安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题




Complete noob when it comes to coding and modding
Then you have to add this tag in the workshop config file to port it into the game.
$OBJECT_VEHICLE <folder name>
The mesh for your object has to be converted nmf and named main.nmf
Then you have to define a material.mtl file
Your texture has to be saved as a dds with dxt1 encoding with mini maps.
I copied a material.mtl file from an in game one [temporarily use]
I have no idea what a texture is 🦧🤦🏼
Thank you for your advice too!!
Apologies as I said, complete noob when it comes to coding.
$SUBMATERIAL <name>
$TEXTURE_MTL 0 texture.dds
$TEXTURE_MTL 1 blankspecular.dds
$TEXTURE_MTL 2 blankbump.dds
$DIFFUSECOLOR 0.8 0.8 0.8 0.8
$SPECULARCOLOR 0.5 0.5 0.5 1.0
$AMBIENTCOLOR 0.8 0.8 0.8 0.8
$SPECULARPOWER 2
$END
The "texture" is the objects material flattened out into a dds file. The vehicle you are trying to import into the game should come with a texture file. It must be in .dds format not png or jpg
And I'll post up here a copy of what I've put into my script if that may help?
Or if there was a way I'd send off the whole thing lol
Many thanks again
Now to get it to the game?
But I think I'll try something easier. Like mechanical signals?
Will need help though haha