1. Stuck or having problems creating your mod?

Ibishu Covet Powerglow

Discussion in 'Mods and Skins' started by Dom_Wilsher, Mar 1, 2019.

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  1. Dom_Wilsher

    Dom_Wilsher
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    Joined:
    Mar 3, 2017
    Messages:
    1
    Can someone either send me a link to, or possibly create a Powerglow skin for the Ibishu Covet for use on the Lightrunner tracks? I know they might not be used much, but it's the vehicle closest to my IRL car (unless anyone has an old-style renault clio knocking about..?) so i use it a lot.

    thanks in advance!
     
  2. Captain. Adam

    Captain. Adam
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    Jan 31, 2017
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    I don't think there is a mod like that, but check out this https://www.beamng.com/resources/powerglow-effects.6354/ , the Covet might be included :).
    There is no need for that altitude, a quick search came up with that powerglow mod. Hopefully it contains what he needs.
     
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  3. Jota3214™

    Jota3214™
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    Joined:
    Jul 9, 2016
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    1,768
    He just asked something in a nice way, Jeez. You don't have to be such an asshole to him, thinking that you're the best at modding. (To Enjoy), anyways:

    Step 1:

    For making a skin, you can take the materials from an official car. Like the Covet for example.

    You need:

    - Paint.net/GIMP 2.0.
    - Notepad +.
    - Beam (obviously).

    So well yes as I said above, you can take the materials from an official car for making a skin, like this:
    singleton Material("sunburst.skin.custom")
    {
    mapTo = "sunburst.skin.custom";
    colorPaletteMap[2] = "vehicles/sunburst/sunburst_skin_custom_palette_uv1.dds";
    overlayMap[2] = "vehicles/sunburst/sunburst_skin_custom.dds";
    diffuseMap[2] = "vehicles/sunburst/sunburst_c.dds";
    specularMap[2] = "vehicles/sunburst/sunburst_s.dds";
    normalMap[2] = "vehicles/sunburst/sunburst_n.dds";
    diffuseMap[1] = "vehicles/sunburst/sunburst_d.dds";
    specularMap[1] = "vehicles/sunburst/sunburst_s.dds";
    normalMap[1] = "vehicles/sunburst/sunburst_n.dds";
    diffuseMap[0] = "vehicles/common/null.dds";
    specularMap[0] = "vehicles/common/null.dds";
    normalMap[0] = "vehicles/sunburst/sunburst_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";
    }; (Taken from the introduction to skin system wiki section, do not copy this!)

    Like that above. Anyways, you can use this as an example for the Powerglow effect. https://www.beamng.com/resources/powerglow-effects.6354/, you basically need Blender for this, and knowledge about Glowmaps, if you don't have that, you can use this little tutorial on the top answer:
    https://blender.stackexchange.com/questions/46382/how-can-i-make-a-part-of-a-texture-glow

    You can check this tutorial for more stuff about your first time touching skins:
    https://wiki.beamng.com/Introduction_to_skin_system
    That's the first step, the second step is the one above. Knowing about glowmaps, so well, you basically make the body glow and then you're kinda done I guess.

    I don't know if this will help really much but this will kinda work as a beginning tutorial for introducing you to the skin, jbeam, and glowmaps world.
     
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