いちばん外側には書けない)| キー | 型 | 既定値 | 意味 |
|---|---|---|---|
pitch | 数字 or [最小, 最大] | 1 | 音程の倍率(0.5〜1.5)。範囲なら「音の低さ」で動かせる |
volume | 数字 | 1 | 音量の倍率(0〜2) |
sound | id | (その車の音) | 排気音のサウンドイベント |
sound_high | id | (無し) | 高回転側(1 オクターブ上)のサウンドイベント |
tone | 数字 | 0 | 調整していないときの低さ(0〜1) |
assets/<pack>/car_parts/<part>.json (inside "exhaust": { ... }; not at the top level)| Key | Type | Default | Meaning |
|---|---|---|---|
pitch | number or [min, max] | 1 | Pitch multiplier (0.5 to 1.5). A range is adjustable with "Deepness" |
volume | number | 1 | Volume multiplier (0 to 2) |
sound | id | (the car's) | Exhaust sound event |
sound_high | id | (none) | High-rev (one octave up) sound event |
tone | number | 0 | Default deepness (0 to 1) |
data/<pack>/cars/<car>.json のいちばん外側)と対応(assets/<pack>/vehicles/<car>.json)| キー | 型 | 意味 |
|---|---|---|
default_parts.<場所> | 部品 id or {"part": id, "removable": 真偽} | 何も付けていないときの部品。removable の既定は true |
parts.<部品 id>.show | オブジェクト名の配列 | その部品を付けたときに出すオブジェクト(part_ で始まる名前だけ) |
data/<pack>/cars/<car>.json) and mapping (assets/<pack>/vehicles/<car>.json)| Key | Type | Meaning |
|---|---|---|
default_parts.<slot> | part id or {"part": id, "removable": bool} | The part fitted when nothing is chosen. removable defaults to true |
parts.<part id>.show | array of object names | Objects shown while that part is fitted (names starting with part_ only) |
KurumaMod — 諸元の全項目は車の付録 A。ゲージスクリプトは modeling_tools/blender_gauge.py と modeling_tools/blender_wheel_gauge.py。
KurumaMod — every spec key is in Appendix A of the Car guide. The gauge scripts are modeling_tools/blender_gauge.py and modeling_tools/blender_wheel_gauge.py.