The new build 1.118 altered in a bad way the colors of our converted GTPC mod because I used old CARBODYPAINTWITHDAMAGE shader.
When switching to lastest L2IBLCARBODY I recover original colors so here are my
solution to make a quick switch even if the mod are using multiple wcextra textures.
Pay attention that I'm not fully using PBR capacity as everycar use the same defined region with my method.
* Add a line MaterialPath=[directory_of_you_car]\teams in your .gen files
* Add some dds files in your teams directory (metallicNoise.dds / a damage.dds & damage_bump.dds / a Region.dds full black in my case / your AOmap.dds)
* No change in veh file as every car will use same region.dds
* Load your car on track in devmod and go to
http://localhost:5397/materialeditor/index.html
* Find the material you want to change, WCCARBODY_000 for example, select L2IBLCARBODY shader in the list
* Fill the channel with your dds files like explained in several post of this topic
* Change the parameters of the regions (alpha/black/blue etc.) to your taste
* Save your .json file or download it
* At the end, you want this json file in your team directory. The json have to be named like the original material name. In my example, I've edited WCCARBODY material so my file is named WCCARBODY.json (for WCWING material the name is WCWING.json and so on)
* Open this file in notepad, find the first "Texture" line, fill it like this:
"Texture" : "wccarbody",
Check the other textures (some of them are already filled)
2nd "Texture": "name_of_your_damage_file",
3rd "Texture": "name_of_your_region_file",
4th "Texture": "name_of_your_AOmap_file",
5th "Texture": "CAR_CUBE_DX9",
6th "Texture": "name_of_your_damage_bump_file",
7th "Texture": "a rain normal file",
8th "Texture": "metallicNoise",
NB: I had to change "runtime" to true for damage & damage_bump to activate those textures
* You can do that for each material you want. It's also working with wcextra & wcwing
(just place wcwing instead of wccarbody in your first texture line of your json)
***************************************
I've also tried to have one specific region file for each skin (with a MaterialOverride= in the veh file) but it worked only partialy. It was ok for the selected car but nok for AI cars (I don't know why but the AI region map was automaticly replaced by the defaultlivery.dds of the AI car giving strange results).
EDIT: Bug solved => in .veh the DefaultLivery line must have the extension .dds added to the name of the livery or you'll encounter a bug with AI region map.