This skin is in the parts list, but nothing changes when I select it. I couldn't find any tutorial on making skins for mod cars, so it might be a problem with the UV that I'm missing Code: "firebird_skin_transam": { "information":{ "authors":"ehhi47", "name":"Trans Am", "value":120, } "slotType" : "paint_design", "globalSkin" : "transam", }
This is the material slot for the skin Code: singleton Material("firebird.skin.transam") { mapTo = "firebird.skin.transam"; colorPaletteMap[2] = "vehicles/firebird/firebird_skin_transam_uv1.dds"; diffuseMap[2] = "vehicles/firebird/firebird_c.dds"; specularMap[2] = "vehicles/firebird/firebird_s.png"; normalMap[2] = "vehicles/firebird/firebird_n.png"; diffuseMap[1] = "vehicles/firebird/firebird_d.png"; specularMap[1] = "vehicles/firebird/firebird_s.png"; normalMap[1] = "vehicles/firebird/firebird_n.png"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/firebird/firebird_n.png"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "32"; pixelSpecular[1] = "1"; specularPower[1] = "128"; pixelSpecular[1] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[2] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; specular[0] = "0.2 0.2 0.2 1"; specular[1] = "0.2 0.2 0.2 1"; specular[2] = "0.2 0.2 0.2 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"; }; --- Post updated --- The car is my own mod, but I don't know how to make this car support skins, if that's the problem
I unwrapped the parts of the body that show up in a skin, baked them in a single image, "firebird_skin_transam_uv1.dds" which I think would be the UV. Then I put the colorpalette over it