Will the Delta 88 receive the older 1977-79 style head lamps? I really like the bottom-mounted turn signals on it, and other than that it's the same car as the current on in the mod demo
Yeah this is a pre-facelift variant, I think it would be nice to have but someone has to model all that. And if we are adding a pre-facelift to the Delta 88, then probably all the other cars too.
Me mentioning custom light bars and stuff? I know someone is making a FS Twinsonic for a different Oldsmobile mod.
While playing around with extreme lowrider config, I noticed when you break the windshield that the sunstrip disappears. So I did the exact same thing with a vanilla car (like the Bolide) and the sunstrip hadn't disappeared. It's nothing that needs fixing really, just a small bug that I noticed.
Since the Grand Marshal officially has a limousine version, this could impact how things will go for the upcoming 98 Regency.
Why would it? The oooooold old Grand Marshal had a limousine mod that co-existed with the original Oldsfullsize having a limousine body. And the Moonhawk, for that matter, also via a mod!
I fixed the 88's taillights (they work properly now) (this has been driving me up the wall for the past 2 weeks) (please help me I should really be studying for diffeq)
Here you go. Just merge this thing with the main oldsfullsize mod and it should work. It also contains a handul of random crap I decided to add (blacked out lights, export early tails, AWD, LED lights, clickable buttons on dash, 4 new configs) in "experiments" and "personal config" folders. The mod does: 1. Replaces the oldsfullsize_core jbeam to contain lots of new filament-driven glowmaps 2. Replaces the 88 tail model to replace the outdated texturemapping (it used the bumper signals and CHMSL as glowmaps) and fix a weird artifacting issue I fixed by deleting a random textcoord (look for a blank line) 3. Adds light behavior parts containing electrics for independent, tandem, and tandem export lighting configurations which is now stored under the light texture slot 4. Replaces oldsfullsize_lights materials.cs to use PBR lighting. The texture files haven't been updated to use the PBR suffixes but it seems to work anyway. 5. Adds random crap. This shouldn't cause any conflicts whatsoever as they are all their own things. Edit: Probably should have checked if I did or didn't make an asinine spelling mistake in the core file before uploading edit2: really probably should have checked if this worked as intended, don't download yet while I figure out how I broke this thing trying to get it realdy for release. Somehow, every single glowmap (even ones unrelated to the changes in different files) is broken now. edit3: Welp, reformatting the mod to work as a replacement for existing parts and not as a jank addon is proving to be more difficult than just moving things around. I'll try to have this done in 24hrs. The download has been removed for the time being because it'll just break your game.
Fixed. Would you believe that every single issue I was facing was because I didn't have the correct heading for the customValues electrics table? I didn't even know table headers were mandatory. Just merge this with the Oldsfullsize mod and it should work fine, and press "replace file" when prompted (there should be 4: oldsfullsize_core.jbeam, oldsfullsize_taillight_88.dae, materials.cs (under the lights folder), and oldsfullsize_skin_lights.jbeam).