Author | Message |
Holy Shit Man
Posts: 2554
Location: Poland Occupation: Faking skills like a pro Age: V$: No |
#59003 2014-12-31 14:45 |
I've made a little mistake - it's TypeID, not SuperID
It's easy if you know basics. But I think that you don't know them, so I'll try to explain it as close I can. 1. Choosing proper textureFirst, you need to check how mesh's .tex file is written. Let's use mine latest rim as example:default_gray.png 0x00000020 Paintable.tga 0x000000C2 general_env_map.dds 0x000000C1 And the default_gray.png is a plain gray color texture (diffuse), and it's TypeID is 0x00000020. You need to guess what texture is the proper one - you can check them in textures folder. Some modders leave .tex files untouched, and you need to take the SuperID from RPK. <FILE 00000002.res > typeof 7 superid 0x00030003 typeid 0x00000020 alias default_gray.png isparentcompatible 1.00 </FILE> <FILE 00000002.rsd > sourcefile parts\RUF_R96\textures\default_gray.png </FILE> That method works, if modder loaded the diffuse texture in RPK. It can also be used from cars.rpk, and then, you need to take if from loading order. <FILE 00000005.res > typeof 14 superid 0x00030002 typeid 0x000000A2 alias render isparentcompatible 1.00 </FILE> <FILE 00000005.rsd > mesh 0x000000D2 texture 0x000000C2 texture 0x00000020 texture 0x000000C1 </FILE> But now it's try and run. If the texture is loaded from cars.rpk, it'll be like 0x0003XXXX, like f.ex. 0x0003002A stands for default_gray.png. 2. Adding texture into part's .cfgOpen part's .cfg file. You don't know which is it? It's one of these in scripts folder. Look for something like XXXXXX_rl_fender.cfg.Then, look for: render 0x00000167 mesh 0x00000168 click 0x0000016B And under mesh line add texture 0xXXXXXXXXWhere 0xXXXXXXXX is TypeID of your texture - for example: texture 0x00000020 I think it should work, although, I'm not SLRR pro. BTW: What does it mean? !Class::getMethod: more matching methods found in file "java.game.VisualInventory" at line 78I got it in BB's SLRR. |
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