Part I | Part II
This is part two where I show you how to add a new dirt texture to your package as well as linking the texture in the model info. This requires you have read and understand getting to the material variants section of a mesh described in part I so if you haven’t read it, please do. These tutorials rely on one another to fully explain the process.
Again, this is not a beginner tutorial, so if you are not familiar with the ins and outs of S4S, its best you learn your way around first. I will not be explaining the basics of a program I assume you already know.
I also do not explain how to make a texture, it is also assumed you understand how to analyse a texture and how it works so you can replicate it for your unique mesh. If you are just recolouring objects, you don’t need to do this, its only designed for new meshes.
Be sure to carefully check the texture ingame. Do this tutorial before adding styles otherwise you will have to edit the dirt map texture for every style you added. Save yourself time and do it with only one swatch style, then every swatch added after your have edited the instance number will have the new dirt overlay without any additional work.
Usually with mutli-group meshes, the textures are different. If you have one of these meshes, make sure you link the right dirt texture to the right mesh group. Check ingame thoroughly to make sure it is right.













