Unsolved Texture appears white

Discussion in 'Mod Support' started by _Diamond_Coal_, May 25, 2020.

  1. _Diamond_Coal_

    _Diamond_Coal_
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    Joined:
    Apr 5, 2019
    Messages:
    534
    I ported fender turn signal from pickup to midsize. But custom texture doesnt work. It is listed in materials.json and specified in jbeam.
    BeamNGdrivex64_rc8gQTW2Ve.png
    Code:
    {
    "midsize_fendersignal_R": {
        "information":{
            "authors":"BeamNG",
            "name":"Front Right Fender Signal",
            "value":40,
        },
        "slotType" : "midsize_fendersignal_R",
        "flexbodies": [
             ["mesh", "[group]:", "nonFlexMaterials"],
             ////lights
             {"deformGroup":"fendersignal_R_break", "deformMaterialBase":"vand_lights", "deformMaterialDamaged":"vand_lights_dmg"},
             ["pickup_fendersignal_R", ["midsize_fender_R"],[]{"deformSound":"event:>Destruction>Vehicle>Glass>glassbreaksound3", "deformVolume":0.6}],
             {"deformGroup":""},
        ],
        "props": [
            ["func"      , "mesh"              , "idRef:", "idX:", "idY:"            , "baseRotation"        , "rotation"                 , "translation"        , "min", "max", "offset", "multiplier"],
            {
                "lightInnerAngle":0,
                "lightOuterAngle":150,
                "lightRange":25,
                "lightColor":{"r":255, "g":205, "b":0, "a":255},
                "lightAttenuation":{"x":0, "y":1, "z":1},
                "lightCastShadows":false,
                "flareName":"vehicleBrakeLightFlare",
                "cookieName":"art/special/BNG_light_cookie_headlight.png"
                "texSize":512,
                "shadowSoftness":0.1,
            },
            ["signal_R"    , "SPOTLIGHT"        , "fe1r", "fe2r", "fe3r", {"x":0, "y":0, "z":190} , {"x":0, "y":0, "z":0}    , {"x":0, "y":0, "z":0}, 0, 0, 0, 1, {"baseTranslation":{"x":0.7, "y":0.71, "z":0.0},"flareScale":0.03,"lightBrightness":0.2,"deformGroup":"fendersignal_R_break"}],
            ],
        "beams": [
              ["id1:", "id2:"],
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
              {"beamSpring":129869.6,"beamDamp":73.32},
              {"beamDeform":4175,"beamStrength":"FLT_MAX"},
              //headlight deform
              {"deformLimitExpansion":""},
              {"deformGroup":"fendersignal_R_break","deformationTriggerRatio":0.02},
              {"optionar":true}
              ["fe2r", "fe3r"],
              ["fe1r", "fe4r"],
              {"optionar":false}
              {"deformGroup":""},
    
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
              {"deformLimitExpansion":1.2},
        ],
    },
    "midsize_fendersignal_L": {
        "information":{
            "authors":"BeamNG",
            "name":"Front Left Fender Signal",
            "value":40,
        },
        "slotType" : "midsize_fendersignal_L",
        "flexbodies": [
             ["mesh", "[group]:", "nonFlexMaterials"],
             ////lights
             {"deformGroup":"fendersignal_L_break", "deformMaterialBase":"vand_lights", "deformMaterialDamaged":"vand_lights_dmg"},
             ["pickup_fendersignal_L", ["midsize_fender_L"],[]{"deformSound":"event:>Destruction>Vehicle>Glass>glassbreaksound3", "deformVolume":0.6}],
             {"deformGroup":""},
        ],
        "props": [
            ["func"      , "mesh"              , "idRef:", "idX:", "idY:"            , "baseRotation"        , "rotation"                 , "translation"        , "min", "max", "offset", "multiplier"],
            {
                "lightInnerAngle":0,
                "lightOuterAngle":150,
                "lightRange":25,
                "lightColor":{"r":255, "g":205, "b":0, "a":255},
                "lightAttenuation":{"x":0, "y":1, "z":1},
                "lightCastShadows":false,
                "flareName":"vehicleBrakeLightFlare",
                "cookieName":"art/special/BNG_light_cookie_headlight.png"
                "texSize":512,
                "shadowSoftness":0.1,
            },
            ["signal_L"    , "SPOTLIGHT"        , "fe1l", "fe2l", "fe3l", {"x":0, "y":0, "z":-10} , {"x":0, "y":0, "z":0}    , {"x":0, "y":0, "z":0}, 0, 0, 0, 1, {"baseTranslation":{"x":0.7, "y":0.71, "z":0.0},"flareScale":0.03,"lightBrightness":0.2,"deformGroup":"fendersignal_L_break"}],
            ],
        "beams": [
              ["id1:", "id2:"],
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
              {"beamSpring":129869.6,"beamDamp":73.32},
              {"beamDeform":4175,"beamStrength":"FLT_MAX"},
              //headlight deform
              {"deformLimitExpansion":""},
              {"deformGroup":"fendersignal_L_break","deformationTriggerRatio":0.02},
              {"optionar":true}
              ["fe2l", "fe3l"],
              ["fe1l", "fe4l"],
              {"optionar":false}
              {"deformGroup":""},
    
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
              {"deformLimitExpansion":1.2},
        ],
    },
    }
    Maybe I should upload mod, so you can look at it?

    Edit:
     

    Attached Files:

    #1 _Diamond_Coal_, May 25, 2020
    Last edited: May 26, 2020
  2. _Diamond_Coal_

    _Diamond_Coal_
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    Joined:
    Apr 5, 2019
    Messages:
    534
    Attached whole mod to post. Anyone can help?
     
  3. _Diamond_Coal_

    _Diamond_Coal_
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    Joined:
    Apr 5, 2019
    Messages:
    534
    ok, i guess nobody can/wants to help
     
  4. Elvisnake

    Elvisnake
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    Aug 6, 2013
    Messages:
    206
    Maybe I know what happen, try this: check if you have multiple UV set on your object, If yes try to cancel others.
     
  5. umustbeloggedintododat

    umustbeloggedintododat
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    Joined:
    Feb 16, 2019
    Messages:
    1,382
    This doesn't make sense. Diffuse is null?
    what.png
     
  6. _Diamond_Coal_

    _Diamond_Coal_
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    Joined:
    Apr 5, 2019
    Messages:
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    How can i check it and how to remove it?
    I dont know, i just replaced original texture with mine
     
  7. Elvisnake

    Elvisnake
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    Joined:
    Aug 6, 2013
    Messages:
    206
    Depend what 3d soft you use, in Maya it s in UV layout. Check youtube.

    umustbeloggedinto say right, double check your texture, doesn't seem correct like this.
     
  8. _Diamond_Coal_

    _Diamond_Coal_
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    Joined:
    Apr 5, 2019
    Messages:
    534
    I dont use any software, i just took mesh from pickup.

    I checked the texture, its same as van's but with mine texture
    --- Post updated ---
    Also do you know how to assign glowmap to a part?
     
  9. i.want.to.mod

    i.want.to.mod
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    Joined:
    Jul 11, 2019
    Messages:
    195
    i would suggest working on a prob before you do a car. learn how jbeam bodys and uv maps and texturing and all then come back to makin a car.
     
  10. _Diamond_Coal_

    _Diamond_Coal_
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    Joined:
    Apr 5, 2019
    Messages:
    534
    What do you mean by "prob"? Prop?
    And what do you mean by "makin a car". I dont making car, im making parts for car
     
  11. i.want.to.mod

    i.want.to.mod
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    Joined:
    Jul 11, 2019
    Messages:
    195
    yes, i meant prop. Also, my bad i didnt read that right.
     
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