Vehicle Skins 1.1
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This version is stable and ready to use!
Write the Signs support depends on that mod update to beta 5 (no date yet)
– Added integration with Write Everywhere
– Added integration with Custom Data Mod to force a skin for all vehicles from a building
– Now the camera will focus at picked vehicle to preview skins
– Added a field to select the skin to be previewed
– Mod rewritten in new Kwytto Framework
– Fixed support to the Asset Editor
– Fixed the slowness when just loading a city
Assets with VS settings can be found in this search
To create a skin:
– Select a model in the VS window
– Follow instructions to create a new skin – giving it a name
– Go to the folder and edit the desired images – you might delete files that will not be modified
– When all get done, just click the button in the VS window to reload the asset skins
All skins are enabled by default. Disabling a skin and exporting it as shared will mark them at the exclusion txt file, that will be created in the folder of the asset. Disable the <DEFAULT> to remove the standard skin from the skin pool.
By now, the skins are randomized between all enabled skins. This may be improved in the future.
NOTE: The _aci and _xys files are already a result from the combination of equivalent files of asset creation: (in rgb order)
– _a, _c, _i (for _aci)
– _n(r), _n(g), _s (for _xys)
The values were reversed. So as example, the red channel of _aci set to 0 means OPAQUE, instead of TRANSPARENT! Be aware about this.
I recommend using a program that you are able to edit each color channel individually to edit these files (like Photoshop). The diffuse file is well to be edited anywhere, like the _d file of asset creation process.
You can enable/disable skins in settings shared between all saves or by savegame. Workshop asset level skins is WIP
This mod is WIP! May have a lot of bugs yet and it’s very experimental.
– The Write The Signs integration will be available when the version 0.5 of that mod get released. By now, the texts in the model can’t be added dynamically – but you can do it in the skin itself.
– LOD textures won’t be changed because of the single texture enhancement used to generate the shared texture
– Apply the same concept for the other instances of the game (buildings, props, citizens, trees, etc). May be or not be merged in this mod
A repository with all screenshots files to get as example is available at GitHub.[github.com]
Required items:
Click the title to search on this site.
UnifiedUI (UUI) 2.2 [Stable] — Steam Workshop
Harmony 2.2.2-0 (Mod Dependency) [1.16.0-f3 compatible] — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.