Custom shader for vehicle signaling. Vehicle light elements were vertex painted to coordinate signals, braking and other light functionality.
This Ambulance required several extra spaces on the LUT for it to function
Some vehicles had their resolution upgraded like this bike. Motorcycles also required a different hierarchy to dummy's and pivots to function correctly.
City buses had more complex lighting features like flashers and step lights for passengers.
Model by ( Jeff Arthur )
All Vehicles also required a very specific hierarchy to their dummy's and pivots. They also needed their center of mass calculated so that they would have the correct body rock when turning at intersections.
Model by ( Jeff Arthur )
Large selection of vehicle colors and models with different pedestrians driving. There were both driven and non driven prefabs made to further reduce memory in the simulation.
All Vehicles needed working LODs for the simulation to run smoothly. This muscle car required it's resolution upgraded and LODs made.
Vehicles needed lived in daily use appeal. Nothing to distracting from the simulation operator.
Other vehicles came with working LODs that just required adjustments.
Parked empty vehicles would have snow drifts accumulated at their tires and on the roof and hood.
Some vehicles needed their resolution lowered for use in the driven simulation.