I have quick question about making textures. How do I configure materials.cs correctly so that textures appear without errors? This is my materials.cs template: singleton Material("CARNAME.skin.SKINNAME") { mapTo = "CARNAME.skin.SKINNAME"; overlayMap[2] = "vehicles/CARNAME/SKINNAME/SKINNAME.dds"; diffuseMap[2] = "vehicles/CARNAME/CARNAME_c.dds"; specularMap[2] = "vehicles/CARNAME/CARNAME_s.dds"; normalMap[2] = "vehicles/CARNAME/CARNAME_n.dds"; diffuseMap[1] = "vehicles/CARNAME/CARNAME_d.dds"; specularMap[1] = "vehicles/CARNAME/CARNAME_s.dds"; normalMap[1] = "vehicles/CARNAME/CARNAME_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/CARNAME/CARNAME_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; //cubemap = "BNG_Sky_02_cubemap"; instanceDiffuse[2] = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; };
Been using it for few days now I love it. I suggest adding few engines from other cars in beamng, just for fun. Inline 3 MR89 haha or small V6 MR93 would be amazing! maybe in some other time you could make the Atu, kombi or other variants
Is it something on my side or the "sport" front seats are literally the same as the original, like, they don't even switch when you choose these, they're all the same. Wasn't these supposed to be Inter Groclin semi buckets?
What went wrong? Does somebody know how to fix this? Edit: i just had to delete a line with miramar basecolormap