How to switch your mod to Materials V1.5 (PBR) in BeamNG.drive 0.23

Discussion in 'Content Creation' started by Car_Killer, Jun 22, 2021.

  1. geobeck

    geobeck
    Expand Collapse

    Joined:
    May 1, 2014
    Messages:
    218
    This may not strictly be within the intent of this topic, but if I create a 1.5 material, using 2048 PNGs in the art/terrains folder for that level, written to the main.materials.json in the art/terrains folder, shouldn't it show up
    - in the materials list in the terrain painter tool
    - at the very least, in the materials library?

    If there's already a thread dealing with this topic, please point me in that direction. I find the forum search function to be of limited use.
     
  2. MatteCrystal

    MatteCrystal
    Expand Collapse

    Joined:
    Nov 5, 2015
    Messages:
    5
    That's what I was trying to do. I've finally figured it mostly via lots of trial and error. There are no forms, guides, or tutorials anywhere clearly outlining the whole process for creating a custom colorable paint scheme that also makes full use of 1.5 materials.

    I'll try to post a guide or youtube video at some point outlining the whole process so others don't have to go through the trashy experience I had to in order to get it to work.
     
    • Agree Agree x 1
  3. Chevy1980s

    Chevy1980s
    Expand Collapse

    Joined:
    Aug 22, 2013
    Messages:
    85
    So um... I tried to convert my old texture that had opacity, and I got it to eventually work but I had to disable
    //"diffuseMapUseUV": 1,
    //"colorPaletteMapUseUV": 1,
    or it would ghost parts of my textures. Does anyone know how these flags work?
     

    Attached Files:

    • bothdisabled.jpg
    • colorpall.jpg
    • diffuesmapuv.jpg
    • Screenshot738.jpg
  4. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,053
    These just set what UV the texture is used on. So you probably made it on the wrong UV.
     
  5. Chevy1980s

    Chevy1980s
    Expand Collapse

    Joined:
    Aug 22, 2013
    Messages:
    85
    I see on the bluebuck placeholder for getting the texture with pbr that the UVs did change between screenshots. Sadly, I don't really understand how the game can choose for UVs based on those. Thanks anyways man!
     
    #25 Chevy1980s, Sep 26, 2021
    Last edited: Sep 26, 2021
  6. Dark Krieger

    Dark Krieger
    Expand Collapse

    Joined:
    Feb 22, 2020
    Messages:
    106
    Can you explain in more detail how to transfer the mod to PBR support? I don’t understand how.
     
  7. PowerstrokeHD

    PowerstrokeHD
    Expand Collapse

    Joined:
    Feb 5, 2021
    Messages:
    2,555
    is there a way i can download the Kashira (with the pbr ofc) used on the example/tutorial?
     
  8. Neko-Neko

    Neko-Neko
    Expand Collapse

    Joined:
    Aug 24, 2021
    Messages:
    6
    I would really appreciate it if you could post a tutorial
     
  9. PowerstrokeHD

    PowerstrokeHD
    Expand Collapse

    Joined:
    Feb 5, 2021
    Messages:
    2,555
    yeah its on the new wiki but i still cant understand it
     
  10. Superneutrino

    Superneutrino
    Expand Collapse

    Joined:
    May 20, 2018
    Messages:
    49
    I hope this thread is also made for PBR textures of Maps??
    How can you convert textures for maps (roughness-files , heightfield-files from simple textures, ao-files) which all have the reddish appearance when viewed and also selected in the World editor?
     
    #30 Superneutrino, Mar 26, 2022
    Last edited: Mar 26, 2022
    • Agree Agree x 2
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice