So I have a texture map for a Model's UV that has an ID of "pickup_sp" [cleared cache reset game like 300 times tried everything] So why is it that the game thinks it can't find it or some crap and gives it all null.dds for everything /= all files use the normal .dds extension.. names of files [folder is vehicles/pickup_st] pickup_sp_c pickup_sp_d pickup_sp_s pickup_sp_n Materials.cs Code: singleton Material(pickup_sp) { mapTo = "pickup_sp"; diffuseMap[2] = "vehicles/pickup_st/pickup_sp_c.dds"; specularMap[2] = "vehicles/pickup_st/pickup_sp_s.dds"; normalMap[2] = "vehicles/pickup_st/pickup_sp_n.dds"; diffuseMap[1] = "vehicles/pickup_st/pickup_sp_d.dds"; specularMap[1] = "vehicles/pickup_st/pickup_sp_s.dds"; normalMap[1] = "vehicles/pickup_st/pickup_sp_n.dds"; //diffuseMap[0] = "vehicles/common/null.dds"; //specularMap[0] = "vehicles/common/null.dds"; //normalMap[0] = "vehicles/common/null.dds"; //diffuseMap[3] = "vehicles/pickup_st/pickup_sp_d.dds"; //normalMap[3] = "vehicles/pickup_st/pickup_sp_n.dds"; specularPower[0] = "16"; pixelSpecular[0] = "1"; specularPower[1] = "16"; pixelSpecular[1] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; diffuseColor[2] = "0.7 0.75 0.8 1.2"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; useAnisotropic[2] = "1"; //diffuseColor[3] = "1.5 1.5 1.5 1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "1"; alphaRef = "0"; cubemap = "BNG_Sky_02_cubemap"; beamngDiffuseColorSlot = 2; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; Oh, and is it possible for multiple textures to be affected by the colour option upon spawn? [this is not the cause for the issue because it was happening before I set up the _c map] - - - Updated - - - Well, i've spent two hours on this issue just now with no success =[ Help would be vastly appreciated, but not required