Not easily.Can I put custom decals on cua in a assetbundle?
Meaned a decal on the sides of this car. I can customize the color via script but can't put a custom stencil on it.Not easily.
I've used plugin ideas' matcaprenderer to change the textures on a cua before, but it's difficult as you cannot get to the texture you are replacing to see the uv layout, so you are limited in what you can do. This was just to change the base texture and normal map for a new one (as the model had rigging/collisions that i am not skilled enough to reproduce in unity.)
You can try adding a colourgrid texture to see how it looks and try to estimate the uv layout, it all depends on the complexity of what you are trying to do.
If you mean to add a transparent decal like a stencil or a sticker over the top of an existing texture, then it's not possible as far as I know.
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MatcapRenderer - Plugins + Scripts -
As we all know, Matcap is a very useful rendering technology, and it can be seen in most 3D software (such as Blender, Subspainter, etc.): Introduction video : It has some obvious advantages: 1. Excellent PBR effect can be rendered in...hub.virtamate.com
That asset has a CC-BY licence, so you could use an assetbundleextractor to get the original textures to edit them.Meaned a decal on the sides of this car. I can customize the color via tool but can't put a custom sticker on it.
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Interactive Transporter for Virt-a-Mate - Paid Assets + Accessories -
Introducing the Interactive Transporter Asset for Virt-a-Mate (VaM), a versatile addition to your virtual world experience. This asset is not just a static vehicle; it's a dynamic interactive element that enhances immersion and realism. With the...hub.virtamate.com
Ok this is nice, don't know much about license things. This one? https://github.com/SeriousCache/UABEThat asset has a CC-BY licence, so you could use an assetbundleextractor to get the original textures to edit them.
Yeah, I've not really used it much. The user interface and layout is really not intuitive. I have pulled the mesh from a var before to paint it in blender, but I don't recall exactly how I did it, I know it list all of the files in a bundle and you can sort them by type. I'm not sure how that particular model is set up, but you may struggle if it has multiple materials.Ok this is nice, don't know much about license things. This one? https://github.com/SeriousCache/UABE
That asset has a CC-BY licence, so you could use an assetbundleextractor to get the original textures to edit them.
I didn't even notice thatIt's paid, you would have to buy it beforehand![]()
Ok , I think the image in vam method sounds good.Yeah, I've not really used it much. The user interface and layout is really not intuitive. I have pulled the mesh from a var before to paint it in blender, but I don't recall exactly how I did it, I know it list all of the files in a bundle and you can sort them by type. I'm not sure how that particular model is set up, but you may struggle if it has multiple materials.
Have you considered just making a texture to put on an image panel/cube in vam and slapping it to the side, it would probably be easier.
The licence thing is just in case you wanted to share it. Some things you cannot edit due to it's licence type.
I just did some testing and got it to work. First find the texture/s you want to edit and select it. Click the plugin button and "export to .png"Ok , I think the image in vam method sounds good.
Have a vague idea what to do here but it ends in where to put which files.
View attachment 528320
Aye, captain!I just did some testing and got it to work. First find the texture/s you want to edit and select it. Click the plugin button and "export to .png"
Make any changes you want to that image in an editor and overwrite it so it keeps the same name.
Back in the extractor with the same image highlighted click Plugins then Edit. That opens a new window. at the bottom it says texture, click "load" and select the edited image file. click ok.
Now open the file menu and select "Apply and Save All", it will auto name the file extension .assetbundle-mod, change that to just .assetbundle and save it.
Now drag that new asset bundle into your vam/cutom/assets folder. When you load that custom asset bundle you will see your edited texture on it.
Sorry, can't help anymore than I have already, as I don't have the asset. Good luck though.K, I'm already struggeling in the first step:
I can only export textures into png but the rear doors are meshes and can only exported to .obj or .dae. ?
That's the only textures I can see:
View attachment 528542
Probably the outside textures are not shared?![]()