this is the tutorial:
Tools which will be handy to have them:
1A. Photoshop (Latest Releases Recommended)
1B. GIMP (If you don't have Photoshop)
2A. 3DS Max Studio (I prefer 2013 version due to my system specs)
2B. Blender (If you don't have 3DS Max Studio
3A. Content Manager (Heavily Recommended to have)
3B. ACTool's Car Manager Program (If you don't want CM)
3C. QUICKBMS with all of the AC Scripts available
4. 3DSimed
5. ksEditor (Must have)
OBJECTIVES:
- Implementing Chrome/Nickle and Carbon Fiber without losing Dirt and Damage support.
- The ability to make the Shining Effect according to preference possible at all times.
- Able to paint the whole livery skins on one template or according to its original template.
IMPORTANT:
- Using this tutorial to edit an existing car mod will risk for online compatibility, so make sure you keep in touch with your league or fellow racing online community if you want to use this to bring life into you car mods.
- Make sure you have prior permission to the original author of the car before proceeding.
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Getting the Car Mod Ready to support Chroming/Nickle/Carbon Fiber all at the same time...
Spoiler:
1. (FOR EXISTING MODS ONLY -
IF NOT OR OR IF YOU DON'T WANT TO USE KSEDITOR SKIP)
- Make sure to use 3DSimed to open the KN5 file of the car mod you want it to support Chrome/Nickle and Carbon Fiber.
- Then Export it to FBX Format (Make sure you follow the options you need to set before proceeding).
IMPORTANT THINGS TO DO WHEN EXPORTING KN5 to FBX...
A. IMPORTING KN5 to 3DSIMED
B. EXPORTING KN5 to FBX with 3DSIMED
NOTE: You can skip exporting KN5 to FBX if you just want to directly edit the car inside 3DSimed.
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Things you need to set as the values on the paint-able parts of the Car's body...
Spoiler:
CHROME/NICKLE EFFECTS ONLY
Shader Should be:
ksPerPixelMultiMap_damage_dirt
Shader Values:
As for the Materials:
LEGEND FOR LABELING is (KSEDITOR/3DSIMED)
1. txDiffuse/Texture Map
- Keep this as it is, this is where the paintable skin template should be.
2. txNormal/Bump Map
- Keep this as it is (unless your mod doesn't have a damage normal mapping then use
FLATNM.DDS)
3. txMaps/Diffuse Map T2
-
IMPORTANT TO HAVE Will play an important role which part of your skin will use Chrome/Nickle and Carbon Fiber.
4. txDetail/Diffuse Map T3
-
IMPORTANT TO HAVE Either set this to
Metal_detail.DDS (Or Use
MAT_CARBON.DDS if you want)
5. txDamage/Diffuse Map T4
- Keep this as it is
6. txDust/Diffuse Map T5
-
IMPORTANT TO HAVE (Needs Editing on Alpha Channel to Display Properly)
7. txDamageMask/Diffuse Map T6
- Keep this as it is
IMPORTANT NOTES:
1. If you want Pure Chrome Effect (Set is Additive to 2)
2. If you want Nickle Effect (Set is Additive to 1)
3. detailUVMultiplier exact value depends on your car's UVMapping (Set it accordingly).
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How to paint your car with Chrome/Nickle Effects
Spoiler:
1. FOR SKIN LIVERY ITSELF (The Skin itself)
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ALPHA CHANNEL
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- Heavily Recommended to keep the Chrome's Color as Dark Grey at all times no matter how intense the Chrome/Nickle Effect is.
- Keep Carbon Fiber Part as Black
- Paint your Base Color, Decals, Logos/Sponsor as they should be (Prefer to keep them on their own exclusive Layers).
- Only Use White for Everything except for Carbon Fiber on the Alpha Channel (Carbon Fiber will always have Black).
2. FOR SKIN MAP ITSELF (Which part of the skin will use Chrome/Carbon Fiber)
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- Light Green (More Shiny) Dark Green (Less Shiny)
- Light Blue (More Reflection) Dark Blue (Less Reflection)
- Keep it Dark Red for Carbon Fiber
- Do NOT use ALPHA CHANNEL for the Skin Map
Tweak Dirt Map to work properly with Chrome Effect...
Spoiler:
1. RGB Channel Should Look like this...
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- Dirt should be white
- Car Clean Area should be Black
2. Alpha Channel Should Look like this...
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- Dirt should be white
- Car Clean Area should be Black
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BONUS SETTINGS YOU CAN DO:
Spoiler:
CHROME/NICKLE WITH CARBON FIBER EFFECTS (No DMG/No Dirt Support)
Shader Should be:
ksPerPixelMultiMap
Shader Values:
As for the Materials:
LEGEND FOR LABELING is (KSEDITOR/3DSIMED)
1. txDiffuse/Texture Map
- Keep this as it is, this is where the paintable skin template should be.
2. txNormal/Bump Map
- Keep this as it is (unless your mod doesn't have a damage normal mapping then use
FLATNM.DDS)
3. txMaps/Diffuse Map T2
-
IMPORTANT TO HAVE Will play an important role which part of your skin will use Chrome/Nickle and Carbon Fiber.
4. txDetail/Diffuse Map T3
-
IMPORTANT TO HAVE. Set this to
MAT_Carbon.DDS