I haven't been able to solve this issue, I have redone model few times, but to no avail: That happens only on this left side, right side is constantly at shadows, kind of. I have tested different edge split angles, but that seems not to do anything really, I have set apply modifiers to export too, so it should work, so maybe it is not that either: So I'm guessing something is wrong with materials.cs after all materials.cs is something I don't understand at all or at least not much about it, but no matter how hard I look, I can't figure out what it even could be in here that could cause such oddity. Code: singleton Material(semi_offroad_fueltank) { mapTo = "semi_offroad_fueltank"; diffuseMap[1] = "vehicles/semi/semi_offroad_fueltank_fufsgfen/offroad_fuel_tank_texture_2048.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/common/null.dds"; diffuseMap[1] = "vehicles/semi/semi_offroad_fueltank_fufsgfen/offroad_fuel_tank_texture_2048.dds"; specularMap[1] = "vehicles/common/null.dds"; normalMap[1] = "vehicles/common/null.dds"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "32"; pixelSpecular[1] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; castShadows = "1"; translucent = "0"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; };
Hi, I don't claim to be an expert on textures by any means, and it works for you now, but looking at the original materials.cs you made the following mistake. Normally this is your first layer: normalMap [0] = %youractualnormalmap% specularMap [0]= null.dds diffuseMap [0]=null.dds You have omitted the diffuse on the first layer(you have accidentally put diffuseMap [1] twice, but that is for your second layer) And you put null.dds for normal map. Which is kind of wrong but for complicated reasons, won't make any difference. The fact that you haven't specified a genuine normal map means, the colour of it should be kind of dull/mattish. Unless I've got my textures knowledge completely muddled up you could in essence achieve the same effect you currently have with just these lines: diffuseMap [0]="your orange texture with warnings" specularMap [0]=null.dds And delete everything with index [1]
I just recently learned about those numbers being layers, so my current situation is quite different, I don't know how I got view from the orbit there, but there is something I haven't quite figured out about this stuff: How image that is equal on all angled sides can show up so differently on angled sides, it is quite weird, blender made just perfectly white specular map without shades of grey when I baked ambient occlusion as instructed by vehicle tutorial, so I painted myself instead and certainly nothing good came out of it, downscaled to 512 for viewing: Code: singleton Material(semi_offroad_fueltank) { mapTo = "semi_offroad_fueltank"; diffuseMap[0] = "vehicles/semi/semi_offroad_fueltank_fufsgfen/offroad_fuel_tank_texture_2048.dds"; specularMap[0] = "vehicles/semi/semi_offroad_fueltank_fufsgfen/offroad_fuel_tank_texture_2048_s.dds"; normalMap[0] = "vehicles/semi/semi_offroad_fueltank_fufsgfen/offroad_fuel_tank_texture_2048_n.dds"; specularPower[0] = "12"; pixelSpecular[0] = "1"; diffuseColor[0] = "1 1 1 1"; useAnisotropic[0] = "1"; castShadows = "1"; translucent = "0"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; I made normal map with gimp, it is horrible most likely, also down scaled to 512 for viewing: So I kinda put it on hold until I learn and understand better or find better information, I do numbers, not graphics, so graphics stuff is kinda hard when I have no idea what I'm doing and as methods and tools are all unknown it is kinda difficult to get good results. Then one would have to have some talent too, fear not I don't have such
Try it this way: singleton Material(semi_offroad_fueltank) { diffuseMap[1] = "vehicles/semi/semi_offroad_fueltank_fufsgfen/offroad_fuel_tank_texture_2048.dds"; specularMap[1] = "vehicles/semi/semi_offroad_fueltank_fufsgfen/offroad_fuel_tank_texture_2048_s.dds"; normalMap[1] = "vehicles/semi/semi_offroad_fueltank_fufsgfen/offroad_fuel_tank_texture_2048_n.dds"; specularPower[1] = "128"; pixelSpecular[1] = "1"; diffuseColor[1] = "1 1 1 1"; useAnisotropic[1] = "1"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/semi/semi_offroad_fueltank_fufsgfen/offroad_fuel_tank_texture_2048_n.dds"; specularPower[0] = "32"; pixelSpecular[0] = "1"; diffuseColor[0] = "1 1 1 1"; useAnisotropic[0] = "1"; castShadows = "1"; translucent = "0"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; } --- Post updated --- This is a long tutorial on the subject but it's really, really worth reading. http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html