The green channel determines which of the tire parameters (as they will be defined in the script) the rotor will use. 0 means it
will use tire parameter 0, 8 means it will use tire parameter 1, 16 means it will use tire parameter 2 and so on.
The blue channel defines around which axis the rotor will spin.
0 means it will spin around the Y-axis, like a helicopter rotor.
255 means it will spin around the X-axis, like a vehicle wheel, or the Z-axis, like a plane propeller.
To make the rotor spin around the Z-axis, the blue channel needs to be 255 and also the FlipXZ variable in the script must be
set to true, which means the final asset will require the Rotors FlipXZ mod .
Because the game recalculates vertex colors when importing vehicle meshes or sub-meshes, it's necessary to import your rotors
sub-mesh as a prop first. To make it easier, save it using a simple name, use the same name for the file name and the asset
name. Once it's saved, reload the game.
Each vector describes the pivot coordinates of the rotor, the point around which that rotor will spin.
Which of the tire parameter vectors a rotor uses depends on the vertex paint of it, as described in the green vertex paint
section.
Keep in mind that ingame the Y-axis represents height, so the Y and Z-axis are swapped compared to what 3D software
usually uses. It's likely that you will need to invert positive values to negative and vice versa for X and Z
coordinates, depending on what 3D software you use.