Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Most of the car, including steering wheel, is jet black.
I tried to make it brighter, glossier, more matte. Nothing worked so far. If I could control the glossiness of the screens (we can, currently at least), maybe it would make it more noticeable.
Maybe it's partially doable when you get near the xml-based objects if they have proper tag (didn't mess with these yet).
Which episode contained the explosives detector? Should it react near things like propane tank or fuel truck?
But I really, really want it to keep being able to effortlessly go through the concrete walls and push heavy trucks away without a sweat. I'll probably add more prefab variants instead (they're all prefabs and the scripts are common).
Thanks for the idea, and keep bugging authors for runtime engine parameter reading and tuning (though they're busy with Part 2, so maybe don't :P)
For now, if you want to mess with KITT on any of the maps, you can copy over the prefab and add an instance in the map through the editor.
I just added (not yet released) an option at the bottom of the Music Player to open KITT custom music folder, so you navigate up two folders and copy `kitt` folder (the one which contains `kitt.xml` and `ReadMe_v0.94b.txt` (or whatever the current version number is at the time of reading), go to another mod's folder, paste it on the mod's root (the one with `info.txt` file), then go to editor and add the `instance` element at the root of the scene, point to `MOD/kitt/kitt.xml`, move the instance where you want and rotate however you want, and you're done. I'll write a short tutorial in separate discussion, unless I can create small wiki here (seen that possibility).