Unsolved How to make new .dds textures

Discussion in 'Mod Support' started by P_enta, Apr 4, 2020.

  1. P_enta

    P_enta
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    Hello all!

    You probably know about my 2021 ETK K series refresh

    Well, I have new headlights and taillights for the car, and I need to know how to take this:



    And make it work on this:



    Same thing for the headlights.

    How do I create a new .dds file with the textures I need to have the taillights and headlights work?

    Thanks!
     
  2. i.want.to.mod

    i.want.to.mod
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    ok so what you need to do (if you're using blender) is go to edit mode. then select the area where your lights will be, then go to the other window (the uv window) and make a new image, this image should be your lights image. (with the lights still selected) now that you have a new image, face your lights and press ctrl+u and select the option "project from view". then go to your image and line the lights uv up with the lights image. after this, go to your bake settings, depending on your blender version, for 2.8 go to the setting that looks like a camera and switch the "eevee" bake selection to "cycles". then go down to the bake. switch bake type to "Ambiant occlsion". deselect "clear" in your bake options aswell. then press bake. it will bake your uv image onto the selected lights. After this, keep your lights selected. create a new material in blender. name it say for example "etkkheadlights" and press assign. this will assign the material to the lights. then go to your materials.cs. use this line for example

    singleton Material(etkkheadlights)
    {
    mapTo = "etkkheadlights";
    diffuseMap[0] = "vehicles/etkheadlights.dds";
    specular[0] = "0.000538200024 0.000538200024 0.000538200024 1";
    specularPower[0] = "50";
    translucentBlendOp = "None";
    };

    Now this is just an example but it is helpful for now. for the single Material, put the name of the material. for the mapTo, put the name of the material aswell. THEN for the .dds file, you need to export the image ot of blender and put it in your car file. save it as a dds or you can use an image editing app and save it as a dds file to your car file. Hope this helps.
     
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  3. P_enta

    P_enta
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    Finally! A step by step guide on my problem!

    Let me see if this works.

    Using the old .dds file for the old taillights will still work with the new ones?
     
  4. i.want.to.mod

    i.want.to.mod
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    to my knowledge, they should, but only if they were baked onto the light mesh.
     
    • Informative Informative x 1
  5. P_enta

    P_enta
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    Ok thanks
     
  6. i.want.to.mod

    i.want.to.mod
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    no problem. Good luck with your project! if you have any more issues you can pm me and ill try my best to help
     
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