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How to remove trim for skin.

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Deleted member 197136, Apr 8, 2019.

  1. Deleted member 197136

    Deleted member 197136
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    Guest

    I recently made a skin for the grand marshall, and it turned out alright. However, when I equip it, the black plastic trim stays. As a police car, this doesn’t look good. Does anyone know how to remove the trim on the skin?
    --- Post updated ---
    upload_2019-4-7_16-14-16.png
    Here is a picture of the skin.
     
  2. Eleanor

    Eleanor
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    Joined:
    Mar 21, 2019
    Messages:
    4
    Change "fullsize_d.dds" to "fullsize_alt_d.dds" in materials.cs. Same with the others.
     
  3. Deleted member 197136

    Deleted member 197136
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    Guest

    By others do you mean the other folders or the other fullsize_s, fullsize_c, etc
    --- Post updated ---
    changed the fullsize_d.dds to fullsize_alt_d.dds and this happened
    --- Post updated ---
    upload_2019-4-7_18-0-10.png
    --- Post updated ---
    upload_2019-4-7_18-13-26.png
    Changed all the fullsize_letter.dds to fullsize_alt_letter.dds and got this.
     

    Attached Files:

    • upload_2019-4-7_17-59-53.png
  4. YellowRusty

    YellowRusty
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    Joined:
    Nov 9, 2016
    Messages:
    1,202
    I don't exactly know what @Eleanor was referring to with "others" - only the "c", "s" and "d" need to be changed.

    The reason this didn't work is because it's been entered backwards - it should not be 'alt_letter'; it should be 'letter_alt' (fullsize_c_alt.dds and so forth). As a result, the files don't load and you get the old orange NOTEXTURE material.

    Here's what the code looks like for one of my skins for the fullsize that turns off the trim:



    Code:
    singleton Material("fullsize.skin.sampleskinname")
    {
        mapTo = "fullsize.skin.sampleskinname";
        overlayMap[2] = "vehicles/fullsize/samplemodname/fullsize_skin_sampleskinname.dds";
        diffuseMap[2] = "vehicles/fullsize/fullsize_c_alt.dds";
        specularMap[2] = "vehicles/fullsize/fullsize_s_alt.dds";
        normalMap[2] = "vehicles/fullsize/fullsize_n.dds";
        diffuseMap[1] = "vehicles/fullsize/fullsize_d_alt.dds";
        specularMap[1] = "vehicles/fullsize/fullsize_s_alt.dds";
        normalMap[1] = "vehicles/fullsize/fullsize_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/fullsize/fullsize_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 1";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        instanceDiffuse[2] = true;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    
     
  5. Deleted member 197136

    Deleted member 197136
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    Guest

    upload_2019-4-7_19-31-52.png
    Thank you!
     

    Attached Files:

    • upload_2019-4-7_19-31-46.png
    • Like Like x 1
  6. Eleanor

    Eleanor
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    Joined:
    Mar 21, 2019
    Messages:
    4

    Yup, that's the way round it's meant to be. "Others" being "c_alt" and "s_alt". It's was very late ;)
     
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