I'm working on converting some of my configuration pack's skins to use the multi-color system, but I've run into a weird problem. Not only this, but it changes colors from the 3 selections. Here are the files: etk800_skin_politie_palette_uv1.dds etk800_skin_politie.dds materials.cs Code: singleton Material("etk800.skin.politie") { mapTo = "etk800.skin.politie"; colorPaletteMap[2] = "vehicles/etk800/etk800_skin_politie_palette_uv1.dds"; overlayMap[2] = "vehicles/etk800/skins/etk800_skin_politie.dds"; diffuseMap[2] = "vehicles/etk800/etk800_c.dds"; specularMap[2] = "vehicles/etk800/etk800_s.dds"; normalMap[2] = "vehicles/etk800/etk800_n.dds"; diffuseMap[1] = "vehicles/etk800/etk800_d.dds"; specularMap[1] = "vehicles/etk800/etk800_s.dds"; normalMap[1] = "vehicles/etk800/etk800_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/etk800/etk800_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"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; instanceDiffuse[2] = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; Thanks for the help --- Post updated --- Nevermind, forgot that the palette skin is in the skins folder, not the etk800 folder. Anyways, is there a way to make the colors brighter?
You can make them brighter by removing their associated dark colored stripes in your etk800_skin_politie.dds file. (By remove, I mean turn them white)