Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






if you want something that wears vehicles out over time, I recommend project seasons
Keep up the good work!
I do believe I've found the root cause and I'll be pushing out an update to address it as soon as I'm able to. shouldn't be too long.
Now vanilla burnt car textures are sometimes shown instead of intended ones
this is the snippet you're looking for:
Compatibilities/Recommendations
- Project Seasons
But use one of the 'No Rust' or 'Vanilla Rust' submods instead of the main one, it can cause vehicles to look darker and less identifiable. If you're on Build 41, enable my mod after Project Seasons or change the load order using Mod Manager
Out of curiosity, what's the rough percentage of PZK cars done so far?
anyhoo, KEEP UP THE GREAT WORK!
So basically, you know the civilian cars? The ones that use RGB for their color?
I'm essentially asking for texture files using that RGB-based format, for the PZK emergency vehicles that don't have a civilian model (i.e. firetrucks). If possible.
I may need you to elaborate a bit further on the favor though. I'd be happy to do it for you, I'm just not entirely sure I'm following exactly what you're asking for.
I figured out how to add your mossy and rusted textures to STFR. Will be included in the next STFR update.
But I gotta ask: How's progress on that PZK VLC support? I hope it's coming along ok?
Oh, and a little favor. As you work on that PZK support, think you could include "blank RGB" or "Overlay Only" textures for the PZK emergency vehicles, like the firetrucks? It'd help me out tremendously.
If you want me to elaborate, I'm open to further discussion.
Anyhoo, KEEP UP THE GREAT WORK!!!
Thanks for the tip with the KI5 as well!
if it’s only additional configurations that can plug directly into my mod, you may upload that publicly since it would be your work only and wouldn’t contain anything I’ve done. Just make sure it’s obvious that this mod is required for it to work and you should be golden, no github required!
As for KI5 retextures, that wouldn’t really be possible. The art styles of vanilla and KI5 cars are so drastically different from each other you’d have to create new ones entirely from scratch. I recommend just using ‘more vehicle options’ to set all KI5 vehicles to spawn with rust
I really like your mod, thank you for sharing with us! But I want to do some customizations to it, mainly to play with with some friends in single player games, the idea is to introduce options to tweak a bit the spawn of the vehicles (like a multiplier).
I'm not sure if I want to post as public (first because it's your mod, second because Its just the addition of the configurations).
I want to ask you if I put in a github, would you be willing to take a look once is done and maybe apply the changes to your mod?
As a bonus question, how can I give support for KI5 vehicles? Because playing with this mod there is a immersion break with the custom vehicles, they are not mossy or burnt etc.
I'm considering doing a full texture overhaul to make adding support easier (and to just make them look more convincing) but I'm unsure as to when that might be or how. as usual i'll keep you all updated when I have more info
Would be nice. :3
the submods are as follows:
- 10 Years Later (High Vehicle Spawnrate)
- 10 Years Later (Vanilla Vehicle Spawnrate)
upon further inspection of these two submods, I found that they also include their own modified vehicle textures, which directly conflict with my mod. both of which also have missing wheel textures and clean paint, exactly as you described.
with that said, just keep those two submods disabled and the problem should be gone. you may re-enable project seasons, however if you want my textures to stay untouched by that mod (specifically with its custom rust) load my mod after project seasons.
I'll be updating the description accordingly; thank you for letting me know about this.
i'll post an update here when/if I learn anything new. thank you for bringing this to my attention
are you absolutely positive it's project seasons? I checked through the files and can't see anything that might cause texture issues like that, which points towards something else most likely being the culprit. I'll list a few possibilities, let me know if any are plausible:
1. did you have any other vanilla car retexture mods enabled? (I.E, Vanilla Vehicle Enhancer.) If so, ensure those are disabled while using my mod, or the game will pick one over the other.
2. did the texture cache just need to be reset? Sometimes, fresh after quitting a world without closing the game, the game's previous textures will stay enabled until the game is re-launched. This is a PZ limitation that specifically affects texture mods, and is usually the cause of issues like this.
try enabling project seasons again while my mod is currently enabled and see if the issue persists, if it does let me know and I'll investigate further.
1. all vehicle textures have differing locations for doors, grills, lights, bumpers, etc. so overlays wouldn't line up with each texture the same way, meaning moss from one vehicle wouldn't be in the door cracks of another -- same goes for rust. this would result in inconsistencies which is why I hand drew these details on each vehicle texture individually.
2. existing rust/blood overlays use a very rough UV map that wouldn't allow for a ton of detail. just look at project seasons and the dust overlay that mod has, it is a retexture of the vanilla rust but instead of covering parts of the vehicle it covers the whole thing, which makes it easier to spot inconsistencies on the exterior, such as dust having depth on some panels and suddenly cutting off on others. no shade to the developer, that's just how The Indie Stone designed it.
does that mean it'll never be done? not definitively, but it's not on my radar at the moment
the traffic jams shown in the screenshots (not counting the first 4, those were created manually to show off the vehicles) are all located just outside of Muldraugh. two on the far south side and one far north. Just follow the large 4 lane road in either direction and you will come across them
can you do this for KI5's cars?
- ensure you have no texture mods conflicting with mine, and if you're sure there aren't make sure you verify your game files. sometimes old texture mods you thought you've removed before will still stick around and cause issues.
- vehicles that weren't facing in random directions was a result of a conflict with 10 years later's custom maps in build 41 since those handle spawns in their own way. ensure you enable the 'random directions' submod I've included in the B41 version instead of the normal one for random directions to work correctly.