Simple question: How can I attatch a custom texture to a vehicle?
That files to compile at "Level.AddPrecacheMaterial(Material'ba64_deeival.ext_vehicles.BA64Snow_ext');". I got the texture ba64_deeival placed in the texture folder and the names are right too.
I am probably missing a step. Which one?
Edit: That was (almost) too obvious...
#exec OBJ LOAD FILE=..\textures\<filename>.utx
Code:
class BA64ArmoredCar_German extends BA64ArmoredCar;
static function StaticPrecache(LevelInfo L)
{
super(ROTreadCraft).StaticPrecache(L);
L.AddPrecacheMaterial(Material'allies_vehicles_tex.int_vehicles.BA64_int');
L.AddPrecacheMaterial(Material'allies_vehicles_tex.int_vehicles.BA64_int_s');
L.AddPrecacheMaterial(Material'ba64_deeival.ext_vehicles.BA64Snow_ext');
}
simulated function UpdatePrecacheMaterials()
{
Level.AddPrecacheMaterial(Material'allies_vehicles_tex.int_vehicles.BA64_int');
Level.AddPrecacheMaterial(Material'allies_vehicles_tex.int_vehicles.BA64_int_s');
Level.AddPrecacheMaterial(Material'ba64_deeival.ext_vehicles.BA64Snow_ext');
super(ROTreadCraft).UpdatePrecacheMaterials();
}
defaultproperties
{
....
}
That files to compile at "Level.AddPrecacheMaterial(Material'ba64_deeival.ext_vehicles.BA64Snow_ext');". I got the texture ba64_deeival placed in the texture folder and the names are right too.
I am probably missing a step. Which one?
Edit: That was (almost) too obvious...
#exec OBJ LOAD FILE=..\textures\<filename>.utx
Last edited: