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Ped texture discoveries

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Not sure if this is the right forum, but people are putting other mods here, so I figured I would too.

I was messing around today, and I found a way to approximate real short sleeves (no thermal sleeves) with the thermal sleeve shirt included. A problem was that true short sleeves need to be different for each race (so no black cops with white arms). Basically, the different races are determined by the head texture. This got me playing with textures.

First, each texture goes on a model. If you play around with OpenIV, you notice that there are multiple components (I'm calling them models) in a .wdd. Models can have multiple textures. For example, the Latino head is one model, with 3 textures. However, there are 5 images in the wtd associated with that model. Let's look at them.

A typical image is named head_diff_001_a_lat or something similar. There are 5 parts to the name. The first three identify the purpose: "head" means that it is for a head (like "uppr" means shirt and "lowr" means pants). "diff" means that it shows the colors of the model. A model can have multiple diffs, and it is what most uniform mods change. I'll be calling diffs "textures" (they are most similar to what you think of as textures). Instead of "diff", there can also be "normal" (the bumpmap) and "spec" (no idea). Most uniform mods only change diffs. The "000" shows which head model it is for.

The last 2 parts only appear on textures, and are the most important for modding (the rest basically just says what the texture is for). The "a" identifies which texture it is. A model can have multiple texture. This is important. On the fat cop, the short sleeved shirt is one model, 2 textures (for example). Lastly, the "uni" seems to mean "all races" or "uniform".

So, how to do a short sleeved shirt? (I'm assuming EFLC, but the same method should work for IV). The main difficulty is the race. Model is not that big a deal, and is only really visible looking along the arm. What you need to do is add new textures into the wtd. I used OpenIV. First, export uppr_diff_000_a_uni (the short sleeves texture) and at least 1 diff for each head model and open it. Then, select the black area on the sleeves (that's the thermal sleeve part). Now, pick one of the head diffs. Use a color picker tool and pick a color from the head texture (preferably a color from a hand near the wrist). On the short sleeve texture, fill the thermal sleeve with the color you just picked. Now, save as uppr_diff_000_a_chi/lat/whi/bla (depending on what head you chose). Import it into the wtd with OpenIV. Do the same for the next race, etc., but use _000_b_ and _000_c_ instead of _000_a_. Import both of those too. Finally, either delete "uppr_diff_000_a_uni" or rename it to "uppr_diff_000_d_uni". The second option will let any race wear thermal sleeves as well.

This also brings up another concept: you can add as many textures as you like. For example, if you want an NYPD style captain wearing long sleeves, take a white long sleeve shirt texture, replace rank and badge, and import it as uppr_diff_001_b_uni. It will automatically show up about half the time: no model editing needed!

BTW, if this is as clear as mud, reply with what you don't get and I'll try to explain better.

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Sounds great, although i like the cops with the long sleeves.

[center][url="http://styragressor.tumblr.com/post/33331898333"][img]http://i.imgur.com/b2aNE.gif[/img][/url][/center]

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"You tell me exactly what you want, and I will very carefully explain to you why it cannot be."

Just tested it. Messes up the OpenIV preview and in game arms look weird, but im gonna keep it nonetheless. Thanks for the tutorial man. Be sure to post it on GPM once it comes back.

Due to the graphic nature of this post, reader discretion is advised.
lspdfrsig2njsuy.jpg

The spec texture allows for reflection of lights. For example if the uniform is written POLICE on the back, it will not reflect light in the game unless the spec texture has the same POLICE on the back, in grey-white depending on the reflection wanted.

Normals are for bumps in the uniform, like on the sleeves when they are too long for a person. :)

Oh. Does "spec" mean "specular"?

Could, but is not the much of a mirror reflection, it really just glows with light if the spec is correctly set up. :)

Oh. Does "spec" mean "specular"?

Yes it does, in some instances, it may be called shinemap, such as in the FreeSpace 2 engine.

Sorry for the double post but the edit button is gone.

Here is a result you can achieve with the specular maps, which basically tells the engine on how the light show react on the texture:

91477899-4.jpg

about the edit button, it only seems to show for a small period of time or not at all, depending on the content of the post.

In this case, the specular map is use to show a decal on a car that would be totally unnoticeable if you would go to the other side of the car, where the sun isn't shining directly on it, or during night time, it would only show when a street lamp or something else (such as another car's headlights) are projecting lighting on it.

As you can see in the following picture, only the rear end of the car shows the specular map, because there is a light source affecting it, while the rest of the car appears white only:

91316749-4.jpg

Edited by Exakt785

Nice orginial research and discovery

Thanks, guess this is what happens when you have worked on 4 mods on different engines and self-study the thing... I like to learn the hard way :biggrin:.

What I'd love to have is a CVPI which DOES support the specular maps, that way that SQ CVPI would be possible, even the SPVM's one OR their Impalas. :) SPVQ doesn't have any with that kind of livery, yet.

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