dupe the existing dirt material but give it a new blue-tinted diffuse. I don't think that file has a color set in the .cs file, if it does you can just change the R G B values there.
ok, so i got the hang of it by editing rocky dirt and saved it to my map. its a much darker brown now. so to duplicate that, do i just need to copy and paste the overlay and rename it? what lines do i need in the material file
ok, so i made new paints on based on dirt. however, they act like concrete. how do i fix. i just copied dirt and never changed anything
There's a better way than this one I'll tell you but this is quick fix: name it 'rockydirt' 'dirt' 'sand' 'rock' 'rock2' etc something like that, one of the names which you haven't used yet and don't intend to use. Also, you could merely create a blue (or any color) overlay using decals or decal roads, and if it has no 'normal' file defined in texture, it'll use the one from the texture on the terrain or any other decal or decal road, underneath. Things default to asphalt, and I know there's a terrain materials definition file inside the game engine, that defines surface traction and the particle effects colors, but I don't know how to insert it into the levels folder with the map to make the game find it or pick it up when the map loads. I'd like to know that one myself, i think it's called a 'ground model' file. Maybe @Nadeox1 could clue us in on this or ask someone who knows? I had been meaning to ask this myself.
Decals disappear over distance and are a pain to deal with. I dont see why game cant recognize 2 different colors of dirt and both be dirt. I had to make 5 new ‘dirt’ ground models inside my gameengine for all my colors to act like dirt.
Decal fade-out distance is set in the decal itself, fyi, per-decal. So basically what you're saying is dirt, dirt2, dirt3, dirt4, and so-forth, will all act like dirt just like grass, grass2 act like grass, because it has 'dirt' or 'grass' as part of the name? Plot twist: So that's what a telephone looks like now? Wow! That's a far cry from what we used in the 80s and 90s. Sorry, we needed a plot twist, we were losing viewers left and right here, gotta keep the ratings up or they'll lock the thread on us
Grass 1 and Grass 2 work because there are two different grasses in the groundmodel.json inside the gameengine.zip. There is only 1 dirt and I created 5 new colors of dirt. Blue, Purple, Orange, Red, Green. To get the colored dirts to drive like dirt. I had to go in to he groundmodel.json. Copy the original ‘dirt’ ground model 5 times, name each Dirt1, Dirt2, Dirt 3, Dirt4, Dirt5 accordingly to the colors above iny terrain material.cs. No one else in beam has those in there but me, my game is now different because of it. If i was to send you my map. The colors would be asphalt. Yet for me, dirt.
Does the game respond to adding in the groundmodel.json file to the map folder (this should be able to be done if code does not allow currently, this should be changed!).
I would say no as that is the build of the game. Otherwise people would he able to just switch around whatever they wanted this is my groundmodel.json, a core file that i had to change because the same terrain model is not able to be read more than once, which i believe to be dumb
Undo whatever you did. You should never edit anything inside the gameengine.zip. What you have to do is simply this: Go to the 'terrains' folder of your level (it would have one if it's based on an official level) and open the materials.cs. You would see a material each ground type your terrain can use: The internalName part tells the game which groundmodel to use (the one above would act as grass for example) Simply create one material and give it the internalName that correspond to dirt You can find a full list of internalNames in gameengine.zip/art/groundmodels.json (look at that aliases or collisionType part, you can use one of those names) In the example above, if I use 'dirt_grass' or 'derby_dirt' the terrain will act as 'DIRT'. If I use 'DIRT_DUSTY' it will act as 'DIRT_DUSTY' (as the name suggests, a version of dirt that leaves puff of smoke behind the vehicle) Save your materials.cs and test if it i works (you may need to paint the terrain accordingly again. If it works fine (it should, not reason not to), simply duplicate that section: (In the example above, 1 and 2 are literally the same) Simply change the textures in 2 and it will act as DIRT but with different textures. Do the same for how many different 'ground types' with same 'DIRT' groundmodel but different textures you need.
Thats what I tried the first time with no luck. Ill try it again I guess. same issue as before, all dirts that are titled dirt, are blue like the first one labled dirt is. MY UNDERSTANDING of this is that the game can only read one type of ground name at a time or it will default to whichever overlay had it first. So i cant use 5 different color variations of rockydirt with it labeled dirt all being internal name of dirt, WITHOUT CHANGING THE TEXTURES? because i only need my colored rocky dirt overlays with utah dirt textures. thats it, i have 5 colors that i want to act like dirt and no way to do it based on your explantionsother than to change game engine files so each terrain has its own dirt named groundmodel since my game at least differ from the 5 variants,