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Field Researcher
Original Poster
#1 Old 17th Aug 2026 at 10:48 PM
Default How can I rotate a poster?
There's this base game poster that I'd like to use to make my own cc. The poster is horizontal but I would like it to rotate it by 90 degrees to make it vertical, so that I can replace its default texture with my own in TSRW. Does anyone know how I can do that?
Scholar
#2 Old 18th Aug 2026 at 1:31 PM
You'll have to choose a method of exporting the mesh so that you can rotate it in a 3D editing software.

For something as basic as a poster, you can probably get away without it being too complex.
Export the mesh from the TSRW Mesh tab in both .obj and .wso formats. Import the .obj into Blender, rotate it, export back out. Import the edited .obj into TSRW, then click the bone icon and use the .wso as reference.
Field Researcher
Original Poster
#3 Old 18th Aug 2026 at 2:08 PM
Thank you!
Field Researcher
Original Poster
#4 Old 18th Aug 2026 at 9:54 PM
Ok, since I can't really use Blender, I decided to make a vertical version, which I actually find looks a little bit better for what I have in mind. The problem now is the painting I chose is non recolorable and TSRW will display the textures tab empty because of that. What I want to do it create multiple non recolorable presets to put different pictures on the poster but I'm not sure how to do it without TSRW. Are there any other programs that will allow me to create what I have in mind?
Scholar
#5 Old 19th Aug 2026 at 1:59 AM
If you need any assistance with the Blender steps, I can explain - I just don't like to assume anyone's experience level

In short, an object has to be CAStable to have presets.
The way EA does variants of non-CAStable objects is to have a separate catalog entry for each one (see the calendars from Pets).

A workaround that we can use for CC is to make the object CAStable and use Overlay textures.
You can either use TextureTweaker3, which has a button to upgrade an object to recolorable, or clone an item that is already recolorable and replace it with your mesh.
Field Researcher
Original Poster
#6 Old 19th Aug 2026 at 1:49 PM
Quote: Originally posted by CardinalSims
If you need any assistance with the Blender steps, I can explain - I just don't like to assume anyone's experience level

No, it's ok. When I asked that question, I wasn't 100% sure which BG item I'd clone and I was merely considering rotating a specific one I had found. If that requires Blender, then I wouldn't wanna go through with it -- at least not yet. Blender is such a complicated piece of software and I'm not even sure if my PC can run it. But thank you anyway for being willing to help!

Quote: Originally posted by CardinalSims
In short, an object has to be CAStable to have presets.
The way EA does variants of non-CAStable objects is to have a separate catalog entry for each one (see the calendars from Pets).

A workaround that we can use for CC is to make the object CAStable and use Overlay textures.
You can either use TextureTweaker3, which has a button to upgrade an object to recolorable, or clone an item that is already recolorable and replace it with your mesh.

I actually tried doing that. I exported the mesh of the non-recolorable poster and imported it to a recolorable one. Then I imported my overlays (and changed nothing else in the textures tab) but the item had a strange splotch on the left side and CASt would tell me to choose a different style. So, I think I'm gonna have to make the item recolorable. There are four black pins on each corner the poster and I'd like to try to make them recolorable but I'm not sure how. I know I probably need to use the red, green, blue, and alpha channels but other than that I'm pretty lost.
Field Researcher
Original Poster
#7 Old 19th Aug 2026 at 7:22 PM
Ok, so actually I managed to figure it out. I googled some things and after a lot of trial and error I was able to create an rgb mask. It was difficult and I still don't understand everything 100% but I got the results I wanted!
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