For now the only way is to open the materials.cs in the vehicle's folder and edit diffuseColor[2] = "1 1 1 1" of the main vehicle's material (usually first in the file) It's RGBA, so "1 0 0 1" would be pure red.
Lol, sorry for asking but what does the A in RGBA stand for? Is it something to do with the saturation of the color or something like that? Just wondering.
I hope we'll get proper lightbars with correct flash patterns, because otherwise this game would get it's first bad score
I played a lot with the colors and if you put 55 well its going to be bright so play around with 0 and one example 0.5
Is there a way to reduce the reflectiveness? I played around with soem values, but nothing seemed to have an effect on the streaks the skybox was painting on the side of the car.
Is there a way to make a colour darker? (E.G. dark red) I've been fiddling with it for a while, haven't found anything that makes it darker
Use Microsoft Paint or any other program that spits out RGB values, and divide the value by 255. A dark-red value I quickly picked out gave me RGB values of 119,0,3 - now divide each of these by 255 and here's your dark red in the proper format: 0.4666666666666667,0,0.0117647058823529,1
I found developer way for this - material editor works fine for editing car paint (Tint) (Editor generally great!) I tried to describe the process as easy as possible - for everyone to understand === So to change the painting of car do the following: - Backup (Copy\Save) folder of your car (just in case - if all fails you can return original files) (its mean - just copy folder of car like "Pickup" in "Vehicles" folder..) - load BeamNG_Drive and some level (for example "Grid") - image - (important step) move the car forward and stop (On random distance) - press F11 - this will open the editor - image - if you hold left mouse button and move it - you will see that it gives the selection (like on your desktop) Select center of your car - if you do it right - you will see that "1 object is selected" and some information will appear in window - Now press F4 of click "Material editor" Button - on the right you will see the material editor - if the car is selected - material editor displays Material settings of this car - Now select the desired part of the car - for example pickup "body" - then change "layer" of material - on "Layer 2" - and finaly - click on color square in "base texture map" section - and choose any color (Tint) you like kaBOOM Pink Buttstalion style is done - in real-time with visible color selector instead of numbers * if you want save it - then click save button (WARNING - if you remove the reflection then return it will be difficult) * you also can remove or change texture for reflection === Tips - Then you can change camera mode on "player camera" and press F11 for return to game - or restart BeamNG Drive - material will be saved forever - even after restart BeamNG Drive - Each car (model) has its own unique material - Dont change name of material - it loading with car by name - if you not move car from start point - it can be difficult for select - (you can move car in editor too) - if you accidentally broke stuff - you can recover files of original car (Remember the first step from the top? "Backup \ copy \ save") - also i think you can just spawn any car and change any material \ also creat new copy of materials or cars (make your new own set(skin\model) of car) - and you can change "camera mode" for convenience - but do not forget change the mode back on "player camera" then all done change camera mode - click on human icon - then click on "free camera" mode - camera will move somewhere like this do not be afraid - press and hold down right button of the mouse on the screen - and together try to press A \ W \ S \ D buttons now try hold down right button and move mouse - so you can move the camera free you also can use mouse wheel fror "zoom" and middle mouse button for "pan" ps. hope it will be helpful and I hope in the future appears simple skin-manager for novice users \ players or just hot-key directly on material-editor with selected player car (it will be awesome in-game without loading editor)
ScorpyX! (I forgot to reply with a quote) This works for me with every other car than the Marshall. For some reason when i respawn it, it just changes back to it's default grey colour. And yes, i did save the material.
yes its strange - i dont know why it load from material.cs file but don want save changes on "fullsize" material "police_decal" for example saved color change any way - you still can choose some color tint setting in layer 2 of "fullzise" just copy (RGB) number from color-picker then open "BeamNG DRIVE 0.3\vehicles\fullsize\materials.cs" materials file on this car and paste numbers in "fullsize material section - in diffuseColor[2] line" like this save this file - after this you already can just reset car in game - it will read script file of materials (with your settings) car will spawn with fresh seved settings - of course it will be.. FOREVEEEER khm khm..
The answer is in the post you quoted. RGBA Red Green Blue Alpha 1 = full colour 0 = no colour 1 0 0 1 is pure red (1R 0G and B) To get darker try decimals. 0,2 0 0 1 and you should get a darker red. That's how it works. EDIT - Oh well, replied to an "old" post..
Nadeox1: its ok : ] also reflection cube-map (Textures) make car a little brighter and add some blue tint (if default sky reflection) for dark tone - possible change reflection preset on something like "gray sky" or "night sky" it add some nice reflection \ specular \ gloss feel but if you ever need to return the original preset - it must be replaced manually in script file (marerials.cs)
i think if this is going to be added in as an update there shouldnt be predetermined but you should include a palette somewhat like this: the box area not the other parts