Solved Very unwanted red paint color

Discussion in 'Mod Support' started by workclock1©, May 22, 2018.

  1. workclock1©

    workclock1©
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    Jan 5, 2016
    Messages:
    2,555
    Have been messing around with textures for 1 hour now trying to get rid of this unwanted red color. Here's the .cs:

    Code:
    singleton Material(exterior)
    {
        mapTo = "exterior";
        useAnisotropic[0] = "0";
        castShadows = "0";
        translucent = "0";
        doubleSided = "0";
        translucentZWrite = "0";
        diffuseMap[2] = "exterior.png";
        diffuseMap[1] = "exterior.png";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "0 0 0 0";
        diffuseColor[1] = "0 0 0 0";
        diffuseColor[2] = "0 0 0 0";
        useAnisotropic[0] = "0";
        useAnisotropic[1] = "0";
        useAnisotropic[2] = "0";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        instanceDiffuse[2] = true;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    Pictures: BeamNG2018-05-2121-18-34-71.png BeamNG2018-05-2121-18-23-08.png BeamNG2018-05-2121-18-30-04.png


    Any help will be credited in final release.
     
    • Like Like x 1
  2. Spiicy

    Spiicy
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    Sep 8, 2016
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    3,798
    Tr
    Try looking at some of the official cars material cs files and base it off of that.
    Or just completly start over
     
  3. workclock1©

    workclock1©
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    I do need more help with stuff, but this specific problem has been fixed.

    How do i create skins for a non-offical BeamNG Vehicle?
     
  4. Iro

    Iro
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    same method but instead use the uv under diffuse map as the model likely wont have a second uv. if you want to use overlays make it yourself
     
  5. workclock1©

    workclock1©
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    here's the code for the texture

    Code:
    singleton Material(exterior.skin.barstowv6){
        mapTo = "exterior.skin.barstowv6";
        diffuseColor[0] = "1 1 1 0.1";
        diffuseMap[0] = "vehicles/Vehicle/barstowv6.jpg";
        dynamicCubemap = true;
        doubleSided = "1";
        beamngDiffuseColorSlot = 2; //cubemap = "BNG_Sky_02_cubemap";
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    
    So where's the UV Under the diffuse map because i think im reading it wrong
     
  6. Iro

    Iro
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    singleton Material(exterior.skin.barstowv6){
    should be
    singleton Material("exterior.skin.barstowv6"){
    if im correct
     
  7. workclock1©

    workclock1©
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    T-pose to show dominance

    ok i'll try that if it works ur a god
    --- Post updated ---
    update it didn't work still a green car with nothing on it
     
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