Art Assets: Car Part Names
General Naming Structure
Car parts are named in one of the following syntaxes:
- 1. BASE_z
- 2. DECAL_name_z
- 3. KITkk_name_z
- 4. KITkk_DAMAGEd_name_z
- 5. STYLEss_HOOD_z
Where:
- z is the Level of Detail (LOD) value of the part. z can contain the values of A, B, C, D, or E, with A being the highest LOD, and E being the lowest.
- name is just a name.
- kk is the kit id of the part and can contain the value 00 for the base kit, or 01, 02, 03, 04, or 05 for alternate kits.
- ss is the style id of the hood and can be 02, 03, 04, 05, 06, 07, 09, 10, 13, 16, 17, 20, 21, 23, 26, 31, or 32.
Base Part
All cars must have the BASE_z parts. Normally, they should contain all the parts that are common with the kits. If only the base kit is provided, or there are no common parts, set the BASE part to contain the windows of the car (Window parts need to be provided seperately as well).
Global Decal Parts
DECAL_name_z parts contain the decals that appear on windows of the cars. There are only two parts that are in this series, and they are:
DECAL_FRONT_WINDOW_WIDE_MEDIUM_A
DECAL_REAR_WINDOW_WIDE_MEDIUM_A
You need to map both these parts to a texture with the mapping name of "DUMMY_DECAL1". You do not need to provide LODs for these two parts other than A.
Body Parts
KITkk_BODY_z parts contain the basic body of the car. Unless you have custom hoods, it is advisable to merge the hood with this part. Additionally, unless the car supports custom spoilers, it is also advisable to merge the spoiler with this part.
- to be completed -
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