Dstien updated the Wiki solving the riddle of how the angular culling bytes (Unknown1 and Unknown2) work - a very cool find, I'd never have the insight of looking for bit-level data structures!
Additionally, after struggling quite a bit I found a way around my issues with rear lights and other details placement. Z-bias was not working correctly for me because I had not realized it is sensitive to polygon order. If you need to overlay details over a body panel with Z-bias and it's not working, ensure that the relevant body panel is placed ahead of the details in the polygon list. Another weird problem I had was with rear wheels - their orientation didn't follow the rest of the car when the camera was rotated. That problem had to do with which coordinate values you use define the different radii of the wheel. Quoting Dstien's (attached) scheme for the wheels, we have:
Points 3 and 6 define the inner radius of the wheel (or the radius of the wheel proper) on its internal and external faces, respectively. They are the points which are off-center in the z-axis with respect to the rest of the wheel. In order to have the wheels rendered properly, the z coordinates of points 3 and 6 must be set according to the table below. "+" indicates the z coordinate must be larger than the rest of the wheel (that is, it must be ahead of), and vice-versa for "-":
Hopefully that can help CTG with the "minor display errors" and "wheel disorders" he was having on his Lada Laika...
Additionally, after struggling quite a bit I found a way around my issues with rear lights and other details placement. Z-bias was not working correctly for me because I had not realized it is sensitive to polygon order. If you need to overlay details over a body panel with Z-bias and it's not working, ensure that the relevant body panel is placed ahead of the details in the polygon list. Another weird problem I had was with rear wheels - their orientation didn't follow the rest of the car when the camera was rotated. That problem had to do with which coordinate values you use define the different radii of the wheel. Quoting Dstien's (attached) scheme for the wheels, we have:
Points 3 and 6 define the inner radius of the wheel (or the radius of the wheel proper) on its internal and external faces, respectively. They are the points which are off-center in the z-axis with respect to the rest of the wheel. In order to have the wheels rendered properly, the z coordinates of points 3 and 6 must be set according to the table below. "+" indicates the z coordinate must be larger than the rest of the wheel (that is, it must be ahead of), and vice-versa for "-":
Wheel | Point 3 | Point 6 |
Front/Left | + | + |
Front/Right | - | + |
Back/Right | - | + |
Back/Left | + | + |
Hopefully that can help CTG with the "minor display errors" and "wheel disorders" he was having on his Lada Laika...