Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Complete noob when it comes to coding and modding
Then you have to add this tag in the workshop config file to port it into the game.
$OBJECT_VEHICLE <folder name>
The mesh for your object has to be converted nmf and named main.nmf
Then you have to define a material.mtl file
Your texture has to be saved as a dds with dxt1 encoding with mini maps.
I copied a material.mtl file from an in game one [temporarily use]
I have no idea what a texture is 🦧🤦🏼
Thank you for your advice too!!
Apologies as I said, complete noob when it comes to coding.
$SUBMATERIAL <name>
$TEXTURE_MTL 0 texture.dds
$TEXTURE_MTL 1 blankspecular.dds
$TEXTURE_MTL 2 blankbump.dds
$DIFFUSECOLOR 0.8 0.8 0.8 0.8
$SPECULARCOLOR 0.5 0.5 0.5 1.0
$AMBIENTCOLOR 0.8 0.8 0.8 0.8
$SPECULARPOWER 2
$END
The "texture" is the objects material flattened out into a dds file. The vehicle you are trying to import into the game should come with a texture file. It must be in .dds format not png or jpg
And I'll post up here a copy of what I've put into my script if that may help?
Or if there was a way I'd send off the whole thing lol
Many thanks again
Now to get it to the game?
But I think I'll try something easier. Like mechanical signals?
Will need help though haha