Somehow the interior slot wont show up ingame. can anyone tell me what i did wrong? Also , is it possible to change gauges through the interior skin slot? (that's what i tried here too) jbeam : Code: { "sbr_skin_interior_nomi": { "information":{ "authors":"BeamNG", "name":"NOMI Interior", "value":800, }, "slotType" : "skin_interior", "skinName" : "nomi", } } materials.cs : Code: singleton Material("sbr_interior.skin_interior.nomi") { mapTo = "sbr_interior.skin_interior.nomi"; normalMap[0] = "vehicles/sbr/sbr_interior_n.dds"; diffuseMap[0] = "vehicles/sbr/sbr_interior_d.dds"; specularMap[0] = "vehicles/sbr/sbr_interior_s.dds"; diffuseColor[0] = "1 1 1 1"; specularPower[0] = "32"; useAnisotropic[0] = "1"; castShadows = "1"; translucent = "0"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; cubemap = "global_cubemap_metalblurred"; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; singleton Material("sbr_seats.skin_interior.nomi") { mapTo = "sbr_seats.skin_interior.nomi"; normalMap[0] = "vehicles/sbr/vmsbr/sbr_seats_n_nomi.dds"; diffuseMap[0] = "vehicles/sbr/vmsbr/sbr_seats_d_nomi.dds"; specularMap[0] = "vehicles/sbr/sbr_seats_s.dds"; diffuseColor[0] = "1 1 1 1"; specularPower[0] = "32"; useAnisotropic[0] = "1"; castShadows = "1"; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; singleton Material("sbr_gauges.skin_interior.nomi") { mapTo = "sbr_gauges.skin_interior.nomi"; diffuseMap[0] = "vehicles/sbr/vmsbr/sbr_gauges_d_nomi.dds"; specularMap[0] = "vehicles/sbr/sbr_gauges_s.dds"; normalMap[0] = "vehicles/sbr/sbr_gauges_n.dds"; diffuseColor[0] = "1 1 1 1"; specularPower[0] = "32"; pixelSpecular[0] = "1"; useAnisotropic[0] = "1"; materialTag0 = "beamng"; materialTag1 = "vehicle"; cubemap = "global_cubemap_metalblurred"; }; singleton Material(sbr_gauges_on.skin_interior.nomi) { mapTo = "sbr_gauges_on.skin_interior.nomi"; diffuseMap[1] = "vehicles/sbr/vmsbr/sbr_gauges_g_nomi.dds"; specularMap[1] = "vehicles/sbr/sbr_gauges_s.dds"; normalMap[1] = "vehicles/sbr/sbr_gauges_n.dds"; diffuseMap[0] = "vehicles/sbr/vmsbr/sbr_gauges_d_nomi.dds"; specularMap[0] = "vehicles/sbr/sbr_gauges_s.dds"; normalMap[0] = "vehicles/sbr/sbr_gauges_n.dds"; diffuseColor[0] = "1 1 1 1"; specularPower[0] = "32"; specularPower[1] = "32"; pixelSpecular[0] = "1"; useAnisotropic[0] = "1"; materialTag0 = "beamng"; materialTag1 = "vehicle"; cubemap = "global_cubemap_metalblurred"; emissive[1] = "1"; diffuseColor[1] = "1 1 1 0.8"; useAnisotropic[1] = "1"; }; no , i don't have mods installed. --- Post updated --- 2nd question ; where are the jbeam lines for the sbr gauges? Can't find them anywhere. On the etk i find them directly. But on the sbr its kinda difficult. Would also be great if anybody can help me with telling me where they're located or just paste them here
Personnaly, i don't think it exits, because there isn't one in the game I suggest to wait for the dev to update ?
if you can copy the section but rename it to your skin (I think it will be a nomi and carefully rewrite excaly the name of the file on the first and second line, and you adjust all the normal and diffuse map, shadows etc, it should appear in the game , automatically creating a slot but without a name, and the if you want to add one, you can go in the slot file and rename it. (I don't think sbr_seats.skin_interior.nomi is a name file, because .nomi should not be a file type --- Post updated --- (And great and good job for you mod! ) @NinetyNine!
That's what i did (with the interior stuff) , but its still not working at all. - Does anybody know where i can find the jbeam lines for the gauges ? So i could seperate them.
The SBR4 doesn't have a skin_interior slot. You'll have to edit sbr.jbeam and add it (for now). I'll add one to the car for the next update.
Wait, you have to edit the jbeam of the car, so basically your changing the car without an option to remove the interior color (or in Ninetynine's case, the gauges)