Hey all, first post here because I'm at my whits end. I'm a programmer by trade and I really enjoy reverse engineering things to figure them out. Trying to do this with BeamNG mods has been a nightmare. I've been reading what I can on the wiki, but I can't seem to get anything to work. So, I decided to try something super simple. I am making a cube, with a texture. What I have done so far: Make a default cube in Blender (1/1/1m) and name it `test` Add a material to it called `test_material` Switch to UV Editing, make a texture called `test_texture` Change my materials base color to an Image Texture pointing to `test_texture` Export (using plugin) jbeam. Export collada and texture In Blender the cube looks exactly as I would expect: The collision and nodes are working in game, but the object is invisible: I would like to use materials 1.5, but I couldn't get the `main.materials.js` to work. Here is what I tried: Code: { "test" : { "name" : "test_material", "class" : "Material", "mapTo" : "test_material", "persistentId" : "e4371f2e-85d7-4247-b161-e0b746a9c246", "Stages": [ { "baseColorMap": "vehicles/test/test_texture.png", "metallicFactor": 0, "roughnessFactor": 1, "useAnisotropic": true }, ], "dynamicCubemap": true, "materialTag0": "beamng", "materialTag1": "object", "order_simset": 0, "version": 1.5 } } I also tried a `materials.cs`: Code: singleton Material(test_material) { mapTo = "test_material"; diffuseMap[0] = "test_texture.png"; specularPower[0] = "15"; useAnisotropic[0] = "1"; castShadows = "1"; translucent = "0"; alphaTest = "0"; alphaRef = "0"; }; Any insight on what I'm doing wrong would be greatly appreciated. Honestly I don't even want to worry about texture's right now. I would really be fine with a solid color that I can edit in game (ie car paint color). I'm not sure if I can do that without a texture image though. Please let me know. Thanks!
Well, I think part of it was that I was missing the `flexbodies` tag. It worked for my cube, and for my more complicated project. Next question is then, how do I do a solid color without a png texture file? Is that possible?
Hello there, this looks rather similar to the problem I had described in this thread... https://www.beamng.com/threads/how-to-create-a-map-backdrop.95767/page-2 BeamNG wants for some reason this setup in blender, otherwise the materials are just invisible: Afaik you need to set it up like this in blender: name your original Cube "test_a50" and then duplicate it, name the other "test_a500", the numbers refer to the Lod distance of the object. But for the sake of testing it does not really matter, just take random numers between 1 and 500. As long as you do not have a duplicate and both called xxxx_NUMBER like "test_a150" and "test_a300", the object will show up invisible in BeamNG. I don´t know why that is. ...and I´ve been using this template someone created for BeamNG. I don´t know if its necessary to use it because I have very little knowledge of blender but it worked for me.