Multiple texture sets and material templates. All textures are 4096*4096.
All windows are breakable. The fragments of each window are baked into a single mesh for better performance.
Animations and C# scripts to manipulate all of the car’s components :
Open/close doors
Open/close hood
Roll windows up and down and break them
Retract/Cover roof
Car light
Driving wheel
Custom shaders to manipulate the color of the car’s body and/or the police pattern or any custom patterns. Their usage is explained in the readme file.
The standard assets are not include, so there are no post effects in the scene (obviously, the screenshots were taken with post effects).
If you have any request for future updates just let me know !
Yes you can convert the roof at runtime.
You can call the ToggleRoofState() function to flip the current state or manually call CoverRoof() or RetractRoof().
Oh, I’m far from releasing. I’m still nailing down my fundamentals. I’m just saying the animation you included for the retractable roof on the cab inspires me to want to add spy type features at some point. It seems like it would be a snap to add things like a trailing smoke cloud and oil slick, and possibly a trailing flame thrower and even some retractable gun barrels low in front (or maybe a minigun). I think I could do those without much difficulty.
Maybe I could pack some tiny missiles in the trunk? IIRC, the trunk opens enough for that.
In fact, in addition to the armament, maybe I could think of some tiny changes to allow the players to make customizations or upgrades they could buy with points. I’m not much of a car person, so I’d have to research that.
BTW, if you’re looking for ideas to enhance the police models of your car, I suggest adding the articulated side spotlights for driver and passenger. They seem to be standard equipment these days, and I could see using something like that as the cops slowly cruise the neighborhood at night, searching for the suspect.