First of all, hi everybody, my name is Kevin and I'm from Spain. Since I played GTA San Andreas for the first time I wanted to start making my own models, and when I tried this game, I realize it was time for me to start. I've read all the guides on the WIKI, but, as I said, I don't know near-nothing to this kind of stuff. So, I had to learn to use Blender, and sometime later I ended up with my first mesh, a ducktail spoiler for the 200bx. Then I made the code for including it on the game on the coupe_trunk.jbeam. After a lot of work, I finally made a "well" working model. But then I wanted to texturize it, and, really, I've readen all the guide like a thousand times, but I can't get it right. I think I unwrapped all things ok, but I don't really know how to bake things like needed, and I can't get the normal maps and all that stuff right. Like I said, I 've readen the wiki page too many times, and tried my best for months until I got mad and left it for a weeks, then I returned. This happened like 10-12 times. I'm starting to get really mad with this until the point I wanted to delete all my work, but I think if I can get this done I will enjoy so much modeling things. So, I really need a step by step guide of how to do this, asumming I'm a complete noob with this stuff. On the wiki page, I noticed that they overlook at some things that may be no-brainer for who knows how to do it, but for me... It's overwhelming. Thank you all, and sorry for my bad english (^.^") Edit: Anyone knows why that orange stripes appeared on the middle of the spoiler? TY
Orange stripes often appear if you have N-gons (faces with more than 4 vertices), try and avoid using N-gons and simply make your mesh more detailed in parts. This should help with texturing: http://wiki.beamng.com/Introduction_to_Vehicle_Creation. Make sure your materials.cs is in a seperate folder in the mod so it doesn't overwrite the original materials for the 200bx and cause conflicts. Example "vehicles/coupe/ducktail/materials/materials.cs" where the "ducktail" folder is your main folder with the jbeam and dae inside and the "materials" folder has your materials.cs file inside.
First of all, thank you so much por anwser me. For the first time I'm really close to get this done. I managed to re-do all from my .dae file. The nodes and beams are all correct, if I press K during the game, the nodes and beams stay on their site until I crash, before some were acting like crazy xD I made a really simple texture baking from the mesh directly. This was How I do it, correct me if something is wrong: Bake normals from the mesh and convert it to .dds Bake a Ambient Occlusion on a black image and convert it to.dds I had to create a new material.cs file, but I had to copy the coupe materials and paste here all together, did I do it right or there's any option for only use my materials? When I tried to use only mines, all the car had missing textures in-game. The problem now is, with the new normal and diffuseMaps correctly done and exported do .dds, the spoiler got some parts without my texture... down there is a pic. The map attached is what I used as ducktail_c.dds, see what I meant? I think I'm starting to figure out how I had to do this, but I mess myself so badly with all the different texture maps, because I don't really know how they work. Thank you all and sorry for my bad english^^