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Rampalta

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About Rampalta

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  1. So this is the thing: https://cslmodding.info/asset/network/#uv-mapping "Normally you only have control over the horizontal (U) UV mapping..." and the vertical gets automatically tiled, for this not to happen you can do the following: Network tiling mod, you can check CSL Modding to learn scripts, and at the bottom of the Script for creators there’s a short explanation Magenta color on Vertex Paint, this will enable you control over the vertical UV mapping, for it to work its neccesary to export the mesh as FBX since obj doesnt export with Vertex Paint, there are plenty of tutorials on vertex painting. Also everything has to be one object for it to be exported correctly as .fbx worked 10/10
  2. Hey! This https://cslmodding.info/asset/network/ can become very helpful. 1. Its better to stretch the image and make it 1024 by 1024, "otherwise, your texture may be corrupted by compression". 2. I never touched mesh point and it dumped correctly so i guess there's no need to mess with that. 3. If you dont want to learn how lanes works which is totally fine, you can just use a base road that has all the lanes you need, eg bikes and vehicles, and then modify the position so that they are where they should. Hope it helps
  3. Sounds to me like you dont have the correct pillar asset, when you create any road you can choose the pillars (asset). You could go to asset editor > new > road > select the train track > elevated section, and at the bottom where it says pillars you can choose a vanilla pillar then save as new and should appear with pillars in game, hope it helps
  4. From what i know it doesnt matter if you use png or jpg at the end the only things that really matter are the mesh tris and textures pixel size. Hope it helps
  5. Hello! So Im in need of a bit of help, I researched a bit and didnt find anything. The problem is the metal texture (top image) looks all stretched in game while on blender looks correct, same with the concrete one, doesnt matter how many times i fit the same concrete texture on the barrier mesh, cause in game it will always look the same. So the Uv map is correct but in game it isnt sometimes (?). Im really lost here
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