Tack Romet, ja dem två olika färjer visar bara på hytten (cabview only). Den visar inte när du tittar med "external view".
Det är hur TRS handlar hytten, ingenting jag kan göra tyvärr. (a few technical details, gotta write this in english)
I dont know if you remember the early versions of the c20, especially the version where the look of the cab was even more flat than it is right now. There was no game engine lighting being applied at first, that was how auran wanted their cabs to work. Someone out there found a workaround, the "shellcab technique" wich i applied a few versions later.
The workaround considers of calling the 3dmesh from another asset, other than the cab's. The cab's script would do the job of calling the mesh from the other asset. This way, the mesh being called does receive the lighting effects from the game engine and thus looks alot more better.
The thing is, animations, buttons, user interactable items still needs to be run within the cab asset itself (and thus, not receiving any lighting effect) and this is what you see on the door. The different shade of blue on the outside and different shade of grey on the inside. The blue is actually the same color as the rest of the blue used on the 3d mesh, but the rest receive lighting effects while the door doesnt. (because the door is animated)
I'm not sure if its possible to apply the shellcab technique or some technique that makes the game engine apply lighting effect on the buttons and animations. If someone know, I would love to hear about it, but as far as I know, I think its a limitation to how much we can hack this thing ;-). I only wished auran would put some option on the config.txt file to specify if we wanted or not to have game engine lighting to apply, that would make things alot easyer.
mvh
SV
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