Rolling Line

Rolling Line

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Wolvinof 13 Oct, 2024 @ 8:30am
Can someone explain the multipaint texture?
I want to make a prop i made paintable, and I've seen the guide on prop making and the texture used for multipaint, but I still can't understand how it works?
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Showing 1-4 of 4 comments
HuskyDynamics 109 13 Oct, 2024 @ 1:03pm 
Basically, each paint color uses a variation of the multipaint texture (i.e. for a red paint it will be red, for a green paint it'll be green, etc.); the three colored columns change based on the paint color while the fourth column stays white. The different shades on the texture are for if you want to add some shading (lighter or darker portions) to areas that are otherwise the same color.

Essentially, you UV map the model so that you get whatever shading you want while ignoring the color, and then select "Paintable" instead of adding a texture when setting up the mesh in the game, which will then allow you to pick a paint color to use for that mesh.
Last edited by HuskyDynamics; 13 Oct, 2024 @ 1:06pm
Wolvinof 14 Oct, 2024 @ 7:45am 
Originally posted by HuskyDynamics:
Basically, each paint color uses a variation of the multipaint texture (i.e. for a red paint it will be red, for a green paint it'll be green, etc.); the three colored columns change based on the paint color while the fourth column stays white. The different shades on the texture are for if you want to add some shading (lighter or darker portions) to areas that are otherwise the same color.

Essentially, you UV map the model so that you get whatever shading you want while ignoring the color, and then select "Paintable" instead of adding a texture when setting up the mesh in the game, which will then allow you to pick a paint color to use for that mesh.

Okay thanks, I'll have a try at that.
Wolvinof 14 Oct, 2024 @ 8:13am 
Originally posted by HuskyDynamics:
Basically, each paint color uses a variation of the multipaint texture (i.e. for a red paint it will be red, for a green paint it'll be green, etc.); the three colored columns change based on the paint color while the fourth column stays white. The different shades on the texture are for if you want to add some shading (lighter or darker portions) to areas that are otherwise the same color.

Essentially, you UV map the model so that you get whatever shading you want while ignoring the color, and then select "Paintable" instead of adding a texture when setting up the mesh in the game, which will then allow you to pick a paint color to use for that mesh.

Okay, I've got the idea now. How do I make it so different parts can be different colors though? Like for instance, how those people props on the workshop let you change the skin, hair and clothes colors seperately.
HuskyDynamics 109 14 Oct, 2024 @ 8:39am 
Originally posted by Wolvinof:
Okay, I've got the idea now. How do I make it so different parts can be different colors though? Like for instance, how those people props on the workshop let you change the skin, hair and clothes colors seperately.
Fortunately that's pretty simple. All you need to do is split your model into separate meshes for each color slot (maximum of four) and add them individually to the prop. Everything that you want to be on the first color slot gets joined together and exported as a mesh (and set up as the first paintable mesh in the mod), everything for the second color slot likewise, and so on.
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