How do UV maps for skins work?

Discussion in 'Content Creation' started by RicardoTM, Feb 13, 2023.

  1. RicardoTM

    RicardoTM
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    Joined:
    Sep 29, 2019
    Messages:
    44
    Hey, I'm hoping a dev or anyone else who has knowledge in this topic can help me. I'm currently testing making skins for the tow's rollback since I couldn't find any. So I wonder why was that and then I realized that currently the rollback doesn't have any skin UV map layout, but I managed to make a colorable skin for it anyway using the main texture as a layout.

    Here's an image of a test skin (is ugly I know, it's just a test):

    screenshot_2023-02-13_14-29-39.png

    the downside of this approach is that the texture is being mirrored, that means that if I put a text on one side, it will mirror to the other side.
    screenshot_2023-02-13_14-38-14.png
    screenshot_2023-02-13_14-38-25.png

    So, my question is, how do I import a UV map for it? I opened the van_rollback.dae in blender and made the UV map for it, obviously it didn't work because that UV map is not actually in the main "van_rollback.dae" file. So I loaded the new van_rollback.dae into my mod only to see what happens. Well.. now I was only seeing my favorite orange texture (yah, no texture). I had to clear the cache cause all the textures for the rollback were gone, even when I disabled the mod.

    So I guess I did something wrong, or maybe it is not even possible to do what I was trying to do. Could some please help me understanding what happened? Is there a way to import only a new UV map for skins without messing with the main UV map for the textures?

    Looking in the pickup.dae I realized that the parts have 2 UV maps embedded. One for the main textures and one for the skin textures, so this brings another question, how does the game know which UV map to use?

    Well, I tried again, maybe I did something wrong in blender. Second time it didn't mess the textures up, it just didn't work at all lol. The skin doesn't follow the layout. I did make sure the new UV map was not overriding the original, and also named it the same with "-1" at the end, just like the original vehicles have it.

    I hope this post is clear, but if not, let me know. Thank you in advance.

    Edit.

    I finally made it work, you can erase this topic.

    screenshot_2023-02-13_20-49-10.png

    if anyone wonders, you can select what UV map to use for a layer in the world editor, that's what the "UV layer" option is for, and that's what the line "
    colorPaletteMapUseUV=1" is also for, 0 means the original UV map and 1 means the second UV map, in this case, the one for the skins. In order to use a new uv map you created you have to put the new .dae file in your mod.
     
    #1 RicardoTM, Feb 13, 2023
    Last edited: Feb 14, 2023
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