Wreckfest

Wreckfest

Wreckfest Workshop
Share your creations for Wreckfest and enjoy the creations shared by others.
🦊 Hermit 12 Feb, 2020 @ 12:23pm
Wheels of Many Colors... [Suggestion]
So there's a lot of customisation options in this game, which is really nice. But one thing which holds that back imo is the lack of wheel color options. The DLC that came after release helped a little, but even with the wheels in there, most of them only have one color option, and will only match with a specific car design.

So I'm just wondering, would it be possible for a mod to add a 'color selection' option for wheels, the same as we have for car bodies and designs? Perhaps with 2 or 3 regions which can be adjusted independently?

Or, if not that, would it be possible for a mod to add extra, recolored versions of some of the game's wheels, covering the main bases of the color spectrum (red, orange, yellow, blue etc) so that everyone would be able to find something to fit their ride?

I don't know how plausible any of that would be, but if anyone sees it and fancies trying it you're welcome to do so, your call^^
< >
Showing 1-9 of 9 comments
TestTestTest 12 12 Feb, 2020 @ 12:42pm 
It's possible. I've done it for mods like the Nascar mod. I made about a half dozen different colors for a few of the rims. The player selects them like they were all different rim types.

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.

🦊 Hermit 12 Feb, 2020 @ 2:22pm 
Thanks for the response^^ And yeah, those pics are sort of what I'm getting at, nice work :)

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'?
TestTestTest 12 13 Feb, 2020 @ 10:34am 
I've thought about making a mod for all colors for all rims for all cars but then I realized that it would take about 1,000 custom files that I'd have to make.

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.
🦊 Hermit 15 Feb, 2020 @ 4:25am 
Ah so it isn't just a case of a simple color filter then. That explains why nobody has done it yet I guess XD I can understand ppl not wanting to take on such a huge project if it's that big.

Thanks for the info though, interesting to get a bit of a look into how the game works from someone who knows.
Last edited by 🦊 Hermit; 15 Feb, 2020 @ 4:26am
TestTestTest 12 15 Feb, 2020 @ 10:33am 
I asked once about making custom rim models that map their texture/color to some spot on the car body paint job skin. Someone said that there would be a problem with making the texture spin as the wheel turned. Not sure why.
Sam223 8 16 Feb, 2020 @ 7:24am 
Originally posted by TestTestTest:
I asked once about making custom rim models that map their texture/color to some spot on the car body paint job skin. Someone said that there would be a problem with making the texture spin as the wheel turned. Not sure why.
Yea i've tried it before myself. If you map the rim texture to body shader, then the rims models just explode into a mess of verts whenever there is any contact. You can set them as 'non deforming' but then they still move off their pivot point. So you end up with a wheel rotating 10 meters around the axle.

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.
Last edited by Sam223; 16 Feb, 2020 @ 7:36am
< >
Showing 1-9 of 9 comments
Per page: 1530 50