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EA Sports WRC Make Your Own Liveries Tutorial 1.0

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I dont know what is the compression setting. Where I can say it? In paint.net or in UE? If is in UE can you explain me where i can look this please? Thanks a lot guy for the help
When you save/export the png from paint, there might be an option to choose the compression settings. In UE, if you right-click the texture files you can edit them by pressing "Edit". In the editor window that comes up, on the right side of the window there will be a list of compression settings
 
When you save/export the png from paint, there might be an option to choose the compression settings. In UE, if you right-click the texture files you can edit them by pressing "Edit". In the editor window that comes up, on the right side of the window there will be a list of compression settings
what compression should be done?
 
1705427591282.png

it's ok?
 
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And why UE save only .uasset file?
I don't have much experience outside of the method that I use to make these skins, so if something differs from that method I'm afraid I don't know enough to help you. All I can say is that the textures you export should be exported with as high a quality setting as your texture editing software will allow, and that you should end up with a uasset and uexp file for each of your modded textures
 
Hi , I did it this morning and ... it looks Ok . I verify that at home on the game.
First , I set the backgroung of image in white (not grey like yours). then , I create a specular map of the image . You copy/paste your original image , you change the white part in dark red , then you put a new layer on it , and turn opacity between 50 % and 80% ...
So , I have 2 files , T_Body_D and T_Body_S.
I put the 2 files in UE , Saved all , edit each one and tick on level detail / Never stream and save.
and ... result , I have 2 files for body_D Uasset and Uexp and 2 files for Body_S ... Uasset and uexp .
I put them in UnrealPak when I come at home to verify
VWFGAdz.png
 
Hi , I did it this morning and ... it looks Ok . I verify that at home on the game.
First , I set the backgroung of image in white (not grey like yours). then , I create a specular map of the image . You copy/paste your original image , you change the white part in dark red , then you put a new layer on it , and turn opacity between 50 % and 80% ...
So , I have 2 files , T_Body_D and T_Body_S.
I put the 2 files in UE , Saved all , edit each one and tick on level detail / Never stream and save.
and ... result , I have 2 files for body_D Uasset and Uexp and 2 files for Body_S ... Uasset and uexp .
I put them in UnrealPak when I come at home to verify
VWFGAdz.png
where you edit texture? you can share you project format in you program editor (photoshop, gimp or other) and share pls you edit .png
thanks
 
https://www.mediafire.com/file/l0wx0ehwtuv5x1z/T_Body_D.uasset/file
https://www.mediafire.com/file/3nbr9pwi34awgar/T_Body_D.uexp/file
https://www.mediafire.com/file/o0lqpo3emzhp9mt/T_Body_S.uasset/file
https://www.mediafire.com/file/ba3yrykuckc5yti/T_Body_S.uexp/file

tell me what you get with that ...
I edit the texture on GIMP ... it's easy ... you juste have to change your background ... it is grey , put it in white for the T Body D , and red for T Body S
pls share you .png file
 
https://www.mediafire.com/file/l0wx0ehwtuv5x1z/T_Body_D.uasset/file
https://www.mediafire.com/file/3nbr9pwi34awgar/T_Body_D.uexp/file
https://www.mediafire.com/file/o0lqpo3emzhp9mt/T_Body_S.uasset/file
https://www.mediafire.com/file/ba3yrykuckc5yti/T_Body_S.uexp/file

tell me what you get with that ...
I edit the texture on GIMP ... it's easy ... you juste have to change your background ... it is grey , put it in white for the T Body D , and red for T Body S
i will try tonight
 

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