It's possible, yes, with an aptly designed skin slot for tires. They won't be a separate option but rather a sub-option under the BKT tires. I'll see how this works out. I could also have a slot for the chassis and four links. I'd also like to add a "mirrored" mapping for the classic BKT texture with lettering, so that it can work properly on both sides of the truck in game.
The front and rear wheels would need different material names for this to work. Yes, you could put an identical slot in the front and rear wheels, but if you select a part in the front wheel's skin slot, the rear wheel's skin slot will change too. Alternatively you could put the skin slot in the frame's jbeam instead to avoid doing this, but it wouldn't be as nice. I actually did a similar thing to this at one point although I had it changing all the parts colours at once. Give the left and right wheels different material names and this would work.
You're right, that's something I didn't take into account. Three of the skins currently available for the F150 body already come with custom tires (thanks to the tutorial you provided!), I think I'll just leave it as is. That's what I had in mind. I'll test this solution now and report back. --- Post updated --- Likely a stupid question, but my knowledge of Blender is VERY limited at this point... All four tires share the same material. If I rename one, all four are automatically renamed as well. How can I prevent this?
Hold on. Help screenshots being made. My Blender knowledge is limited too, but I know this. --- Post updated --- Here: 1. Go to the materials tab on your front left wheel. 2. Click on this button. 3. Rename this material 4. Here, I named it "Wheel_LeftSide". This can be named however you want though. 5. Select your rear left wheel. 6. Click this button. 7. Select your "Wheel_LeftSide" material. 8. (Not pictured) Rename the right side material to something like "Wheel_RightSide".
That did it, thanks! Testing it as we speak. --- Post updated --- That worked, now I have two indipendent textures for each side, the right one with the sidewall mirrored. The final result:
@FLyInG 2 YoUr SoUL Oh can you also do this? I noticed some inverted faces on a few parts. Do this for the following parts "_LUpperRearLeft", "_LLowerRearLeft", "_LUpperRearRight" and "_LLowerRearRight". On step 4, make sure all the faces for that part are selected.
Will do. I believe this could work on tires too, so I can use one texture, "flipped" on the right side?
Figured. Still, having flipped textures for just one side doesn't feel right. I'm pretty sure there's a proper way of doing this. Now I won't sleep until I find it.
I think that's the only way, unless you knew how to merge the two textures into one and adjust the UVs to match. Having two different ones is simpler.
Maybe. Still, flipping the sidewall only is a pain. The texture is rather intricate, I can't do this without producing some artifacts. I think I'll postpone this for now.
I could. If I knew beforehand how to select all the "dot thingies". I've been trying to flip the mesh for like half an hour to no avail. I'll try this, thanks! * sigh *
@mumboking I fixed the shading issue on the rear links as you suggested. Curiously enough, though, only the lower right link is actually flipped. The left one doesn't change no matter what I do. The texture seems to be mapped to the inside of the tube, and only shows if I set the material as doubleSided. I'm probably doing something wrong, but I can't figure it out. --- Post updated --- Nevermind, works now, add to clear cache. Wonder why just that single one didn't show up correctly... Anyway, this is how it looks in game now:
i can see the thing is missing the sway bar (the thing other than the shocks, 4-links, and straps attached to the axles). also, having actual shocks that work like they do IRL (not how they stretch and stuff) would be a nice thing for the eyes. (i know i'm nit picking with those)