Unsolved how do i make a part paintable?

Discussion in 'Mod Support' started by Vinh, Apr 13, 2020.

  1. Vinh

    Vinh
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    Nov 15, 2015
    Messages:
    2,975
    As it says in the title, i'm working on a mod, and i can't figure out how to make it work with the color changer, please help?
     
  2. i.want.to.mod

    i.want.to.mod
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    Joined:
    Jul 11, 2019
    Messages:
    195
    you need this line of code:


    singleton Material(Paint)
    {
    mapTo = "Paint";
    diffuseMap[0] = "vehicles/common/null.dds";
    specularMap[0] = "vehicles/common/null.dds";
    diffuseMap[1] = "vehicles/common/null.dds";
    specularMap[1] = "vehicles/common/null.dds";
    diffuseColor[0] = "0.8 0.8 0.8 1";
    diffuseColor[1] = "0.9 0.9 0.9 0.6";
    specularPower[0] = "16";
    specularPower[1] = "16";
    useAnisotropic[0] = "1";
    useAnisotropic[1] = "1";
    castShadows = "1";
    translucent = "1";
    translucentBlendOp = "None";
    alphaTest = "1";
    alphaRef = "0";
    beamngDiffuseColorSlot = 1;
    doubleSided = "1";
    dynamicCubemap = true;
    instanceDiffuse[1] = true;
    };



    Just change the name "Paint" to whatever the material name is in blender.
     
  3. BrynCoops

    BrynCoops
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    Joined:
    Dec 13, 2015
    Messages:
    714
    It's been 12 days since you posted, so you might have solved this problem already but if not then -
    Do you have a colour map?
    Typically you'd have diffuse, specular, normal, and colour.
    Where the colour map is on the third layer.
    Screenshot92_LI.jpg
    This example is using the main.materials.json format.
    Although the same applies to the .cs format as well - it's just written a little differently.
     
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