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Adding textures

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by falefee, Oct 5, 2017.

  1. falefee

    falefee
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    Trying to add textures to this model from Burnout Paradise. I can't seem to figure out how to add a texture, such as an advertisement, to a specific part of this model. Blender only selects parts I don't need.

    I don't really know how to word this lol.

     
  2. falefee

    falefee
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    It seems to be that when I import this model into a program (I'm using CINEMA 4D), the textures are already set. But when imported to BeamNG it's just a No Material mess.
     
  3. STICH666

    STICH666
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    Did you ever solve this? I'm having the same problem.
     
  4. falefee

    falefee
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    Well, yes technically. I ended up getting the textures mapped properly, but I'm sure for someone new this would happen too.

    But to honor lord Nadeox, USE BLENDER!
     
  5. STICH666

    STICH666
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    That's the problem lol. I am using blender.
     
  6. psy_lo

    psy_lo
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  7. fufsgfen

    fufsgfen
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    Name material, name object and both orange and grey object triangle has to be named, see picture:
    upload_2018-1-10_14-26-31.png

    Then use that material name in materials.cs to map material to texture you want to use.

    That is how I understand it, but I don't know any of the more intelligent stuff, like different material types, normal maps etc. that is unknown areas to me. Also there probably are some naming conventions that would save a lot of effort at some point etc. but I don't know about such either.

    I guess Materials.cs overrides your texture for the object, so in Blender it is not yet defined what your texture will be, in materials.cs that texture is defined, but I'm still trying to get my head around this.

    So I did set my material name boost_gauge and in materials.cs I have singleton material called boost_gauge that maps my .dds texture to that, it works.

    First I was thinking about object name being important, but that is not so, object name is only used in flexmesh section to load the model, but in blender you do only connect material name to object and in materials.cs you set what texture to use for that material not for object.

    It's confusing.

    Update: One important thing, ctrl-r DOES NOT WORK! You have to exit from the map and then reload the map for changes to materials.cs to actually work. Just try to guess how many hours....
     
    #7 fufsgfen, Jan 10, 2018
    Last edited: Jan 10, 2018
  8. falefee

    falefee
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    Yeah, I just created the material for text w/ the help of Nadeox and it worked, not sure about textures tho.

    My way is much more different, I add textures in the materials.cs manually.
     
  9. fufsgfen

    fufsgfen
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    Oh yes, I do write into that materials.cs manually, but I setup materials and textures in Blender to see what I'm getting, then export mesh and indeed write manually materials.cs, that is only way I have got it working.
     
  10. falefee

    falefee
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    Similar here. The program I'm using to port automatically creates materials based on textures, and it helps a lot for me.
     
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