Author | Message |
amilmand
Posts: 259
Location: --- Occupation: Age: V$: |
#146871 2018-08-04 21:00 |
Ah I see there is a way to load any arbitrary texture from disk (in a proper format) the Decal is nothing more than a wrapper over the makeTexture function of the ResourceRef class so you can directly use it like:
ResourceRef texture = new Decal("MW_Mod\\Textures\\checkerd.png");this in turn can be used with the Part.setTexture like p.setTexture(texture.id()); But it would be better if you created a proper RPK entry for each texture because these dynamic resources will have a dynamic typeID (0xFFFF....) and I'm unsure what will happen if you try and save a part with such a texture it's not impossible it'll work but I have not tested this. If you test this out and it works then I see no other potential problem with the implementation. |
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