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Skin Manager Guide

How do I install a downloaded skin?

The easiest way to install skins is by using the Vortex Mod Manager from Nexus Mods, with the Derail Valley game extension. This allows simple drag-and-drop installation for most skins, or direct installation from the Nexus website.

If downloading manually, the file that you get will be an archive, usually a .zip file but sometimes .rar or another type. You will need to open the archive using either the file explorer (should work for .zip) or another program like WinRar or 7-Zip. The archive should contain a Skins folder if following the recommended format. This Skins folder from the downloaded file needs to be merged with the Skins folder in your DV mods. This can be found under your steam apps, with a path similar to "Program Files\Steam\steamapps\common\Derail Valley\Mods\SkinManagerMod\Skins\". Combine the contents of the Skins folder from the archive with the Skins folder in your Derail Valley install.

How do I create my own skin?

The first step in creating a reskin is to get copies of the original textures that you intend to replace. Skin Manager provides a menu within the game that allows you to select a car type and export its texture files. You can bring up the mod menu by pressing Ctrl-F10 and expanding the section for Skin Manager. After choosing the car and hitting "Export," the images will be saved to disk as .PNG files. You can find them in your DV folder with a path similar to "Program Files\Steam\steamapps\common\Derail Valley\Mods\SkinManagerMod\Export\".

There are three main types of skin texture files (the file names below are examples and will be different for each car type):

mesh_d.png This is the "diffuse" or "albedo" texture - it controls the base color of the car. This is the easiest place to start when getting into skin creation. You can edit this file in any image editor more advanced than MS Paint.
mesh_s.png The green tinted file is the "specular" map - it consists of three different textures combined into one file. The red channel contains the "metallic" map, or how much the material reflects the environment vs its own color. The green channel is the "ambient occulsion" map, which controls how much light reaches each point on a model. The alpha (transparency) channel is the "smoothness" map, which controls how polished vs rough the surface is. In order to edit this file you will need to use a program that can pack and unpack color channels, such as GIMP or Photoshop.
mesh_n.png The blue/green/purple file is the "normal" map - the colors in this file encode the shape of small details added on top of the mesh, such as rivets or rust spots. You generally should not edit this file without a dedicated 3d painting program such as Substance Painter, or by using a heightmap to normal converter.

For the most simple reskins you will only need to modify the diffuse texture. Any files that you do not include with your finished skin will be replaced with the default file in-game.

How can I preview my reskin while I work?

You can follow Cybex's guide for exporting the car meshes and viewing them in Blender, found here.


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