Solved hatch Okudai bumper on etki, materials/textures??

Discussion in 'Mod Support' started by Taza, Nov 29, 2016.

  1. Taza

    Taza
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    I tried to get the Okudai front bumber to work with etk i-series and sort of succeeded but it doesn't have the materials set up right. I did read the wiki on everything I thought was related to this but guess what I have no idea what any of it means. I guess I need a materials.cs file? If I spawn the custom covet and then reload etki with ctrl+r it works. That's one small step for modders, one giant leap for me.
    Works fine with covet:
    screenshot_00160.png
    But otherwise looks like this:
    screenshot_00156.png
    Don't worry the jbeam (and maybe model too) is still wip. If you try to use the bumper please remove fenders first as it's supposed to be used with "cut" versions.
     
    #1 Taza, Nov 29, 2016
    Last edited: Nov 29, 2016
  2. meywue

    meywue
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    Hey,

    You are absolutely right!



    As you can see the bumper is using the hatch material, that's why it's working while you have the hatch in game. So you have to create a materials.cs which has a material mapped to hatch.

    Code:
    singleton Material(hatch)
    {
        mapTo = "hatch";
        diffuseMap[2] = "vehicles/hatch/hatch_c.dds";
        specularMap[2] = "vehicles/hatch/hatch_s.dds";
        normalMap[2] = "vehicles/hatch/hatch_n.dds";
        diffuseMap[1] = "vehicles/hatch/hatch_d.dds";
        specularMap[1] = "vehicles/hatch/hatch_s.dds";
        normalMap[1] = "vehicles/hatch/hatch_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/hatch/hatch_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "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";
    };
    In the first instance you can copy/paste hatch's materials.cs file and get rid of all the other materials. Further you can adjust the stuff as you like.



    A proper solution would be to change the material in a 3d application and thus change the materials.cs file accordingly.
     

    Attached Files:

  3. Taza

    Taza
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    Actually I tried that before and I downloaded that materials.cs it didn't work. Why? I had all those 3 files in vehicles/etki/drift_parts. Now that I saw you get it working I thought it must be something else and the only thing that came to mind was moving these files into vehicles/etki. It works. Awesome. Thank you.

    One more question(s), should I rename the material on both lines 1 and 3 in materials.cs? Do they have to be identical? And line 3 should be similar with the material in blender right?
     
  4. meywue

    meywue
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    BeamNG Team

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    They don't need to be identical but should be unique. The name in the first line is 'just' the name of the object and can be whatever you want but must not contain special characters etc.

    Correct, the name in line 3 must be the same as the blender material name.
     
    • Like Like x 1
  5. Taza

    Taza
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    Thank you!:)
     
  6. Justy4WDTURBO

    Justy4WDTURBO
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    Holy shit, that bumper actually looks awesome on the ETKI!
     
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