Add livery to a car without any livery or similar
im creating custom textures for cars on a server.
I already did many textures and never had this problem.
On the server there is a gang with this vehicle as their faction vehicle
They asked if its possible to add an custom logo for their gang.
I looked into it and in the .ytd is no ...sign... file, neither a template file or anything that changes the texture of the vehicle.
If already tested to name the texture file:
urus_sign_1 and ......2
blank_sign_1 and ......2
car_sign_1 and ......2
vehicle_sign_1 and ......2
template and template_2
veh_urus_sign_1 and .........2
urus_sign_1 and ......_2
also any of these variants without anything after sign
But nothing is working, but the flag in the vehicle meta also is existing. Is there somehow a way to figure out how to name the file?
If the car hasn't been UV mapped for liveries then it will never work. You can't just add the textures and expect it to work, the game needs to be told how that texture is to be applied to the model, which can only be done by uv mapping the original model.
@ItsJustCurtis How can I check if it is UV mapped?
That Urus is mapped with the texture tiled liked this (so, not really UV Mapped in any useful/meaningful way):
You're limited to single colour or maybe repeatable tiled designs at a pinch (although, even then, there will be places where a tiled texture doesn't match up).
If you want that^ Urus setup with 'paint' as the bodywork texture, you can download the '.yft's & '.ytd' here. As mentioned, they will be of limited use, but if interested, you can see first-hand what might be possible with it etc.
Is there a way to fully UV Map the Urus with zmodeler3 by myself?
and how did you find out that the file needs to be named "paint"?
Sorry for those questions im just interestet in this whole livery and modelling stuff.
No probs for the questions, if you wanna know. always ask questions
As to UV Mapping using ZM3, yeah, that's possible, but will pretty much come down to:
- has the model been locked by the original mod author, & thus uneditable by you in ZM3 (if the model is locked, you'll have to get the original mod author to supply you with an unlocked version that you can edit in ZM3).
- If the model is already unlocked, & you are using it publically, you also want to get permission from the original mod author to use/edit it.
For the 'paint' texture:
- I edited the vehicle by exporting it to XML using CodeWalker's RPF Explorer (Codewalker > '[<<]' (button, top right) > '[Tools...]' button > RPF Explorer... > Search for/navigate to model > right-click '.yft's > 'Export to XML... (Ctrl+S)')
- & then opened the produced '.yft.xml's with a text editor & edited the 'vehicle_paint1' section's 'DiffuseSampler' value to 'paint':
<Item> <Name>vehicle_paint1</Name> <FileName>vehicle_paint1.sps</FileName> <RenderBucket value="0" /> <Parameters> <Item name="DiffuseSampler" type="Texture"> <Name>paint</Name> <!-- edited this line --> </Item>
- Saved & reimported the '.yft.xml' files (RPF Explorer > right-click anywhere in original location folder > 'Import XML... (Shift+Ins)' (RPF Explorer UI will blip when import complete (few seconds at most))) & then also imported (Import (top left of OpenIV texture editor)) a texture called 'paint' into the 'urus.ytd'.
- Originally, the 'vehicle_paint1' 'DiffuseSampler' value was set to 'vehicle_generic_smallspecmap':
<Item> <Name>vehicle_paint1</Name> <FileName>vehicle_paint1.sps</FileName> <RenderBucket value="0" /> <Parameters> <Item name="DiffuseSampler" type="Texture"> <Name>vehicle_generic_smallspecmap</Name> </Item> <Item name="DamageSampler" type="Texture" /> <Item name="DirtSampler" type="Texture"> <Name>vehicle_genericmud_car</Name> </Item> <Item name="SpecSampler" type="Texture"> <Name>car01sv</Name> </Item>
- but there are multiple other uses of 'vehicle_generic_smallspecmap' within the '.yft.xml's for different parts of the model, so I renamed the 'vehicle_paint1' 'DiffuseSampler' value to something that wouldn't conflict with any other texture (ie 'paint' in this case, but could have called it anything, as long as it was unique & named different to any of the other textures used by that vehicle etc).
Thanks alot for your answer.
Then I will take a look into zmodeler3 and buy a license for 1 month to test it.
Im going to test your method of creating the paint texture, but this one will come handy for sure at some point.
got one last question hopefully
Can I check somehow if the vehicle files are locked without zmodeler3. Is there some indicators for locked vehicle files?
I've never used ZModeler3 & never knowingly encountered a locked/protected vehicle model myself, so I'm not sure what can be used to test that other than ZM3, sorry. In that ZM3 link above tho, it does say '15 Days Free Trial Period' at the top left. Maybe try the download at the top right & see if you can activate the trial etc
Alright thanks for your help. Gonna take a look maybe I will figure it out.
Best of luck