As far as I am aware "emissiveFactor" changes the light color that highlights the ground correct? I've changed the emissiveFactor and diffuseColor of a light bar to extremes of various color to see if I could manage any other color other than white to no avail. If there is more to it other than those two values I am unawares. any help would be appreciated please, and thank you. here is the code in which the changes are being made. "material_31_mi_gaugecustom1_inst_a60cf_on": { "name": "material_31_mi_gaugecustom1_inst_a60cf_on", "class": "Material", "mapTo": "material_31_mi_gaugecustom1_inst_a60cf_on", "Stages": [ { "normalMap": "camso_col_0xff8080ff.dds", "normalMapStrength": 1, "opacityFactor": 1, "diffuseColor": [ 0.25, 0.69, 0.69, 1 ], "roughnessFactor": 0, "metallicFactor": 0, "emissiveFactor": [ 0.25, 0.69, 0.69 ], "glow": true }, { }, { }, { } ], "alphaRef": 84, "alphaTest": true, "translucent": true, "translucentBlendOp": "PreMulAlpha", "translucentZWrite": false, "castShadows": false, "translucentRecvShadows": true, "dynamicCubemap": true, "activeLayers": 1, "materialTag0": "beamng", "order_simset": 0, "version": 1.5 }, Edit: This DOES change the base color of the element but does nothing to the actual bloom light. the light which is given off of the element is white eternally no matter how dark or light the two values in bold are defined.