My Summer Car How to Upload Mugshot

New license plate texture.

Even though the game doesn't accept an official modding back up, at that place are some textures that yous tin can alter without additional programs, likewise as adding your ain music. But since the game uses the Unity engine, you tin apply the Unity Asset Explorer to consign and import assets out of the game to modify them.

This page shows you how to mod textures, models and sound.

For the Steam version, the game files tin can be found from *steam_install_directory* \steamapps\mutual\My Summer Auto\

Contents

  • 1 Importing Custom Music
  • 2 Changing Default Images
    • 2.1 Garage Flag
    • ii.two Posters
    • 2.iii Car Skin
    • 2.4 Car Window Sticker
    • 2.v Jonnez ES Skin
  • 3 Texture Editing
    • 3.ane Notes for texture-editing
    • 3.2 Sample textures
  • 4 Model Editing
    • 4.1 Extracting the Model
    • four.two Editing the Model
    • 4.3 Importing the Model
    • 4.iv Issues
  • v Audio Editing
    • 5.1 Issues
  • 6 Downloads
  • vii Tools
  • 8 Full general FAQ and other Problems
    • 8.1 Updates
  • ix References

Importing Custom Music

The radio is only compatible with .ogg files. Placing the files in the "Radio" folder will let the music to play later pressing the "Import Music" from the main card and tuning into the right Radio Station. Be certain to alter the name of the files to "track1.ogg, track2.ogg and track3.ogg" etc, Theres a limit of 99 songs.

In one case done, enable the Import of histrion songs on the game's start menu.

You tin can also use custom songs in CDs.

Changing Default Images

In "\Images" binder you can modify your drivers license photo, the "Custom paint made by creative person" and the rear window stickers for the Satsuma, your garage flag, the posters in your room and Jonnez ES skin.

NOTE: Brand sure all the files are saved as .png's or they will not bear witness in-game, continue the original file proper noun.

Garage Flag

Garage flags must exist named flag_garage.png

Posters

Posters must be named poster1.png, poster2.png and poster3.png respectively

Motorcar Skin

A lot of Satsuma skins tin be found at the MSC sub-reddit Satsuma skin thread. Besides, you lot can do it yourself if you cannot discover a repaint for your tastes, and possibly add together it to the reddit page.

Motorcar skins must be named motorcar.png

Car Window Sticker

After Steam update 13.03.17 you no longer have to use UAV to modernistic window stickers!

Window stickers must be named window_sticker.png

Jonnez ES Pare

Jonnez ES skins must be named jonnez.png

Texture Editing

Use this guide to edit texture that aren't changeable by default, yous will need UAE and software able to edit DDS textures. Paint.net is a good complimentary option, GIMP and Photoshop both require a gratis plug-in to edit DDS files.

Using Unity Asset Explorer, select "Open Avails-file" and open up an .avails file (sharedassets1, ii or iii for the latest version, one or ii for pre-13.03.17 builds, 0 or one for pre-08.11.xvi builds). After the load is done, right click on the file yous want to extract and select "Extract This File". All texture files volition be type "Texture: 2D". Your extracted file volition be plant in a binder side by side to UAE'due south executable respective to the asset file name. To import information technology dorsum, right click the file in Unity Asset Explorer and select "Import this file from DDS". After yous are done, select "Save assets-file" and overwrite the .assets file.

You tin can enable DDS preview to help you find the correct textures from the correct.

The DDS files are upside downward, so either deal with it or when loading the file to photoshop select "Load Flipped Vertically" and and then when saving "Save Flipped Vertically". When saving an edited DDS file; make certain 'Generate MIP Map' is enabled, equally it is disabled by default on some software.

Notes for texture-editing

  • DXT5 files have an boosted monochrome alpha channel for transparency hidden with the RGB channels.
  • Textures ending in "_spec" are specular maps which are used to fix how reflective/shiny something is.
  • Textures ending in "_emission" are used for glowing surfaces, similar lights and screens.
  • Some texture replacements work with quit & continue, some need y'all to close the game completely.
  • UAE doesn't work with ARGB4444 or RGB565 textures. Try UAV, still this can cause texture bugs.

Sample textures

Motorparts atlas colourguide.png

Visual guide to motorparts_atlas texture.

You can find an imgur album with some rather quick and crude example changes here.

Niche mod examples can exist found here , with an imported flair. (Sli.mg broke, here'southward an image dump from the album)

Model Editing

Extracting and importing models is quite complicated, this guide volition reference using Blender only it'southward fully compatible with 3DS, Maya, or any other software that can import and edit .obj files. There's plenty of online resource if you're new to model editing and want to acquire.

Full general knowledge of 3D modeling is recommended. Including: How to set a UV Map, naming an object, editing nodes and Normalizing/Smoothing/Dissolving/Triangulating objects. If you only want to lightly edit an object and not create a new model, naming and general editing is all yous really need.

Software utilise is UABE, Unity 5.4 (Unity Personal) and UAE - Cognition of UAE is recommended.

To avoid flooding this page with images, cheque this guide here every bit information technology'southward got many. Total credit to Roman Evgenev for the linked images.

Y'all'll demand Unity Assets Bundle Extractor. Select File -> Open up -> sharedassetsX.assets (X = 1, 2 or iii). From here a new window volition open with a long list of all the assets, sorted by their type. The search function can exist found under View -> Search by Proper name, your item must exist spelled perfectly though so it's recommended to use UAE to find the model, then re-create the name into UABE's search.

All models are Type: Mesh, select the item'southward name and click 'Plugins' on the right, then 'Export to .obj'. Save it anywhere exterior of the games folder. Some in game items use multiple models to create an object (for case, wheels and tires are a separate mesh).

Editing the Model

Blender with example Die replacement

Import your newly extracted .obj into your favorite editing software, for blender this is File -> Import -> Wavefront (.obj). Recall to delete that daft cube first though (y'all'll see what I mean). Once your item is in, feel free to edit the object, hither'south Blenders guide page if you're stuck or new to Blender. Y'all must create a UV map if you lot're making a completely new model, make sure it's the same resolution as the original models texture and saved every bit the originals proper name.

Using the polish function will make certain your texture looks nice, remember to normalize all the nodes to avoid transparent textures (unless this is your aim). Unity uses triangular faces, so if you're creating new faces as squares, use Blender'southward triangulate role every bit it'll do a better job than Unity turning squares into two triangles.

Once you're happy with the new model, use File -> Export -> Wavefront (.obj) to save over the former model.

Importing the Model

This is the hardest role, it'due south silly how long-winded the technique is. Brace yourself!

Create a new blank scene in Unity Personal, and then become find the Assets folder for this new scene in Windows Explorer. Copy your new model .obj into this Assets folder, you volition now see the model in Unity's avails department, drag the model onto the scene. Click File -> Salvage Scene... And save it. The name and location exercise not matter. Now click File -> Build Settings... A new window volition open, exit everything as it is and click 'Build'. Save the .exe anywhere, the proper name doesn't matter, the folder that opens up when complete will accept your *SceneName*_Data folder inside. Inside that _Data folder will exist your scene's sharedassets0.avails file, just like My Summertime Car has one.

Now go back to UABE and open upwards your new assets0 file, there will be a model within, it's your new model! Highlight it and click "Export Raw", relieve the .dat file every bit the models name. Now re-open up My Summer Car's Avails file from before and highlight the model you want to replace, click 'Import Raw' using your .dat file. Now click File -> Save and save the avails file as anything EXCEPT it's original name (stick an Ten on the end or something).

In game mod example

Now, using Windows Explorer, cut the original assets file from MSC's Data folder and replace it with your new re-named assets file, get rid of that X on the end so it's the same name as the original.

If all has gone to plan your new model will exist in game!

If y'all've made a new model or edited the UV Map (texture) then you'll need to use UAE to replace the original game'due south texture with the updated one (See texture editing above).

Issues

  • If your model has texture artifacts, try normalizing the nodes or checking the resolution of your new texture.
  • If your model has weird lines all over, endeavour using Limited Dissolve and make sure your item is Triangulated in Blender/3Ds/Maya. Can't help to normalize the model either, normalizing solves many issues.
  • If your texture is missing a random section of the model, it maybe cause y'all've extruded a section or added a new section to the model and the UV map is ignoring it. Endeavour re-assigning/creating a UV Map for the new model, information technology should find the bald spots.
  • When yous brand a change to body panels or other deformable items, you may demand to delete the meshsave.txt from your AppData folder. It's nether %AppData%/Amistech/My Summer Automobile
  • Updates for MSC often re-suit the contents of the .assets files, a mesh previously in assets2 may now be in assets3.

Audio Editing

A fantastic guide is available over on racedepartment. Full credit to ajanhallinta for his wonderful piece of work.

To avoid making this folio whatsoever bigger, use the in a higher place guide. Experience gratis to ask questions on here or at racedepartment regarding Audio Editing

Issues

  • Make certain your new edited .resource file is in the _Data folder next to the avails files and that M-Source is spelled exactly correct (including .resources on the end).
  • It's common that the executable builder will give errors, that role isn't necessary unless you want to release your modern to the public easily. Click 'Save' instead, save as sharedassetsX.assets, remove the original avails file and rename your saved assets file as the original was.

Downloads

Type File Creator Description Screenshots
Parts Clean Satsuma (requires login) Glien No rust/clean parts SS1, SS2, SS3
Motor Yellow Engine Paint (outdated) RAD32X Yellow Cover/Block/Filter -
Lights TrackTape Headlamps Some sort of username Crossed tape headlamps. SS1, SS2
RegPlate 'TIS-51' Reg plate JohnEdwa TIS-51 plate from Napapiirin Sankarit SS1
Misc Cleaner Windows V1 JohnEdwa Profoundly reduces the corporeality of clay and scratches in the windows. SS1
Dice Fluffy Fox Die Some sort of username Supervene upon those drab dice with fluffy foxes SS1
Wheel

Peel

Momo Rally Wheel MicrowaveOven♔ Momo steering wheel skin for rally wheel SS1
Bicycle skin Nardi Wooden Bike RAD32X Wooden rally steering wheel SS1
Plugin Developer Toolkit zamp A toolkit to read and tweak game logic/variables x
Tire skin Muddy Gobra tires Some sort of username Dusty Finnish gravel on worn tires SS1, SS2

More texture and model modifications tin can be found on RaceDepartment's MSC Mod section

Tools

Type File Creator Description Screenshots
Backup MSC Salvage/Load Auksasful Backs up and saves multiple saves SS1
Editor MSCeditor

[1]

durkhaz My Summer Automobile savegame editor SS1
Explorer UAE Haoose Unity Assets Explorer i.vi (Recommended)

DXT1, DXT3, DXT5 Compatible

SS1
Explorer UAV Alex Sadonis Unity Assets Viewer

ARGB4444, ARGB32 Compatible

SS1
Explorer UABE DerPopo Unity Avails Packet Extractor

Model and Sound extraction

SS1
Editor Unity - Ver. Annal UT SF Unity Personal - Ver. five.4.x confirmed working x
Editor Blender SBF Blender Free model editor SS1 SS2
Plugin Loader MSC Modernistic Loader piotrulos Mod Loader for My Summer Car x
Plugin

Loader

MSC Mod Loader Pro MSCLoader Pro Team Mod Loader for My Summer Car ten

Full general FAQ and other Issues

  • Error Incorrect Size DDS: Make sure y'all have MIP Maps enabled and the texture is the correct Blazon (unremarkably DXT1 or DXT5), also that yous oasis't accidentally resized the canvas. Rarely a texture volition have no MIP Maps then effort with them disabled too (normally with textures like repair store orders, inspection paper and car parts mag...) .
  • Transparent Texture: This tin happen if a DXT5 DDS opens in your editor as the Alpha Channel, usually in a plan like Paint.internet. You can solve this by using programs like DXTBmp with Paint.cyberspace or try some other image editing software.
  • Texture upside downwardly: Y'all forgot to flip the canvas back circular! DDS' are flipped past default, save them upside down.
  • White marks on torso: Even with rust removed, the metallic sheen texture has the rusk marks overlaying the body, causing white marks in sunlight. Edit the body_metallic.text (sharedassets1) to be a solid black texture. For a metal issue without singling the Alpha, make it an opaque blackness; lighter = more metal.
  • Missing texture on edited model: If you changed a model in game, but the texture is wrong, it's because your model isn't tagged to the right UV map. Create a new UV map with your chosen texture, brand sure it'southward the aforementioned resolution as the game's original model. You'll so demand to re-name and insert your new UV map as any the original model's texture was using UAV.
  • Texture turns white at distance: This could be acquired by using UAV. Just utilise UAV for ARGB# files and use UAE for other textures.
  • Your Unity avails won't open in UABE: This is usually caused by using Unity v.5.x, try using Unity 5.4.x from hither . Your version of UABE may also have an consequence, always apply the latest.
  • Your assets2 files have broke: A recent steam update moved some files out of assets2 and into a new assets3. Create a new sharedassets3 folder in UAE's exe location and move the affected files at that place.
  • Mistake building executable: UABE'southward executable architect is rather rickety, in that location'south a high adventure it will fail. Endeavor reloading the awarding, or skipping this part if you don't with to publicise your mod.

Updates

Equally of Steam Update 08.xi.16 the location of textures in sharedassets has changed, the update will take replaced your modified textures with the original game ones. Exist wary of this for future updates.

Again, as of Steam Update 13.03.17 the location of some sharedassets2 textures have been moved to sharedassets3. This ways you may have to relocate some texture save locations using UAE.

References

  1. MSCeditor - a Savegame Editor for My Summer Machine

clarkwhisele.blogspot.com

Source: https://my-summer-car.fandom.com/wiki/Game_modifications

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