Custom Paint Mods

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Revision as of 16:38, 5 December 2022 by Hannah (talk | contribs) (→‎Workflow)

Beginning with LCv4.2, Automation supports the creation of custom paint materials which can be applied to cars, fixtures, and engine parts. These materials also support the Exporter, including exporting to BeamNG.

Overview

A Custom Paint mod is a collection of files, of which a Custom Paint file is the parent.

The Custom Paint file contains the settings and applicable options for the Custom Paint, as well as a reference to the paint material.

The custom paint material itself is a Material in UE4, which is set up in a specific way. Material variables can have an editable_ prefix in the name if you want the player to have access to it in the custom paint settings in-game. Variables and parameters also need to be input into the export user data, contained within the material, for them to export correctly to Beam.NG (or other exporters.) Materials will not export correctly at all without this export user data.

Workflow

  1. In UE4:
    1. Set up a mod.
    2. Create and fill out a Custom Paint file.
    3. Create your Custom Paint material.
    4. Assign variables to the export user data.
  2. In the Automation Workshop Publishing Tool:
    1. Set up a workshop item.
    2. Share your mod.

Create your Custom Paint mod

After setting up the modding SDK from Here, create a new blank mod:

1) Select the blank project. 2) Give your mod a unique name. 3) Fill out your name and a description of this mod. 4) Create the mod.

In your mod content folder, right-click and add a new Custom Paint file.

CreateCustomPaintFile1.jpg

Open the Custom Paint file. It has a few parameters:

Name -

Material Instance -

GUID -

Family GUID -