# KeeJay :
I've made a little mistake - it's TypeID, not SuperID 😉
It's easy if you know basics. But I think that you don't know them, so I'll try to explain it as close I can.
1. Choosing proper texture
First, you need to check how mesh's .tex file is written. Let's use mine latest rim as example:
default_gray.png 0x00000020
Paintable.tga 0x000000C2
general_env_map.dds 0x000000C1
And the default_gray.png is a plain gray color texture (diffuse), and it's TypeID is 0x00000020.
You need to guess what texture is the proper one - you can check them in textures folder.
Some modders leave .tex files untouched, and you need to take the SuperID from RPK.
<FILE 00000002.res >
typeof 7
superid 0x00030003
typeid 0x00000020
alias default_gray.png
isparentcompatible 1.00
</FILE>
<FILE 00000002.rsd >
sourcefile parts\RUF_R96\textures\default_gray.png
</FILE>
That method works, if modder loaded the diffuse texture in RPK. It can also be used from cars.rpk, and then, you need to take if from loading order.
<FILE 00000005.res >
typeof 14
superid 0x00030002
typeid 0x000000A2
alias render
isparentcompatible 1.00
</FILE>
<FILE 00000005.rsd >
mesh 0x000000D2
texture 0x000000C2
texture 0x00000020
texture 0x000000C1
</FILE>
But now it's try and run.
If the texture is loaded from cars.rpk, it'll be like 0x0003XXXX, like f.ex. 0x0003002A stands for default_gray.png.
2. Adding texture into part's .cfg
Open part's .cfg file. You don't know which is it? It's one of these in scripts folder. Look for something like XXXXXX_rl_fender.cfg.
Then, look for:
render 0x00000167
mesh 0x00000168
click 0x0000016B
And under mesh line add
texture 0xXXXXXXXX
Where 0xXXXXXXXX is TypeID of your texture - for example: texture 0x00000020
I think it should work, although, I'm not SLRR pro.