i've been pondering this one a little bit more lately.
and i think the best way to do multiple meshes would be some kind of data inheritance system with the .car files.
say i was to model a c6 corvette, i could write/model all these files
cars/corvette_c6
engine_ls2.ini
engine_ls3.ini
engine_ls7.ini
engine_ls7r.ini
engine_ls9.ini
base.car - definition for c6 coupe, load LS2 engine - complex rotating objects (doors, hood, trunk)
base_2008.car - inherit base.car, load LS3 engine
convertible.car - inherit base.car, replace body, add functions for convertible top
convertible_2008.car - inherit convertible.car, reference LS3 engine
z06.car - inherit base.car, load ls7 engine, reduce weight, upgrade brakes, strengthen oil system, strengthen connecting rods, bigger wheels
zr1.car - inherit z06.car, load ls9 engine, reduce weight(more),strengthen body, replace fenders, replace hood, bigger wheels
c6r.car - inherit z06.car, load ls7r engine, add roll-cage, replace interior, add spoiler
cars/corvette_c6/models
body.joe
body_convertible.joe
convertible_top.joe (animated?)
fender_front.joe
fender_rear.joe
door_left.joe (mirror in code?)
trunk_hatch.joe
trunk_convertible.joe
hood.joe
hood_zr1.joe
fender_front_zr1.joe
fender_rear_zr1.joe
spoiler_c6r.joe
rim_base_5spoke.joe
rim_base_7spoke.joe
rim_base_15spoke.joe
and then there would be lots of 'vettes with a minimal amount of work being repeated or data duplicated for each one. but also, i could write the first engine.ini and then make a few meshes and we'd get the base model. then someone else could model a new hood and fenders and write up the latest and zr1.
and again, as an artist you could do it if you want, or you could keep them very simple, in which case it would still allow things like spoilers to be set for the higher trim levels.
cars that would be good candidates for something like this now are the gt/gtr, and the m3/m3d. mostly cause the meshes and textures would no longer have to be duplicated to get tweaked settings.
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