Does anyone know why, as much as this damage that’s been done to the rear taillight they didn’t break?
Either that or there is no broken taillights texture and it just uses the same one for normal and broken ones
Many people got banned because they had alt accounts. As seen in forum rules I.4 "It's prohibited to create and use alternative accounts for any purpose." it IS a rule. source: wiki.beamng.com/Forum_Rules
i guess i have to delete it lol. well i will delete it when i have access to my school computer in school. either way thanks for telling me that because i dont wanna get banned and be hella confused.
This is not my post, this isThreeDTech21's. He explains how to make a broken glass texture, I'm not sure if you use it for lights I havn't tried it yet. You need a texture that the can be switched to when the glass get broken, currently there is no texture to switch to so BeamNG throws in the default "No Texture" texture below is an example of a jbeam that is doing texture switching. It is under the "flexbodies" section with some extra programming to allow it to switch on a node/beam change. Note the arrows and circle The "deformMaterialBase":"schoolbus_glass" This is the texture that is there when nothing has happened The "deformMaterialDamaged":"schoolbus_glass_dmg" This is the texture that will show up when the glass is broken. You will need a defined material that BeamNG can pull from to load the damged glass texture, it must be listed in your materials file (or pre-loaded from the commons file) Below is the texture in my materials file which list the damage texture.
Does anyone know how to make it capable of more power? it has drag parts but doesn't have the power to match