You open the uv-map in paint.net/gimp/whatever and select the black 'background', copy this in a new file so the bodyparts are white/transparent. Then you draw a cool and good skin on those white spots. you save it as a DDS file (see wiki indeed), make a jbeam for it. for instance: Code: "pessima_skin_procar_c": { "information":{ "authors":"Blijo", "name":"Procar Decals 3", "value":1300, }, "slotType" : "paint_design", "skinName" : "procar_c", }, then you make a matching materials file for it, that will look like this: Code: singleton Material("pessima.skin.procar_c") { mapTo = "pessima.skin.procar_c"; overlayMap[2] = "vehicles/procar/procar_c.dds"; diffuseMap[2] = "vehicles/pessima/pessima_c_alt.dds"; specularMap[2] = "vehicles/pessima/pessima_s_alt.dds"; normalMap[2] = "vehicles/pessima/pessima_n_alt.dds"; diffuseMap[1] = "vehicles/pessima/pessima_d_alt.dds"; specularMap[1] = "vehicles/pessima/pessima_s_alt.dds"; normalMap[1] = "vehicles/pessima/pessima_n_alt.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/pessima/pessima_s_alt.dds"; normalMap[0] = "vehicles/pessima/pessima_n_alt.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"; }; you put this in a folder (name)/vehicles/(vehicle of choice)/(other name) and zip it so you have name.zip with the folders vehicles/(vehicle of choice)/(other name) in it. and you put that zip in your mods folder
oy, gonna make one --- Post updated --- It's a rather quick and simple video but this shows you everything I do to make a skin