Page 1 of 2
Painter HQ skin to dds
Posted: 23 Jul 2013, 10:20
by Hylis
You can paint on an high quality skin (a zip with all images, except the icon saved as tga)
If you save it with a file name starting with a #, you can then quickly convert it to playable skin with ctrl+P in the 'paint a car' menu. This convertion applies the vehicle occlusion mask (it's easier to modify the #version without this layer).
Re: Painter HQ skin to dds
Posted: 24 Jul 2013, 16:20
by Demented
This is interesting. I'm curiuos to try it and see the results. I wonder if it will help with compression artifacts.
Re: Painter HQ skin to dds
Posted: 24 Jul 2013, 17:31
by Fix
-Replace SkinDiffuse.dds by SkinDiffuse.tga (4096x4096 if you want). in #MYSkinHD.zip.
-Paint your skin in the painter, it will save the .tga when you save the skin.
-Do not use the Prelight Layer.
-When happy, go back to the painter skin selection, select a # skin, and press ctrl+P. It will generate a new skin file named without the # (#MYSkinHD.zip==>MYSkinHD.zip). In this zip it is a downsized 1024x1024 SkinDiffuse.dds, with the PreLight Layer applied.
-In the Profile menu you can't select a # skin or skin with a .tga inside, however you will be able to select the generated skin.
Re: Painter HQ skin to dds
Posted: 24 Jul 2013, 17:47
by SuperP
Its even more confusing now...
People if u can and have the patience stick to photoshop or gimp, junctions are not complicated[well sometimes they are

] but once u learned how to approach them its a different story.
Re: Painter HQ skin to dds
Posted: 24 Jul 2013, 19:54
by hackie
SkinDiffuse ?????
I use stadium cars from TMUF ( diffuse from zip ) and it also works.
What's the different between all 100000 ? versions ?
Re: Painter HQ skin to dds
Posted: 25 Jul 2013, 10:14
by Fix
Vehicle models system has evolved with canyon (damages essentially), for compatibility, old stadium skins stil work (diffuse.dds ). It works with #diffuse.tga as well
Re: Painter HQ skin to dds
Posted: 25 Jul 2013, 16:03
by Demented
That's a cool addition for creating skins. Thanks for adding that. I think people will find it useful.
I actually use an older version of PSP and use multiple layers so I can easily change and alter specific areas but this new technique might be handy for people who prefer another way to do it. Plus one could email a .tga file and someone could easily generate a car from it. I may try it though to see if the lightmap works better that way.
Re: Painter HQ skin to dds
Posted: 02 Aug 2013, 06:47
by Trackmaniack
Ooh, this looks nice, Hylis! Thanks for the add!