NFSAddons Forums

Main Menu

(Carbon) Implementing Visual Damage for a Cop Car

Started by Flygoniaks, Feb 17, 2025, 11:20 AM

Flygoniaks

Hi, everyone! For the past few days, I've been converting a certain mod made for Most Wanted (the Nissan GT-R "Prototype" Pursuit Vehicle) to Carbon for personal use. I'm almost done, but there's one last problem.

Here's the issue: This cop car doesn't have dynamic visual damage like the others. It definitely HAS a full DAMAGE1 model, as shown in these screenshots, and the entire car does enter this DAMAGE1 state when it's destroyed (which I'm pretty sure is a default for all cop cars). However, the car's does not show any visual damage until it's been completely wrecked. What I want to know is what I have to change in order to make individual parts appear damaged when the player rams into them, and also allow certain parts (doors, etc.) to become detatched from the model entirely, like the other cop cars. However, I'm completely clueless as to what I need to modify here.

I should note that this mod in its original MW incarnation had a custom DBModelParts BIN file that I was unable to port to Carbon (due to having no clue how to convert it to Carbon's format) - however, looking through the DBModelParts lists for the other cop cars, I couldn't find anything that looked like a "detachable part" flag, so I'm not sure if this is relevant. Any suggestions/advice will be greatly appreciated!

Flygoniaks

You've gotta be kidding me.

I've been trying to solve this off-and-on over 2 weeks, trying any method that came to mind, such as adding additional parts or renaming all the parts.

And it turns out the problem the whole time was A TYPO IN THE NAME OF THE DAMAGESPECS I CREATED FOR THE CAR???

FLOOFY

neato