Hello, im trying to replicate the taped up headlights that old racecars had and im very new to modding in Beam so i know literally nothing, my guess is to make a new headlight "skin" and i managed to get the headlight slots into the game but nothing is visually different on the car (btw im doing it on the piccolina). So far i edited the headlights .json file and edited the .dds by just painting the X on the headlight. (im trying to replicate something like this.)
I don't have that much time to explain everything to you from the beginning. Try to study the topic at least a little before asking on the forum.
a bit rude but ok anyway, it's been a while since i've done glass skinning, but any material can be skinned. the only difference is they don't have dedicated 2nd uv layers. Code: "pessima.skin.test" : { "name" : "pessima.skin.test", "mapTo" : "pessima.skin.test", for example will specifically remap the 'pessima' material, the rest that follows is just standard material code. you can also do the same thing with glass. Code: "pessima_glass.skin.test": { "name": "pessima_glass.skin.test", "mapTo": "pessima_glass.skin.test", since they both use the "test" name, they will both load with the same skin. i assume (again, been a while since ive done glass) you need to make new maps with the appropriate modifications Code: "baseColorMap": "vehicles/pessima/pessima_glass_b.color.png", <<these "metallicFactor": 1, "metallicMap": "/vehicles/pessima/pessima_glass_m.data.png",<<these "normalMap": "/vehicles/pessima/pessima_glass_nm.normal.png",<<these "opacityMap": "/vehicles/pessima/pessima_glass_o.data.png", <<these "pixelSpecular": true, "roughnessFactor": 0.686999977, "roughnessMap": "/vehicles/pessima/pessima_glass_r.data.png"<<these
It is wrong to use just "skin" (if it's not a paint design), try "skin_glass" or something. Spoiler: Documentation BeamNG has a very useful material editor. P.S. I hope I helped you
you are correct there. i had mindlessly read and assumed that they were trying to pair it with a livery, but yes, if you create a design slot under the headlight you should change .skin. to something else. i did try merging the design and jbeam process into one file (so that i wouldn't have to have a separate slot for sticker and sticker designs, and instead just have all the options under a single sticker designs slot), but i recall having issues with that for some reason. i did this with changeable window stickers before. the naming is a bit messy, but here's the appropriate materials lines and the jbeam i used. Code: "foxa_decal_windshield.skin_foxawsdecal.toms": { "name": "foxa_decal_windshield.skin_foxawsdecal.toms", "mapTo": "foxa_decal_windshield.skin_foxawsdecal.toms", Code: { "foxa_windshield_decal_skin_toms": { "information":{ "authors":"BeamNG", "name":"Tom's Refurb", "value":15, }, "slotType" : "skin_foxawsdecal", "skinName" : "toms", }, } you could also make a model of X over the headlights, map it to a black material, and add it to a duplicated headlight jbeam with a different name and additional flexbody. that's what i've done before since i found it to be the easiest route.