I’m trying to add a traditional Decal (or Texture) [shown here] to a Part with a SpecialMesh. I specifically only want the Decal to show on a single face.
Just adding a Decalwon’t work. I also tried useing SurfaceGuis, witch worked, but did not look right in most circumstances. I also can’t edit the UVs of the models as they aren’t mine, they are Roblox’s.
If you want to know why I need this, it is because I’m trying to re-add shirt and pants textures to characters generated via a script. The script converts all MeshParts into SpecialMeshs – because of Roblox limitations outlined here – but because of that, Shirts and Pants instances don’t show up anymore, meaning I have to recreate them via a script.
Thanks for responding if you did, this is essencally my last attempt in trying to get this script to work…
Okay, I think i have an IDEA, that i discarded a bit ago becuse i did not think would work, but i may have to make an editable image and then do some cutting and cropping to kinda un-UVmap the texture via as script.
However the reason what I discarded it before is because:
Player can have different character meshes different, with unknown UV mappings
Its complicated…
So ya, I would have to test it out to see if it would even be possible…
<sub><sub> I eather use Nested <sub> tags… </sub></sub>OR<small> I use the <small> tag… </small>
So like the player uses their default avatar? so they could have any avatar body in the marketplace, yeah? And you have no way of figuring out the uv map for those.
If… if you already have the mesh, why do you need to create a new one via script?
in this case, no decal would be a one size fits all… but you know what would? A layered clothing.
All you want is a t-shirt n pants yeah? make one and it should fit on everyone. I believe you can even put decals on those yeah? wouldn’t that be easier? Since you like literally can’t get and or predict the UV locations of every possible torso and legs.
The point is that a fatefully recreate the entire player’s avatar. I’m not trying to add my own clothing onto the player, I’m trying to add the player’s shirt and pants on to the SpecialMesh.
The only reason I have this problem is that because my script is forced to convert all MeshParts into SpecialMeshs. And because of this, Roblox dose not automatically add the players Shirt and Pants textures on to the characters Body Parts. Meaning I have to do it my self.
All Shirts and Pants are forced to be made in the bellow Shirt/Pants Template. Sadly by default Body Part Meshes don’t have to be UV mapped to this texture as Roblox dose it automatically, so I basically need to re-map it for them.
That’s why I need to add Decals to SpecialMeshs becuse Decals (and Textures) automatically find out where in the Mesh’s Texture to put the Decal Image so it appears on the right Face on the mesh.
ok… what if… the player (me) isnt wearing a shirt? (my avatar can only wear layer clothing)
so
you want to remake the player’s avatar, and in order to do that 100% you need to be able to take their shirt and put it onto the remade version of the avatar.
However the only way to make a mesh via a script is to use a special mesh…
wait, classic clothing doesn’t use decals?? they use a texture? right?? so… y would u need a decal again?
Also also (after some messing around) the UV map for each body part isn’t the same one used to make the classic clothing
Same texture id, one is applied to a Shirt object within the rig, the other is applied individually
and the floating torso is a special mesh, it keeps its uv, whether its a textureID, decal, or a texture
They also actually “stick” to the Body Part Mesh’s, unlike SurfaceGuis witch act like the Mesh is a brick. (as seen here)
I can use Decals to recreate the Shirt by adding an EditableImage to it with an Image ID of the Shirt Asset and then Cropping it to only show the Correct Image. For example: if we create the Front texture for the Torso of an R6 Character we would, Create a decal on the Front Face of the Torso, grab the Shirt Template Id, Create an Editable Image with the Shirt Template Id, Crop the template so it only shows the Front Part of the Torso Section, Parent the Editable Image to the Decal so it shows up. This idea was from 6mikael6 response to an earlier question.
Hopefully this is consistent with all Body Parts so I only have the define the Front, Back, Left, Right, Bottom, and Top UV locations once for every Body Part (Instead of Once for every Body Part in Every Package)