(I was going to post this into the public tutorials, but just wanted to do a quick quality check before doing so. Please let me know if I’ve missed anything major/ If its even useful for you!)
Things you’ll need;
- A digital paint tool, such as Photoshop or Paint.Net that allows you to set transparency
- A mesh that is UV mapped
- A texture made for that specific UV map
- How to use some basic elements of Roblox Studio
Ever made a mesh texture that is meant to be partially transparent, but when you use it, its just a black area?
On both of these lamp meshes, we have applied the texture directly into the Texture slot.
This works fine for the left mesh, as the light is meant to be yellow.
“But whats going on with our right mesh? The texture is red, so shouldn’t the mesh be too?”
Well, yes and no. The texture isn’t actually red. It’s transparent, but the way we have added it won’t let the Part’s colour come through.
There is another way though!
Transparent images hold some really cool uses, in this case they can let us create different coloured lamps really quickly, but you most likely see if in things like Shirts and Pants.
In order to have the colour come through, we need to change from using a MeshPart to a plain ol Part. like so;
“Ok, we have our part, its the same size as our lamp, but it doesn’t look anything like it!”
Alright, pipe down. We’re getting there. Next you’ll want to add in a Special Mesh into the part and copy over the MeshPart’s meshID
And now instead of adding our textureID into the special mesh we want to add a Decal. It doesn’t matter where on the part it’s placed just so long as its in the part. We copy our texture ID into that;
And boom, there you go! You can now use the BrickColor Property to change the Colour of our light, without needing to go and change the texture for every unique kind!
This can be used in other things too, like a custom Shirt Display (Parts on left, MeshPart on right);
So why can I not just put a decal into a meshpart?
Honestly, I don’t fully know. Adding the Decal into a MeshPart will treat a certain amount of the mesh as its respective “Face”, but won’t carry over. For whatever reason, a decal on a SpecialMesh in a part will use the full UV map, but is treated like a decal. IE, any transparent parts STAY transparent!
You can now also set the part to be transparent, but you’ll still see the whole textured mesh!
I hope this has been helpful for you, get creative!