Very useful information, thanks for sharing!
How would u distribute the level with custom textures included in the "TextureCache.zip"?
Will this conflict with the "TextureCache.zip" of the person downloading the level? (i.e. they have different custom levels with diff custom textures)
Sorry been slammed.
What I had before in SpinTires custom maps was a folder i'd call MediaCache_zip or TextureCache_zip
I'd have a little ReadMe.txt in there saying copy these files into the MediaCache.zip or TextureCache.zip depending on the file.
I am trying to see if there is a way to create a texturecache folder without having to deal with the zipped folders but I know the previous way works no problem.
So I would have the regular Media with all of the classes, meshes, and textures.
Then I would have 2 other folders. One MediaCache_zip and the other TextureCache_zip
@shuffy meh, that pc master race stuff. it just depends on what kind of platform is best for a person. both have their positives and negatives.
meh ... anyone who has console and who gone to pc gaming will know why pc is worth it .. 30 fps pfffffft this is 4k /8k time .. i buy a game i want to own it not have limits which is what console is all about .... pc gaming is an art ..i want to customise my games see how there built and structured mudrunners does a very good job at that nothings hidden and the dev team support the pc side all the way.. console is plug and play .. i cant understand why you would want console if you have a pc buy a long hdmi cable or a steam controller..... a friend has a xbox one the graphics are weak the games are all limited to be able to play at that upscaled 4k rubbish ... i support the devs not supporting console and sticking to pc where the game was built dont forget that it was never built for console from day one so the devs have done enough really i understand the effort it takes to bring reliable stable mods to console ... the only reward from console is no cheaters .. other than that its a step down and always will be
freedom of speech baby
With the Xbox One X there is no upscaling or anything. With UE4 you don't have to port from PC to Xbox either.
I have a gaming laptop also. I mainly use it for development but I don't care to game on my laptop. Even if I connect it to a TV.
I prefer to game on my One X.
I like to have my PC for development and work. And my X for playing around.
If they would work on atleast Xbox customization you could work on mods and stuff just like they have with farming simulator. To think consoles are all about limits, you would be incorrect.
That's why consoles are becoming more and more powerful.
The PS4 pro is upscaled and honestly not worth the upgrade. The One X is FAR better and is worth the upgrade. The reason I bought it and a 65" 4K tv. My laptop can game in 4K but I still prefer my One X.
There you go!
Yeah. Just make sure when you are switching to another area to set your opacity to anything over 50 for the blocks you want to texture. Then make sure to switch back to Dirt option and then toggle the slider from 0 to 1.
On the Dirt setting, 0 is the "Grass" selection and "Dirt" is 1.
@tattoo I was actually following this guy on youtube but couldn't understand a damn word. Maybe I can use CC on it LOL.
One of the other threads I just put on there helping someone else out with custom models and textures and stuff.
Not sure if you still need help with it, but I have some pics and explanations on it.
I can help with models no problem.
You can Google the website that is textures (dot)com. Or you can Google free textures and look through the images. You can even set the specific size you want through the tools options on Google images. Or you can create your own. I make some of my own and I Google some if I don't feel like making them.
I use 3ds max 2018 and the DirectX exporter from CGdev. I know blender has a DirectX exporter but I am not very familiar with Blender myself. I've used 3ds max since like 2012.
To create a model like a rock. Which would apply to vehicles as well. You need a low poly model and a cdt.
Create your model, then create a duplicate of your model. On the Duplicate screen select copy and then set the name to "cdt" without the quotes. As seen in the screenshot.
Each model will have a class, 2 mesh files, and 1 or 2 texture files.
Your class XML for objects like rocks, bridges, trash cans, etc will have a simple XML file.
This XML will control the friction and collision for the object.
The mesh files will be the .X and the XML that sets the images for the object.
In this screenshot you will also see the .X file with the XML for textures.
Make sure your Diffuse name and other map names match exactly to the texture name in the texture folder.
Some of the images in my texture folder were trials of some textures I tried and didn't like but haven't removed them yet.
Screenshot above is a simple rock I have in a path in the game.
Also something I do, that i'm not sure if other people do. I use a program called GoodSync. I sync my MudRunner Editor media folder to my MudRunner media folder so when I save things in the editor and drop new files in the Editor Media it automatically updates my game media folder.
It saves from having to copy everything over twice.
Yes you can add your own.
I wouldn't change the default ones because then your maps probably won't work in multiplayer.
You create a dds of your texture.
Follow the same naming scheme as the default terrain tiles.
Mine in the pic is tiles_snow__d_a.dds
You place it in your TextureCache.zip
Then go in your Media/classes/terrains
And add an XML (You can open one of the default terrains and save-as your new texture name.)
You will see the XML format. Just follow what the XML says already and change the dds to the name you saved in the Texturecache.zip folder.
Here is my snow i'm still working on on a map i'm working on.
The snow works no problem i'm just having to fix some of the texture it's self so it's not so washed out looking in the light.