Paint the vehicle in Different Colors, found from the treasure of Cuisine Royale

I finally found how to Paint the vehicle in Different Colors from the treasure of Cuisine Royale

entities.blk

// from cuisine royale
vehicle_color_white{

  "shader_color__shaderVarNames:list<t>"{
    name:t="primary_color"
  }

  "shader_color__colors:list<p4>"{
    value:p4=0.968, 0.968, 0.968, 1.0
  }
}

// custom named your color
vehicle_color_zima_blue{

  "shader_color__shaderVarNames:list<t>"{
    name:t="primary_color"
  }

  "shader_color__colors:list<p4>"{
    value:p4=0.09, 0.72, 0.95, 1.0 // rgba, red green blue alpha
  }
}

scene.blk

entity{
  _template:t="opel_blitz_kfz_305+vehicle_color_zima_blue"
  transform:m=[...]
  car_painting__chance:r=1
}

image

5 Likes

Whoah. Does it work in multiplayer?
I make it only possible by replace objTex.
(yes I added it to vehicle, but it doesn’t work in mp).


(Sadly im in mobile rn so no screenshot with all texture names).

2 Likes

Wow, I need this texture replacement, I don’t want rust stuffs on the vehicle. How did you get the correct texture name?

I have tried to read the model information in War Thunder through the War Thunder CDK, but couldn’t find anything useful

I think it’s technically possible, this is purely client-side content, but in my previous tests, the client in a multiplayer game probably wouldn’t be able to use and display this content properly due to not synchronizing the custom template information.

This is likely the same reason that some attributes do not take effect when the template is overwritten

—-

yet

I think we can always remind developers to solve this problem. The interesting thing is that these custom templates operate on the server. Events triggered by the custom templates can occur, but the templates themselves are not created by the client and are not synchronized by the client.

One of the phenomena is that every time a player plays a mod map they don’t need to download the map, they just sync a portion of the information from the server, which makes the content of these display classes seem ineffective on the client side

Since it’s already working on the server, I think it’s getting pretty close to solving this problem for developers

2 Likes

I just open dpx.bin (or how it’s) file by txt editor xd

Opel have 4 textures.
You can add em all to replace list.
And remove textures that a bit broke car.
I think better to not touch textures that have mask in name.

1 Like

@Enginya
Wish you have a look!

1 Like

I see. We’re working on splitting download to server and client parts, also fixing download limit (timeout in fact) altogether. Navmesh is only required on server and for local game. Client textures and etc. may be then available in the future. As for custom templates they should be added both to server and client to work properly. Custom templates are planned, but I don’t know when we’ll start any work on adding them.

4 Likes

Also, I’d like to know why there is no replay for custom rooms, thanks :rofl:

1 Like

wait

2 Likes