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I put in white, black, gold, red, green, blue, yellow, orange etc.
For a 1970s Gatecrasher mod that I've been messing with, I even have a bunch of 2 tone rims.
I don't really have time to do this for all rim types for all cars, though. That would take an incredible amount of work.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1995879313
Old pics. I've improved them since then but you get the idea.
Good to know it's possible, however since I'm not a modder myself I have no idea about the workload yeah. Guess it depends on how the files for the wheels are stored in the game? Would it not be as simple as 'copy wheel files to a new directory and apply color filter over texture files'?
Two-tones would multiply that.
I'm not quite that much of a masochist.
The texture files aren't the most time consuming part. Those can be shared between cars. The problem is setting up the parts to use them all.
Thanks for the info though, interesting to get a bit of a look into how the game works from someone who knows.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1998444989
https://i.imgur.com/GFm7NIc.jpg
Possible solution would be to map to body shader (allowing colour change)>set as non deforming object (so doesn't explode)>place proxy box over each wheel with full movement restriction.
But its hard to place proxy's on a car when you don't have the complete original model. There's also downsides to this;
No suspension or brake mechanical damage
No wheel loss or wheel damage (wobble/movement from original position = floating wheels)
No visual body deformation around the wheels
No health loss if damage sectors are close to wheels
Lots of compromises, but would work if you were making a non deforming car and you had the original model, in theory.