I ported fender turn signal from pickup to midsize. But custom texture doesnt work. It is listed in materials.json and specified in jbeam. 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:
Maybe I know what happen, try this: check if you have multiple UV set on your object, If yes try to cancel others.
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.
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?
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.
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