Part 3 - Basic Asset Creation
In this part, we’ll be covering:
- Creating new assets with Sollumz
- Adding materials
- Adding vertex colours
- Proper UV Map naming
- Creating a ytyp file
- Exporting assets back to CodeWalker
Step 1: Preparing Your Model
- You’ll need a mesh of some kind.
- Textures compressed in the .dds format.
- NVTT (Nvidia Texture Tools) is a great tool to create .dds textures.
Depending on which texture maps you have, you’ll be using different shaders. In this example, we have a Diffuse, Normal and Specular texture, so we will be using the normal_spec shader.
Step 2: Applying Your Textures
- Go to Sollumz Tools panel, Drawables -> Shader Tools and in the list press CTRL + F to find the normal_spec shader.
- Select it and click create shader material with the object selected.
- Go to the material tab, find the Sollumz tab and expand the Texture Parameters tab.
- Apply each of your textures to each Sampler option.
- Enable Embedded for each texture if you do not wish to create a texture dictionary.
Step 3: UV Maps and Vertex Colors
- Go to the Data properties tab, and open the Color Attribute tab.
- Remove the existing attribute, and click the + to create a new attribute, set the name to Color 1, the domain to Face Corner, the Data Type to Byte Color.
- Depending on whether this asset is for an interior or exterior project, set the color to red for exterior and green for interior.
- Go to the UV Maps tab, and ensure the UV Map is named UVMap 0, Sollumz will warn you if there are any issues.
Step 4: Creating Your Drawable
- Select your mesh object, in the viewport press V, and select Convert to Drawable.
- Press V again and select Export RAGE Assets.
- Change the export options to Native and Gen8.
Step 5: YTYP Creation
- In the Sollumz tools, go to Archetype Definition.
- Create a new YTYP with the + button, rename the created ytyp.
- Select your Drawable and click Auto-Create From Selected.
- Click Export YTYP.
Step 6: Importing Files to CodeWalker
- Drag all exported files into our RPF we created.
- Once imported, restart CodeWalker.
- You can now view the Drawable, all textures should be applied correctly.