Heyyy I'm trying to make a "Yugo" pessima. (cheap) So, I'm trying to add grey plastic bumpers. They work, but if you change the color of the car, it messes the bumpers up. Any ideas? http://media-cdn.beamng.com/zgAYwu2e3TxNqg2Q/screenshot_00011.jpg Edit: I didn't make a skin, i made my own custom bumpers.
you need to edit the colour layer (layer 2) such that the parts that you don't want painted are completely transparent
You can add the colorPaletteMap property to your material which acts like a mask. Usual pessima material with colorPaletteMap: Code: singleton Material(pessima) { mapTo = "pessima"; colorPaletteMap[2] = "vehicles/pessima/pessima_colorPalette_uv1.dds"; diffuseMap[2] = "vehicles/pessima/pessima_c.dds"; specularMap[2] = "vehicles/pessima/pessima_s.dds"; normalMap[2] = "vehicles/pessima/pessima_n.dds"; diffuseMap[1] = "vehicles/pessima/pessima_d.dds"; specularMap[1] = "vehicles/pessima/pessima_s.dds"; normalMap[1] = "vehicles/pessima/pessima_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/pessima/pessima_s.dds"; normalMap[0] = "vehicles/pessima/pessima_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"; }; Transparent parts do not get affected by color picker anymore then. Red parts by 1st, green parts by 2nd and blue parts by 3rd color picker. Bare in mind that you have to add either _uv0 or _uv1 to the filename of your color palette map to indicate which UV map you wanna use.