Unsolved T Series Skinning Problems

Discussion in 'Mod Support' started by Mario64iscool2, Jun 1, 2019.

  1. Mario64iscool2

    Mario64iscool2
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    Joined:
    Mar 20, 2016
    Messages:
    124
    I have a skin that I'm trying to apply to the T Series. It's a Mario Skin for part of a skin pack. The console throws no errors and the truck remains unskinned. The skin shows in the Part Selector, yet with it applied, no visible differences are noticeable.

    materials.cs:
    singleton Material("semi.skin.mario")
    {
    mapTo = "semi.skin.mario";
    overlayMap[2] = "vehicles/semi/marioluigi/mario_skin.dds";
    diffuseMap[2] = "vehicles/semi/semi_c.dds";
    specularMap[2] = "vehicles/semi/semi_s.dds";
    normalMap[2] = "vehicles/semi/semi_n.dds";
    diffuseMap[1] = "vehicles/semi/semi_d.dds";
    specularMap[1] = "vehicles/semi/semi_s.dds";
    normalMap[1] = "vehicles/semi/semi_n.dds";
    diffuseMap[0] = "vehicles/common/null.dds";
    specularMap[0] = "vehicles/common/null.dds";
    normalMap[0] = "vehicles/semi/semi_n.dds";
    specularPower[0] = "128";
    pixelSpecular[0] = "1";
    specularPower[1] = "32";
    pixelSpecular[1] = "1";
    specularPower[2] = "128";
    pixelSpecular[2] = "1";
    diffuseColor[0] = "1 1 1 1";
    diffuseColor[1] = "1 1 1 1";
    diffuseColor[2] = "1 1 1 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";
    };

    semi_skins.jbeam:

    "semi_skin_mario": {
    "information":{
    "authors":"Mario64iscool2",
    "name":"Mario Livery",
    "value":150,
    },
    "slotType" : "paint_design",
    "skinName" : "mario",
    },
     
  2. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    Use
    Code:
    [CODE]
    to wrap your code, so that it preserves all the indentations.

    I believe the material name is wrong, there's no 'semi' material, but 'semi_cab' and 'semi_sleeper'
    Have a look at the official materials.cs file and see how we do the official skins.
     
  3. Mario64iscool2

    Mario64iscool2
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    Joined:
    Mar 20, 2016
    Messages:
    124
    is it possible to have a single skin that has multiple lines of mapTo, such as this:

    Code:
    {
        mapTo = "semi_cab.skin.mario";
        mapTo = "semi_sleeper.skin.mario";
    ...
    }
     
  4. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,683
    No, that will not work.

    Just do the same way as we do for our other skins.
    You only need to create a skin material for semi_cab and another for semi_sleeper.
     
  5. Mario64iscool2

    Mario64iscool2
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    Joined:
    Mar 20, 2016
    Messages:
    124
    So for a skin to only have one name show in parts selector would be something like this?

    Code:
    singleton Material("sunburst.skin.luigi")
    {
        mapTo = "sunburst.skin.luigi";
        overlayMap[2] = "vehicles/sunburst/marioluigi/luigi_skin.dds";
        diffuseMap[2] = "vehicles/sunburst/sunburst_c.dds";
        specularMap[2] = "vehicles/sunburst/sunburst_s.dds";
        normalMap[2] = "vehicles/sunburst/sunburst_n.dds";
        diffuseMap[1] = "vehicles/sunburst/sunburst_d.dds";
        specularMap[1] = "vehicles/sunburst/sunburst_s.dds";
        normalMap[1] = "vehicles/sunburst/sunburst_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sunburst/sunburst_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 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";
    };
    
    singleton Material("sunburst.skin.mario")
    {
        mapTo = "sunburst.skin.mario";
        overlayMap[2] = "vehicles/sunburst/marioluigi/mario_skin.dds";
        diffuseMap[2] = "vehicles/sunburst/sunburst_c.dds";
        specularMap[2] = "vehicles/sunburst/sunburst_s.dds";
        normalMap[2] = "vehicles/sunburst/sunburst_n.dds";
        diffuseMap[1] = "vehicles/sunburst/sunburst_d.dds";
        specularMap[1] = "vehicles/sunburst/sunburst_s.dds";
        normalMap[1] = "vehicles/sunburst/sunburst_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sunburst/sunburst_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 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";
    };
    
    
    singleton Material("sunburst_widebody_skin_luigi")
    {
        mapTo = "sunburst_widebody.skin.luigi";
        overlayMap[2] = "vehicles/sunburst/marioluigi/luigi_skin_wide.dds";
        diffuseMap[2] = "vehicles/sunburst/sunburst_widebody_c.dds";
        specularMap[2] = "vehicles/sunburst/sunburst_widebody_s.dds";
        normalMap[2] = "vehicles/sunburst/sunburst_widebody_n.dds";
        diffuseMap[1] = "vehicles/sunburst/sunburst_widebody_d.dds";
        specularMap[1] = "vehicles/sunburst/sunburst_widebody_s.dds";
        normalMap[1] = "vehicles/sunburst/sunburst_widebody_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sunburst/sunburst_widebody_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 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";
    };
    
    singleton Material("sunburst_widebody_skin_mario")
    {
        mapTo = "sunburst_widebody_skin_mario";
        overlayMap[2] = "vehicles/sunburst/marioluigi/mario_skin_wide.dds";
        diffuseMap[2] = "vehicles/sunburst/sunburst_widebody_c.dds";
        specularMap[2] = "vehicles/sunburst/sunburst_widebody_s.dds";
        normalMap[2] = "vehicles/sunburst/sunburst_widebody_n.dds";
        diffuseMap[1] = "vehicles/sunburst/sunburst_widebody_d.dds";
        specularMap[1] = "vehicles/sunburst/sunburst_widebody_s.dds";
        normalMap[1] = "vehicles/sunburst/sunburst_widebody_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sunburst/sunburst_widebody_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sunburst/sunburst_widebody_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 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";
    };
    And I would just have the mapTo be the regular, and another for the sleeper?
    In the Parts Selector, is there only going to be one skin name?
     
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