(Not sure where to post this, but I think this is the right place) I'm in the process of making a skin, I'd like for it to be colorable and not a solid color. I followed the guide, and when I get in game, the skin is the red, green, and blue that I colored it to be, so I could have it be colorable. Any way to fix this? Thanks all.
I think I'm having a deja vu here, but I can't find this comment to quote. Abuser, to make your skin colorable, you need to set the red-green-blue texture as palette color and not diffuse color in your material. Check how vanilla skins do it, you should get the idea.
When I did this, some parts did become colorable. The rest kinda, broke. I'll try resizing it, since it all wasn't in the right place. --- Post updated --- Seems to not work now. I don't know what I did the first time, but whatever I did, doesn't work now. I'm gonna see if it's even coded properly. --- Post updated --- Since I completely forgot to, here's some pictures of whats going on. 1st pic is what it looks like normally, with me trying to color it. 2nd is when I change layer 3 to a color pallet. 2 sections are colorable, but its all out of whack.
https://documentation.beamng.com/modding/materials/vehicle/skinsystem/skintutorial/ This should help. Also, there’s some tutorials on YT that are apparently good, but I used this one.
Please tell me that this message was AI generated. If the texture was fine the first time and you didn't change it, it should work. Make sure you also have this next to your palette line. Code: "colorPaletteMapUseUV": 1, Can you post your texture and material.json file?
Since I completely forgot to, here's some pictures of whats going on. 1st pic is what it looks like normally, with me trying to color it. 2nd is when I change layer 3 to a color pallet. 2 secti I put in the whole .zip file, since something could be wrong with everything. I reused basically everything from an idea that I had back in 2021. Also the file name is a temporary name
I've allowed myself to leave comments directly in the code here. Spoiler: pickup.jbeam Code: { "pickup_skin_MinorRot": { "information":{ "authors":"Goose Man", "name":"Minor Rot", "value":1, }, // missing comma here "slotType" : "paint_design", "globalSkin" : "MinorRot", }, } Spoiler: skin.materials.json Code: { "pickup.skin.MinorRot": { // note the use of dots here, yours was underscores, which is why the game didn't recognize it. "name": "pickup.skin.MinorRot", // watch out for those two as well "mapTo": "pickup.skin.MinorRot", // they should use the globalSkin variable, not some random strings "class": "Material", "persistentId": "", // idk what it does but I always keeping it empty prevents duplicates, which may (???) cause some issues "Stages": [ { "ambientOcclusionMap": "/vehicles/common/pickup/pickup_main_ao.data.png", // always double-check vanilla skins, this block was wrong (or not up-to-date) in the skin helper mod "baseColorMap": "/vehicles/common/pickup/pickup_main_b.color.png", "metallicMap": "/vehicles/common/pickup/pickup_main_m.data.png", "metallicFactor": 1, "normalMap": "vehicles/common/pickup/pickup_n.dds", "roughnessMap": "/vehicles/common/pickup/pickup_main_r.data.png", "useAnisotropic": true }, { "ambientOcclusionMap": "/vehicles/common/pickup/pickup_main_ao.data.png", // this block was wrong, just like the above "instanceDiffuse": true, "useAnisotropic": true, "colorPaletteMapUseUV": 1, "clearCoatFactor": 1, "clearCoatRoughnessFactor": 1, "metallicFactor": 1, "clearCoatMap": "/vehicles/common/pickup/pickup_main_cc.data.png", "normalMap": "/vehicles/common/pickup/pickup_n.dds", "opacityMap": "/vehicles/pickup/pickup_skin_o.data.png", "colorPaletteMap": "/vehicles/pickup/SKINNAME/pickup_skin_SKINNAME.color.dds" // this MUST be the path to your skin, othewrise it'll result in NO TEXTURE, obviously. }, {}, {} ], "activeLayers": 2, "dynamicCubemap": true, "materialTag0": "beamng", "materialTag1": "vehicle", "order_simset": 0, "version": 1.5 // this must be 1.5 for PBR materials, what even was 1.2? } } Also, it's a good idea to not use duplicate names such as pickup.jbeam (which is the main (!!!) jbeam file for D-Series), or skin.materials.json. And you don't need .cs files, they come from pre-PBR era. Last but not least, you should add .color before .dds (like I did above), so that Texture Cooker knows how to convert your PNGs into DDS. Your DDS texture was incompatible with the game, somehow, but after reconverting it, I got this:
Thanks a ton, I'm a bit of a newbie at Beamng skins, so does it really matter what I change the .jbeam and .json to? Also, I'm a bit confused by 'reconverting" the .dds, what exactly does that mean? I should also mention, the reason why the .dds isn't right is because I used GIMP, and GIMP sucks for .dds files.
Thank you a lot, part 2 lol. I figured it out, I forgot to change a couple things, leading me almost to make another comment. I have a few things to fix on my own, but I believe now it's solved. Thanks a ton, again. I'm a bit stumped, how do I make it so that the bits that aren't supposed to be body colored... not body colored? For instance, in the screencap, I have the chrome bumper, yet its still body colored.
Which is surprising, because it didn't happen with the one you sent above. Are you sure you are not overwriting some other materials?