Please help, my specular map is all wrong, but I don't get what I did wrong. Did some work, that is actual secular, but this is the result. - - - Updated - - - any help would be very great.
If you put more info.. We can't really know what you did A picture of your spec map maybe? Also the part of the material.cs about that material?
Code: singleton Material(st_engR){ mapTo = "st_engR"; diffuseMap[2] = "vehicles/pickup/engineR_d.dds"; specularMap[2] = "vehicles/pickup/engineR_s.dds"; normalMap[2] = "vehicles/pickup/engineR_n.dds"; diffuseMap[1] = "vehicles/pickup/engineR_d.dds"; specularMap[1] = "vehicles/pickup/engineR_s.dds"; normalMap[1] = "vehicles/pickup/engineR_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/pickup/engineR_n.dds"; //diffuseMap[3] = "vehicles/pickup/engineR_d.dds"; //normalMap[3] = "vehicles/pickup/engineR_n.dds"; specularPower[0] = "16"; pixelSpecular[0] = "1"; specularPower[1] = "16"; pixelSpecular[1] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; diffuseColor[2] = "0.7 0.75 0.8 1.2"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; useAnisotropic[2] = "1"; //diffuseColor[3] = "1.5 1.5 1.5 1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "1"; alphaRef = "0"; cubemap = "BNG_Sky_02_cubemap"; beamngDiffuseColorSlot = 2; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; Image after Jpeg Conversion: [Looks the same just like 1% lower quality from the actual texture] Edit: ^ This is so bad ^ - - - Updated - - - Never mind I think I've learned how UV mapping works, because I needed to use seams and unwrapping. This is the new results of the third UV attempt and new textures again. [model and 1 seam are imperfect, but I don't think it deems another 2hrs of work] Secular map:
This Code: diffuseMap[2] = "vehicles/pickup/engineR_d.dds"; specularMap[2] = "vehicles/pickup/engineR_s.dds"; normalMap[2] = "vehicles/pickup/engineR_n.dds"; diffuseMap[1] = "vehicles/pickup/engineR_d.dds"; specularMap[1] = "vehicles/pickup/engineR_s.dds"; normalMap[1] = "vehicles/pickup/engineR_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/pickup/engineR_n.dds"; //diffuseMap[3] = "vehicles/pickup/engineR_d.dds"; //normalMap[3] = "vehicles/pickup/engineR_n.dds"; Basically you are using 3 layers of textures. Layer 0 has a null texture. Layer 1 has Diffuse, Normal and Spec map by you Layer 2 has again normal and spec map. I think that's the problem. You are adding the same texture twice, one on top of the other. Code: //diffuseMap[2] = "vehicles/pickup/engineR_d.dds"; //specularMap[2] = "vehicles/pickup/engineR_s.dds"; //normalMap[2] = "vehicles/pickup/engineR_n.dds"; //diffuseMap[1] = "vehicles/pickup/engineR_d.dds"; //specularMap[1] = "vehicles/pickup/engineR_s.dds"; //normalMap[1] = "vehicles/pickup/engineR_n.dds"; diffuseMap[0] = "vehicles/pickup/engineR_d.dds"; specularMap[0] = "vehicles/pickup/engineR_s.dds"; normalMap[0] = "vehicles/pickup/engineR_n.dds"; //diffuseMap[3] = "vehicles/pickup/engineR_d.dds"; //normalMap[3] = "vehicles/pickup/engineR_n.dds"; Try this, I commented out Layers from 1 to 3.
This did not seem to effect anything, and I am also getting black/white textures at specific angles, especially when driving in circles with.. [even with the whole front body removed]. I don't know how to fix this, as I do not know the cause.[had this already]
Tried commenting out normal... no effect /= By the way, thanks for the ongoing help. I switched back to the first style of textures [the one after I got the UVs corrected] here are all texture maps Diffuse Secular Normal Edit: Tweaking normal map, it is caused by it.. - - - Updated - - - I tweaked the crap out of the normal... ended up being literally a plain black texture that works for this... to cut to the chase... no more unnatural scatter.
Your normal map is quite odd. The "Flat" part should be the same colour of the the rest, not that lighter-purple. At this point I'm clueless of what you did, if your texture are really working or etc. If you need further help I could give that thing a look, or we could still try to go on trial&error here.