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Unrelated – Default names for Paint Shop in Custom Showroom
Surfin Bird edited this page Jul 26, 2019
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1 revision
For Paint Shop to work, it would need to know the role of each texture, and how it could be edited. All of that could be set with JSON file, but they’re quite tricky to test. It also tries to guess roles of different textures based on their names, and choose the right name is much easier than edit that mess. Here are the names it looks for:
-
car_paint.dds
— car paint, small texture with or without flakes (usually intxDetail
slot); -
car_paint_rims.dds
— rims color, another small solid texture (to color rims with a single texturetxDetail
way and still use alpha for blurred version, useksPerPixelMultiMap_AT
shader with alpha-channel intxNormal
slot, while alpha intxDiffuse
slot would still act like mask fortxDetail
); -
car_paint_roll_cage.dds
— roll cage color (solid color); -
metal_detail_roof.dds
— roof color (solid); -
carpet.dds
— carpets (tint for existing texture); -
cuciture.dds
— interior seams on seats and such (tint); -
seat_logo_D.dds
— logo on seats (tint); -
PlasticDetail_color.dds
— plastic color (solid); -
cloth_detail.dds
— cloth color (solid); -
TEssuto_color.dds
— cloth piece (solid); -
cloth_seats.dds
— seats color (tint); -
kevlar_tile.dds
— kevlar (tint); -
alcnt.dds
— interior (tint); -
leather.dds
— leather (tint); -
ext_glass.dds
— glass (optional transparency); -
caliper_detail.dds
— brake calipers (solid); -
noise_D.dds
— cylinder head cover (solid).
Names are weird like that because I set that guessing to work with original Kunos cars and some mods. And, there are some extra colors with indices if needed:
- With
<X>
from 2 to 8:-
metal_detail_<X>.dds
: car paint #X (fill); -
metal_detail_skin_<X>.dds
: car skin #X (fill); -
rim_detail_<X>.dds
: rims #X (fill).
-
- With
<X>
from 0 to 6:-
interior_plastics_detail<X>.dds
: interior plastic #X (tint); -
carpet<X>.dds
: carpet #X (tint); -
INT_Trim<X>.dds
: trimming #X (tint); -
INT_fabric<X>.dds
: fabric #X (tint); -
leather_seat<X>.dds
: seat #X (tint); -
alcnt_cust<X>.dds
: interior #X (tint); -
leather_<X>.dds
: leather #X (tint).
-
For license plate, name textures Plate_D.dds
and Plate_NM.dds
. If you want txMaps
to be configurable, use car paint shader, ksPerPixelMultiMap_damage_dirt
.
If you have any question or suggestions, please feel free to add a new issue.
- Enabling Extended Physics
- Aerodynamics
- Body Flex
- Custom Suspension Joints
- Driver Weight Shift for Karts
- Extra Turbo Options
- More Clutch Damage
- New Inputs for Dynamic Controllers
- Physics Scripts
- Setup Items Driven By Controllers
- Suspension
- Cosmic Suspension
- Tyre Types
- Enabling Extended Physics
- General Options
- Custom Raycasting
- Collision Parameters
- Dynamic Physics Objects
- Geometric colliders
- Surface Tweaks
- Extra FX Flags
- Extra FX Emissive
- Mesh Adjustments
- Model Replacements
- Shader Replacements
- Scene Queries
- UV2
- General Options
- Analog Instruments
- Animations
- Digital Instruments
- Emissive Objects
- Extra Switches
- Inputs
- LED panels
- Multichannel Emissives
- Vintage Tachometers
- Audio
- Brake Disc FX
- Deforming Bonnets
- Driver Model
- Exhaust Smoke
- Exhaust Flames
- Extra Lights
- Fake Shadows FX
- Local Cubemaps
- Mesh Splitting
- Miscellaneous Options
- Neck FX
- Node Adjustments
- Smart Mirror
- Sparks
- Tyres FX
- Visually Adjustable Wings
- Wheels
- Wobbly Bits
- Wobbly Wipers