ok, this is a bentley exp and i cant texture it for some reason. i wanna use materials.cs. dont worry about the rest of the car, i just want to get the glass and paint texture to work singleton Material(carpaint_#0B4425FF) { mapTo = "carpaint_#0B4425FF"; diffuseMap[2] = "vehicles/BENSpeed6/TXT/xingyue_c.dds"; specularMap[2] = "vehicles/BENSpeed6/TXT/xingyue_s.dds"; normalMap[2] = "vehicles/common/null_n.dds"; diffuseMap[1] = "vehicles/BENSpeed6/TXT/xingyue_d.dds"; specularMap[1] = "vehicles/BENSpeed6/TXT/xingyue_s.dds"; normalMap[1] = "vehicles/common/null_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/common/null_n.dds"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "32"; pixelSpecular[1] = "1"; specularPower[2] = "128"; pixelSpecular[2] = "1"; specularColor[0] = "1 1 1 1"; specularColor[1] = "1 1 1 1"; specularColor[2] = "1 1 1 1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; diffuseColor[2] = "1 1 1 1"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; useAnisotropic[2] = "1"; castShadows = "1"; translucent = "1"; doubleSided = "1"; invertBackFaceNormals = "1"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; instanceDiffuse[2] = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; singleton Material(gls_window_#FFFFFFFF) { mapTo = "gls_window_#FFFFFFFF"; reflectivityMap[0] = "vehicles/BENSpeed6/TXT/glass_base.dds"; diffuseMap[0] = "vehicles/BENSpeed6/TXT/glass_base_2.dds"; opacityMap[0] = "vehicles/BENSpeed6/TXT/glass_base.dds"; diffuseMap[1] = "vehicles/BENSpeed6/TXT/glass_base_2.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/common/null_n.dds"; diffuseColor[1] = "0.5 0.5 0.5 0.75"; specularPower[0] = "128"; pixelSpecular[0] = "1"; diffuseColor[0] = "1 1 1 1"; useAnisotropic[0] = "1"; castShadows = "0"; translucent = "1"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; };