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Custom Paint Orientations

Falcon197

New member
So I'm currently working on implementing some custom painting mats and they work fine in the game, except that painting them on the side of anything other than a regular block leads to the mat being 90 degrees off.  Here's an example:

20230516231953_1.jpg

Notice the bricks have a normal orientation on the block sitting in the foreground, but painting it on the half blocks in the middle of the screen turns everything sideways.  Vanilla textures don't have this issue, as I can paint any of the base brick textures onto the same surface and have everything orient normally, regardless of block rotation.

Does anyone know if this is something that needs to be adjusted in the painting.xml parameters or is maybe a C# related thing?  I can post examples of my configs and other details, but I'm curious if anyone else has dealt with this or knows more.  

Any help comes appreciated!

 
Last edited by a moderator:
There are times I wish I could rotate the paint texture as having it always facing the same way isn't always the best look.  But if you're making your own, then you'd want them to react the same way as vanilla and be the same on all surfaces like you're asking for.  Should be possible, I would think.

 
Hey Falcon, not sure the answer but have asked some of the guys if they have any tips.  Everyone is quite busy getting A21 experimental ready so might be awhile for an answer.

 
Really appreciate it Laz!  I know the timing's inconvenient but it would make a huge difference for a bigger mod project I'm doing that leverages custom paints.  From what I've seen after digging around, there's other modders wrestling with this same question too and no one seems to know how to solve it.

 
Update: I figured out a solution to this problem and thought I'd share it here.

Since my custom materials used Ocb's texture framework, changing the painting.xml config parameter for SwitchUV and GlobalUV from False to True made the paint surface ignore block rotations.  Hence, the issue is now corrected!

20230523145223_1.jpg

 
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