Unsolved Material issues on blender parts

Discussion in 'Mod Support' started by Edward 97, Feb 11, 2024.

  1. Edward 97

    Edward 97
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    New to beamng modding so excuse any ignorance. I made a couple exhaust headers and air filters for a modded car that I've been heavily practicing .jbeam file editing on. A friend sent me a couple headers to use (the car originally had no NA options beforehand, so I made a "NA" option where the turbo selection is, which was followed by a list of NA parts) and they work just fine with materials (chrome colored applied via cs file he also sent me). My issue exactly is, the filters use png's for the coloring, the exhaust headers I made use the same chrome as the headers I received from my friend, his work, mine show up half chrome, half black (all vertices are connected and everything is set exactly the way his headers are) the filters that use the png pictures for the materials show the classic, orange "no material" text in game, the headers do not show this text (unless the black prevents me from seeing it?). They just show up half chrome, half black. My friend sent the exact coding he used for the filters' materials, mine don't work, his does. Filters show an error within the in game error screen (not sure what it's called, the tilde button thing lol) the headers show no such codes though. I'm also very new to blender so maybe I'm missing something? My friend showed me step by step for the filters and they still dont work for me, yet his do? Any help or suggestions would be greatly appreciated.
     
  2. SSRG

    SSRG
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    Material files use a .json file format, .cs is quite outdated. Maybe that’s the issue?
     
  3. Edward 97

    Edward 97
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    Yes, but if that were the issue, why would the 2 headers my friend sent me work fine, but the 2 I made aren't showing proper texturing? (Cs file materials) the air filters' materials are in a json and they also don't work. (I also made these in blender)I'm not really sure if it's a coding issue, but maybe more of a blender issue? Maybe I'm missing something even tho I was shown step by step?
     
  4. SSRG

    SSRG
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    Hmm. No clue then.
    Maybe since it’s an old format, it’s inconsistent, but if .json doesn’t work either, then I don’t know what to do.
     
  5. Edward 97

    Edward 97
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    Haha idk either. Has me stumped. Which is why I'm here lol
     
  6. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Might be an issue with UV maps, the original texture might be half black and the working variants could be mapped only to the chrome part while yours are mapped to both.
     
  7. Edward 97

    Edward 97
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    The process of making the headers had some "duplication" 6 cylinder engine, but I made 3 cylinders worth of exhaust piping and mirrored it for the other 3. (My issue with half black, half chrome) I've tried remapping it multiple times though, maybe I'm doing the UV process incorrectly? This is exactly what it looks like in game. (No judgment, I'm new to beamng modding, extremely new to blender lmao)
    --- Post updated ---
    Would you be able to give me the steps (or location I can find the steps) to fix the uv maping?
     

    Attached Files:

    • 17076633135116175742261473941691.jpg
  8. Edward 97

    Edward 97
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    Would you be able to give me the steps (or location I can find the steps) to fix the uv maping?
    May have found the issue but not sure yet, currently undergoing the process. My blender model (when in edit mode>A to select all>P to separate>Loose parts) had loose parts that weren't connected via merging, edging, faces, whatever. Will update if it fixes the issue.
    --- Post updated ---
    That had no impact, fml.
     
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