To add break lights, you could use a separate skinmesh just for the lights with 2 frames of animation, you would maybe want 3 frames of animation though. 1st lights off 2nd lights on 3rd brakes on. That would cover daytime driving and night time driving and both when brakes are applied.
After you have the skinmesh, you simply change the animation frame if the brakes are applied, or the lights are turned on at night, or default during the day the lights are off.
There isnt much more detail to explain here, other then actual script to do the job for you.
Or i guess, you could add a light object attached behind the transparent skinmesh that acts just like a real tail light would, turn it on at 50% brightness when lights are on, full brightness when brakes are applied. that could work too, but point lights are limited in use soo, i think the skinmesh idea may be better.
Normally break lights are implemented by hiding and showing mesh parts. Toggling mesh parts in 3D Rad isn't possible, unfortunately. So I advise using 2 skinmeshes (1 for turned on lights, 1 for turned off lights).
UMMM not exactly @nicusorn5 Skinmesh can be hidden and show
I said mesh parts. They're not the same as skinmeshes. A model mesh is made of submeshes, then made of "mesh parts". Model -> ModelMesh -> ModelMeshPart ->(Index + Vertex Buffers + Textures + Shader) (This being the common arhitecture)
Her you go, a PCar with turn signals, brake lights and running lights.
The source project is in the projects folder with "original" in its name.
The source project has the skinmesh's replaced with the default "yellowgish", this will allow you to open it without crashing.
To use the original skinmesh files you'll need to copy or install them into your 3drad object file directory.
You can do this by creating 3 new skinmesh's (name them thing you want, then copy my skinmesh files into each of the 3 new folders, then in the source file replace the default yellow fish with the new skinmesh filenames you created.
For referance, the source brake lights ( a left & right & 1 for the headlights) all have their world centewr at 0,0,0 when exported. the offset to fit the body is aligned to the actual 3dradbuggy body.
Got any questions or problems, you know where to find me.
for the brake lights, a more efficient way than 3 skinmesh & tex's is just 1, using a user shader and scripting it's RGB's, so 1,1,1 is full emissive, and 0,0,0 or negative values is dim/off, or you could script emissive values but i found it does not go all the way to black like RGB can if needed.
I finished a example project for the backlights. Really basic. Sorry for being late - I spent time with school and also worked a little on other projects (a mobile game, and I fixed a bug in 3DRadSpace's rewrite).