[MM2] variant objects

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aaro4130
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[MM2] variant objects

Postby aaro4130 » Thu Jun 22, 2017 5:38 pm

Found this out today, there is an object named "variant<NUMBER>", with number being the paintjob.

e.g. "variant0_H" would only show up with the 1st paintjob.

Note that these are breakables, so they need a dgBangerData to work properly.

Here I did a test export, with broken paintjobs.

variant1_H (paintjob 1)
Image

variant0_H (paintjob 0)
Image

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Postby Franch88 » Thu Jun 22, 2017 9:00 pm

That's an interesting discover, very well done. :D Due to these objects, is possible to have car parts visible only with specific paintjobs, avoiding to use transparent textures and multiple materials to make them invisible with specific paintjobs. The only fault is that they're breakables, which isn't always needed.

Many years ago, I got to read a long list of MM2 objects used for cars and dashboards, and it had a lot of unknown ones... Some have been proved, like the HUB ones, but I can't remember if there were also these VARIANT ones.
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Postby sajmon14 » Fri Jun 23, 2017 12:14 am

Great find :D

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Postby TheOne10118 » Fri Jun 30, 2017 12:23 am

Wasn't this discovered already? :?

Image

Image

Image

Car is Peugeot 407 by HQTM-Team.

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Postby aaro4130 » Fri Jun 30, 2017 8:02 am

Nope, those are just done via texture swaps, which means no reflections are possible
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Postby Franch88 » Fri Jun 30, 2017 10:26 pm

Indeed, that car by HQTM-Team uses transparent textures to hide and show the needed parts in each paintjobs. I used that way for some of my conversions, too. Really, the reflections are both possible and not, it's enough integrate all the parts in the BODY object and set that via MM2 City Toolkit's File Manager tool.
The way discovered by Aaro is totally new and uses numbered objects which are visible one for each paintjob. The fault is that they're breakables, and so can't have reflections, and depending by the part, isn't always needed to have it as breakable.
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