Safe Reskinning

Joined
Jan 10, 2019
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How can I reskin a unit asset (cloned out of existing ones) safely and can still be viewed by Asset Editor?
I've tried manually with Fusilier. Yes I want to create 'Red collars' version out of existing redcoats (which have blue collars) which reflects historical units, like Prussian Line Infantry, Austrian Line Infantry, and American Continental Army.

images

I've followed this guidelines given by Deliverator https://forums.civfanatics.com/threads/art-assets-in-civilization-6-a-modding-guide.612050/ Including creations of new Materials file
And compared to the preexisting T34 models asset entry. value edited using Notepad++

The results is.. I CAN'T VIEW THE WHOLE THING IN ASSET EDITOR!
Is there any 'point and click' methods to do so? Is it possible to apply new textures and materials with Asset Editor? and how?
 

Attachments

With Asset Editor you can apply textures to a material. Just open a .mtl file or create a new one, and apply a .tex file then.

Then it should be possible to choose a .mtl file when you got a .ast file opened, though i always edit .ast files in Notepad++
 
^ I've already done this stage, first created a base color DDS texture files with photoshops, then created TEX file and later created MTL file, bind the newly created TEX with the preexisting ones (since there's no fundamental differences in other layers).
Editing the *.ast files with Notepad++ however gave me an unviewable asset. not asterisk. here ABSOLUTELY NOTHING!
An experimental edited asset, material file and new texture files are included in this attachments.
 

Attachments

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