_o_OOOO_oo-Kanawha wrote:First of all, one needs to find out how to open the files and what format they are in.
Then how the texture sheet is mapped to the 3D model, extracting it and repainting it.
Finally, how to change the locomotive name to the desired road name and how to put the changed files back in, making it a different locomotive from the default.
Perhaps all files will remain tightly locked and checksummed to preserve their integrity for the coming multiplayer feature?
Without permission, help and tooling from DTG this is probably not going to happen soon.
ex-railwayman wrote:are these CSX models we have included in the game authentic enough to reskin into fallen flag liveries, with regards to ditchlights, radiator vents, AC units, trucks/bogies, gyralights, etc
does the UE4 have the equivalent of child objects?
SKRRF wrote:As DTG answered on questions in the developer blog about repainting their engines, they said, it isn't possible to repaint engines or rolling stock, because the engine/rolling stock are bound to several things in the UE4 engine. Would someone repaint them, they will look ugly and displaced or something. That's what I'm reading there, not sure if I understood all things in the right way.
jalsina wrote:I thought this could be interesting, though short:
https://forums.unrealengine.com/showthread.php?95323-How-to-convert-uasset-texture-files-to-png-or-jpg
.UASSET files can be edited with the UE4 engine program (download indicated eleswhere here in RWA from Epic Games).
There must be a .UASSET file with the definition of the rolling stock, so as to rename the rolling stock (redefine it). Then the repainters can play with the usual techniques to modify the textures .UASSET.
Many already know how to unpack the PAK files. I did it. The game work even removing the original PAK from the folders.
Just thoughts
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