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RokkuDayo

Uploaded by

ArthurLopes39

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14 comments

  1. aboeman
    aboeman
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    LowLevelFatalError [File:D:\repos\ue_5_5_git\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp] [Line: 7283] 
    ObjectSerializationError: /Game/ITSB/UI/OutGame/Livery/Widgets/WBP_OutGame_Livery_List_Vinyl2 (0xCBD1EC0DE35F78F3) /Game/ITSB/UI/OutGame/Livery/Widgets/WBP_OutGame_Livery_List_Vinyl2 (0xCBD1EC0DE35F78F3) - WBP_OutGame_Livery_List_Vinyl2_C /Game/ITSB/UI/OutGame/Livery/Widgets/WBP_OutGame_Livery_List_Vinyl2.Default__WBP_OutGame_Livery_List_Vinyl2_C: Serial size mismatch: Expected read size 94, Actual read size 97
    Crash in runnable thread FAsyncLoadingThread

    I got this error message when starting the game. Anything I can do to fix? Is it caused because of the update?
    1. ArthurLopes39
      ArthurLopes39
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      The latest update for the game broke all mods as they changed the engine version to 5.5 and I'm not sure when ZenTools, which me and others relied on to change some things, will be updated to support it. I will try and fix this and the GRID 2 garage mod as soon as possible but there's not much I can do about the ZenTools dependency.
    2. aboeman
      aboeman
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      Oh, I see, thank you for the info and clarification.
  2. ori772
    ori772
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    Is it possible to make a mod that increases layer costs?
  3. ArthurLopes39
    ArthurLopes39
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    Updated the mod so it works with today's patch. If you already have textures set up, only replace the AddonDecalsCore_P files in both your game's Pak folder and the ones found in the toolset.
  4. Seanyorrsum
    Seanyorrsum
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    Could you explain how the mask layer works? Or update the example image as an optional file?

    I made a standard one (not like the orange background like you used) and it wasn't recognised.
    1. ArthurLopes39
      ArthurLopes39
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      You mean the alpha mask? Sorry I'm not sure if I understood your problem. Is the image loading but without the transparency?
    2. Seanyorrsum
      Seanyorrsum
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      Correct, I used a standard alpha mask in photoshop and exported as a TGA, but when imported in game the decals have a white background.
    3. ArthurLopes39
      ArthurLopes39
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      Make sure you enabled alpha channel export and that the mask is stored in the alpha channel and not as the mask for the layer. Also make sure to use 32-BIT otherwise alpha won't be written.
  5. Sunspot777
    Sunspot777
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    Got it
  6. Lvcazz
    Lvcazz
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    Wow, what a lot of work here. It works fine for me, but I don't quite understand the power of two part of the images. I simply searched for a logo, downloaded it in PNG, resized it, transformed it to TGA and then went through the rest of the steps with just this file. Great job! 😺
    1. ArthurLopes39
      ArthurLopes39
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      Textures are stored in powers of two due to how GPUs can optimize the way they're read and displayed. This optimization is not a requirement nowadays and Unreal can read them just fine but it is still a good practice that I believe should be enforced. Still, if it worked just fine for you then that's great.
    2. Lvcazz
      Lvcazz
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      👍
  7. conedotexe
    conedotexe
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    Been waiting for this one ever since I saw it was possible, great work!