Two separate problems get confused with each other:
No livery slot. The game's livery system needs the model to have been built with slots and carvariations.meta entries. Most converted cars were not, so SetVehicleLivery has nothing to set.
No usable UV. Even with a slot, the body panels often share a generic tiling texture. Paint a logo and it repeats across the wheels, sills and grille — because the panels were never given their own UV space.
The panels you select get a fresh UV built from a six-view box projection — right, left, top, bottom, front, back — packed into one sheet. That is deliberately the same approach vanilla livery sheets use, and it is why the template is readable: each view is a recognisable outline of that side of the car, not a scatter of triangles.
The new UV is written to a second channel so the original texture coordinates, vertex colours and skinning survive untouched, and the shader is swapped to one that samples the livery layer over the body paint.
If a livery looks right up close and disappears a few metres away, only the high-detail body was remapped. The base .yft and the medium/low LOD groups carry the same panels and need the same remap with the same transform, otherwise the livery is dropped the moment the game switches LOD. That mirroring is done automatically here.
Yes. The panels you pick are given a fresh projected UV and the carvariations.meta is patched with livery slots, so the car becomes livery-ready even if it never shipped that way.
The body uses a generic tiling texture shared with wheels, sills and grille. The panels need their own UV space — that is exactly what the remap creates.
Only the high-detail body was remapped. The base .yft and the medium/low LOD groups need the same remap, otherwise the livery is lost on LOD switch.
Yes. The export includes the flat template PNG in the same orientation the game uses, so you can paint it in any editor and re-export.
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