Hey, i'm making an addon which has multiple parts. But since begining I never really understood how worked DDS files in BeamNG. (I know them from modding other games) What I do not understand is why is there 3 of them for a single object, like example_d / example_s / example_a.. So, even checking in Wiki, I just know that there is 3 types of compressions, but I don't know why would I need 3 of them as one should match what I need ? Can someone explain a bit how that works ? Second question, last time I made an addon, it was half transparent, what I mean is that I could see half through my object, was weird, how can I avoid this error this time ? Thank you.
The DDS question is fairly simple. They are diffuse, normal, and specular maps. Sometimes there exists more than 1 layer of maps as well. Take a look inside any materials.cs file for some clarification on this. (I recommend using Notepad++ for that task.) You'll see something like this: Code: diffuseMap[2] = "vehicles/burnside/burnside_c.dds"; specularMap[2] = "vehicles/burnside/burnside_s.dds"; normalMap[2] = "vehicles/burnside/burnside_n.dds"; You may also want to refer to these wiki pages for some more info: Modeling_and_Texturing_Guide Introduction_to_skin_system I don't have any insight into the "accidentally half-transparent" thing, it has not happened to me.
Thank you for your answer, I went to these pages already but somehow I just passed in front of it, or it scared me at that time, no idea. I have "some" questions concerning In Modeling and Texturing If I may. (Brace yourself, professional noob incoming) Why sometimes is there multiple layers of maps ? (like [0] , [1] or [2]) (process questions) In Modeling and Texturing Guide : [Normal Mapping] "Open this bake in an image editor and use it as the mask for a white layer. Duplicate this layer so there are 3 copies: one with the selection expanded by 1 px, and one with the selection contracted by 1 px. Run each of these through a height-to-normal filter and overlay them on each other. This makes for a nice, strong, 3 px bevel. Erase it away where it's not needed, like on symmetry seams, or seams in the middle of smooth surfaces that were created out of necessity." Ehm, I do have baked out of blender this : Extracted it as PNG, and then : (in GIMP) Now I made a white mask etc, but then how to run these layers (the ones with sizes reduced or increased of 1 px, I don't see any difference after it) through a "height-to-normal" filter ? After this part I'm supposed to add the details or decals that I want if I understood correctly. [Ambient Occlusion Baking] I understood none of it, I have to bake a second time ? Where, in blender ? Over the normal map where I added details ? [Final Texturing] "When the normal map is finished and the AO is baked, the diffuse and specular maps can be created" How ? I just copy the normal map ? I see it talks about adding grime and having black areas, don't need it I think, my material is not to be color-modified. Sorry for these huge noob questions, maybe a step by step would help on these questions would help. Otherwise, thank you. It's ok if you don't want to answer a such big amount of questions haha
I have almost no experience with texturing and fairly limited knowledge of it. The only question which I can answer is the one about baking Ambient Occlusion maps: you should almost never bake AO. I believe that anything on the wiki recommending that is simply outdated. Edit: I can say that IIRC for starters you really need a diffuse map but normal and specular are less necessary. Diffuse gives you your colors/patterns/writing/shapes, specular your shininess, and normal is for raised areas. If nobody else chimes in you can dissect the maps from an official vehicle to figure out the layers question.