decided to play around with the new hatch uv system I like how you can select each polygon so you can get accurate striping.
I don't feel like making a thread anymore but I need help. I set up the material file and as you can see and I've selected the right materials but the wheels are just chromed. What's wrong? And since I have a texture file in mods>vehicles>barstow, do I have to include all the Barstow's textures in the texture file? When I named the material file any other than "materials", the wheel had no texture and when I named it "materials", the rest of the car didn't have any materials because there was only the wheel's textures inside the material file.
Put it in a new folder inside mods\vehicles\barstow. So the materials.cs, textures, and .dae should be in mods\vehicles\barstow\mynewwheels, or something. Make sure the material in the materials.cs is pointing to the correct textures, and doesn't have any folder paths in it, just the texture name. The materials.cs only needs the material for your wheels. If you put it in a new folder inside \barstow\, it won't overwrite anything and will work fine.
Got them working fine now but need to work on the textures. Also I don't really like the offset on the rear wheels.
I've been trying to make the wheels shine without success. I've copied the materials from a couple other wheels but the wheel is still matte. What's wrong? And I don't feel like making a thread for this again.
But hey, it doesnt look bad! Just looks like a matte paint wheel. Sorry that i can't help... Just say that it looks not bad.
to have chrome, or reflections in general you need to have 3 layers of textures including a _c set up properly, like on main official vehicle material. At least that is how i get it, would be neat to know a simpler solution.
I've not done anything with texturing, but "specularMap[0] = null.dds" looks wrong to me. Shouldn't that be pointing to your main specular map?
But the Barstow's and Moonhawk's hubcaps only have 2 layers of textures. I tried copying the materials from the Barstow's hubcap (except normal-, specular- and diffusemaps) but it still didn't work. I tried changing the place of the layer 0 and layer 1 but it turned the whole wheel white. If I put the same textures to both layers, nothing changes.
diffuseMap[2] = "<tex>_c.dds"; specularMap[2] = "<tex>_s.dds"; normalMap[2] = "<tex>_n.dds"; diffuseMap[1] = "<tex>_d.dds"; specularMap[1] = "<tex>_s.dds"; normalMap[1] = "<tex>_n.dds"; diffuseMap[0] = "null.dds"; specularMap[0] = "null.dds"; normalMap[0] = "<tex>_n.dds"; This is how reflective materials with official cars are setup on main materials. Of course I am working on a old version, things might've moved on by now. When you assign the textures like this, the color changer on diffuseMap[2] will be linked with the ingame car color selector, if it is enabled, otherwise you can set it to a color (and alpha) in the editor and it will have reflections as set. Again, I'm working with a old game version and i am not really good at explaining things anyway, so it would probably be useful if a dev explained it properly.
Oh, didn't even think about that. It isn't as simple as it was in RoR. Well, I think that's all I need to know, so all I have to do is remake the textures anymore.
As I also keep having problems with this, I decided to take this "tutorial" and try it. Sadly, I'm already stuck at the part of getting it non-shiny. I have this folder layout: mods/vehicles/1994_Honda_Civic/civic In the 1994_Honda_Civic folder I have all the jbeam, pc and so on files, in the civic one the textures, material.cs and .dae. One material somehow works, the others don't.
this is NOT wheel swap. i put the pickup offroad suspension onto the barstow. still heavy wip. I have also put the front bumper on(not shown here)
Well, I've decided to start working on this again: I'm starting over, because it will be easier for me to work with the current version of the Roamer (0.4.3.0) instead of just modifying the old Roamer Sport (0.4.1.2). That means making everything all over again: the several body styles, the numerous tailgates, the '98 facelift, the tinted glass, the part swaps, and the Jbeams . My one consolation is that I have all of the original Roamer (Sport) parts for a reference, and by starting with the UVs already applied, it won't be much work to finish this body at all. I started this morning, here's my current progress: If you thought my first version was awesome (if you tried it out before I pulled it off the forums), then this one really will be dev-worthy when it's done.
Torque Thrusts done (except that there is a bug that the lug nuts look chromed from distance) Torque Thrust was actually an old model but I started to working on these yesterday
Progress on modeling + UVing the "pseudodoors" on the Roamer Sport : Also, I just measured the length of the body. This one is actually a couple of centimeters shorter than the first version of the Roamer Sport mod from August - September 2015.
Turns out Masa's N/B editor has a handly little scale function, so the R/C Covet might actually be a thing now!