Skins for existing cars - SuperCatGaming/Velocity-Redux-Mod-Creator GitHub Wiki

If you are following the recommended file structure for mods, skins for cars already in the game are located under [Skins]. It is recommended to create a folder for each car you add skins to, as well as a new folder for each skin.

To create a skin for an existing car, you will need to know the number of parts and materials per part. Each car handles materials and skins differently; because of this, you are provided with a script that gives you the set of parts and materials for each car. To access these lists, in the main scene, select the object named "Data". You should see a script in the inspector called "Data Reference". Expand the list to find the car you want to add a skin to. The hierarchy of this list is:

  1. Cars
  2. (Car name)
  3. Skins
  4. (Car Entity Skin name)
  5. (Car Skin Data name)
  6. (Material name)

This list can be used to help you figure out how to apply materials, and it is especially useful for knowing when a car has multiple parts to skin. Find the car you want to add a skin to, and expand one of the Car Entity Skin entries (under the "Skins" entry). Each of the entries under that is for a different part (there may only be one). So, for your skin, create a Car Skin Data object [Assets > Create > Mods > Car Skin Data] for each sub-entry in that list. They do not have to be named the same, but be sure you know which is for which part.

[!Note] If you see an entry named "Hide Part" on a skin, then you may not need to create a Car Skin Data object; this is a special Car Skin Data that hides the part associated with that element. This object is provided to you at [Assets/Common Resources/Hide Part].

For example:

image

Here, we have chosen Drift Tech, since it has multiple parts. By looking at the Teku skin, we see that Drift Tech has 3 parts; the body, the spoiler, and a hidden part. If we look at the other skins for Drift Tech, we will find what that hidden part is; it happens to be an alternative spoiler. So, for this example, we will only need 2 Car Skin Data objects because we don't need both spoilers.

After you have create the Car Skin Data objects, you need to set the materials for the skin.

[!Note] Order matters. Look at the list; you can look at the order of the materials for each skin to get an idea about what each material is generally for. You may have to tinker with the materials to get it just right.

Once you know/have the materials you want, add them to the "Skin Materials" list of the Car Skin Data object for the respective part. To add custom materials, see Textures and materials.

Once you have added all the materials for each part, create a Car Entity Skin Addon [Assets > Create > Mods > Car Skin (for existing cars)]. Select the created object and fill out the details:

  • Skin Name: the short name of the skin
  • Skin Long Name: the full name of the skin
  • Skin Creator: the creator of the skin
  • Skin Period: usually tells when the die-cast was produced
  • Skin Image: the icon for this skin, normally 512x512. You can import an image into Unity to use here
  • Car Name: this field tells the game which car to add this skin to. This must match exactly. The list of cars is at the bottom of the inspector under "Name Lists (for your reference)"
  • Skin Rim Color: the default primary rim color
  • Skin Rim Secondary: the default secondary rim color
  • Skin Tire Color: the default tire color
  • Default Rim: this field tells the game which rim to default to for this skin. This also must match exactly. The list of rims is found under the car list in the inspector
  • Skin Color Changeable: if checked, allows the skin's color to be changed by the player
  • Skin Color Slots: identifies the index/indices of the material(s) to change the color of. This only indexes the materials of the main body of the car, not extra parts.

[!Note] The material is normally "Spectraflame_WhiteTemplate", located at [Assets/Common Resources/Materials/(WithoutToon or Original)/Spectraflame Paint/Spectraflame_WhiteTemplate]

  • Skin Color Default: the color selected by default if "Skin Color Changeable" is checked
  • Bypass Unlock: if checked, allows players to use the skin without unlocking it
  • Skin Materials: a list of Car Skin Data objects; one for each part. Order matters