For some mods that use textures rather than colors in Automation (like this one: https://steamcommunity.com/sharedfiles/filedetails/?id=2096167283&searchtext=rust) these textures aren't actually used in the BeamNG-exported car; instead these parts appear entirely white. For instance I made a beater version of a golf kart I'm working on, it looks like this in Automation: But in BeamNG all fixtures from that "rust" mod appear all white: After lookin at the BeamNG-exported car's .zip file I saw that the rust textures are in fact also there, but as seen in the screenshot above the textures aren't actually used. Is there any way to "fix" it so that it actually uses the textures like it should? Or maybe if doing that is not possible/too difficult, instead make the white parts appear as another color, e.g. brown? (since if these parts are solid brown it still doesn't look as good as it would with proper textures of course, but still a lot better than when they're all white). I've attached the BeamNG-exported car's .zip file as well if that helps.
well decals and stuff for automation is very iffy. this most likely happens because of the mod in automation. if you try other decals they show up fine.
Yes, I know it happens because of this particular mod (and a couple of others too), and I therefore also asked the mod's creator but he didn't know how to fix it. That's why I was wondering if maybe someone on the BeamNG forums knows of a possible fix that can be done by editing the BeamNG car's files instead, since fixing it on the Automation mod's end isn't a possibility.
To fix this issue, you need to assign the fixture material into a paint that looks similar as the rust you have in Automation.