I got in the mood to do custom adds for the taxi, so I went to establish the material.cs file after doing a texture. However, I ended up encountering issues like this. Does anyone know what's doing this? What can I do to prevent the material.cs file I set up from screwing up the program? I know it's the material.cs file that I worked on, because after I changed its file type, everything went back to normal.
Make sure your materials.cs only contains your new materials and that it's in a location that doesn't already have a materials.cs file.
It does only contain the materials I made. However, I set its destination as BeamNG.Drive/vehicles/common. Is this what's doing it? Is it overriding the original material.cs file in the Steam files?
I rerouted the destination as BeamNG.Drive/vehicles/common/adcarrier. --- Post updated --- I found out it required a jbeam like all the rest, so I did a jbeam. But when I went to load it in, it broke the program, saying that adcarrier_ad_n.dds is missing, but I found it in the Steam files. I can't figure this stuff out.
To be really sure to never overwrite or conflict with an other mod , i suggest you to give a more unique name to this folder, exemple : " MisterKenneth_Adcarrier " , (BeamNG.Drive/vehicles/common/MisterKenneth_Adcarrier) on this folder you should have three files : your image file in dds format (here i've named it "adcarrier_MisterKenneth_Ads.dds") your materials.cs file : Code: singleton Material("adcarrier_ad.skin_taxi_ad.MisterKenneth_Ads") { mapTo = "adcarrier_ad.skin_taxi_ad.MisterKenneth_Ads"; diffuseMap[1] = "vehicles/common/MisterKenneth_Adcarrier/adcarrier_MisterKenneth_Ads.dds"; specularMap[1] = "vehicles/common/adcarrier_ad_s.dds"; normalMap[1] = "vehicles/common/adcarrier_ad_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/common/adcarrier_ad_n.dds"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "32"; pixelSpecular[1] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; a new jbeam file, exemple: " MisterKenneth_taxi_ads.jbeam " Code: { "taxi_ad_MisterKenneth_Ads": { "information":{ "authors":"MisterKenneth", "name":"MisterKenneth_Ads", "value":10, }, "slotType" : "skin_taxi_ad", "globalSkin" : "MisterKenneth_Ads", }, } I've made a sample mod linked here :
I found out it required a jbeam like all the rest, so I did a jbeam. But when I went to load it in, it broke the program, saying that adcarrier_ad_n.dds is missing, but I found it in the Steam files. I can't figure this stuff out. I appreciate the assistance, Synsol. I feel like an idiot now, because I put the jbeam for the advertisement in the wrong place. Instead of the fullsize folder, I kept it in the common folder. But, how did it end up being an available option for the Grand Marshal if I didn't put it in its directory?
The Jbeam file must be on Grand Marshal (fullsize) directory, this way it became an option on roof accessory / addcarrier , you can check the file i've linked on my post
I saw that. But here's something else I noticed. With your material.cs sample, you included a lot of vehicles/common stuff. I didn't include that. Did that break my game?
You got a point there. Now, will it be okay if I keep your sample and use it for future references in case I get stuck again?
jbeams in the common folder are available to all cars. If the slotType matches a slot on a vehicle, it shows as an option.
No problem ! Sure you are right , this also permit to offer this ads for other future mods taxi for example