So a while ago, I typed out a short procedure outline of the way that I was applying new shaders. I provided it to someone making a very popular mod on the forum and he was able to get it through it and apply it to the mod. So I'm hoping that this might help others. There might be an easier way, but this is what works for me.
So here's how I go about it.
- Get car working in Mod Dev
- Change the WCCARBODY to T1 shader. I'm not sure if the alpha/secondary textures affects the material system
- I copy a basemat.json from an existing car that uses it. Using one fromTatuus worked for me.
- Insert 'MaterialOverride="[basemate.json]"' JSON reference in car .VEH
- Insert "MaterialPath=<yourmod>\maps" into the search paths in the .GEN files
- Open Mod Dev - navigate to car showroom. Load site
http://localhost:5397/materialeditor/index.html#/
- Apply the new textures:
- albedoSpec - WCCARBODY (Generic)
- damage
- Region - 32x32black.dds (Generic -Region)
- aoSpecMask
- Damage Bump
- MetallicFlakes - MetallicNoise.dds
- Once complete, click "Download" to download .json - I've had mixed results with the Apply
- Copy that .json back ingame, and change the basemat name if desired
- Create veh_ripple_map.png veh_ripple_map_video.png -
https://docs.studio-397.com/develop...reenShadersforCars-1.2-CreatingtheBodyRainMap
- Create Car _region.dds
- Package car up and load to main game
- Create new standalone car, using the same process for creating addon skins.
- Once you set the materials and save the car, I copy that skin .json as the base for all the skins in the team.mas.
From there, repackage everything and you should be all set. I hope that helps. Let me know if this works for you
EDIT: Added line "Insert "MaterialPath=<yourmod>\maps" into the search paths in the .GEN files"