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Texturing models.

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by argilla11, Jan 19, 2014.

  1. argilla11

    argilla11
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    Joined:
    Sep 8, 2013
    Messages:
    131
    I've been working on this little mod for a few hours and I have everything together including the Jbeam, but when I try to load the mesh in it just... well, it just doesn't work. I've gone through the diagnostics and I know it's the mesh and I'm pretty sure it has something to do with the texturing, but the guide for texturing on the wiki makes little sense to me.
    newt.png

    It's possible to visibly see the differences in blender, but I just don't know what I'm supposed to do to get it to match the rest of the car or to at least get it to work in game.
     
  2. Bakasan

    Bakasan
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    Joined:
    Dec 3, 2013
    Messages:
    1,486
    I think the problem is caused by the material. In Blender, name the material on the canopy to something memorable e.g d15canopy. You will not have to assign any textures in Blender. Next, open the "materials.cs" file in the vehicle folder. you should see bunched lots of codes. Each bunch represents one material. you would add something like this after the last bunch

    singleton Material(material name)
    {
    mapTo = "material name";
    diffuseMap[2] = "vehicles/pickup/texture diffuse/colour map.dds";
    specularMap[2] = "vehicles/pickup/texture specmap.dds";
    normalMap[2] = "vehicles/pickup/texture mormalmap.dds";
    diffuseMap[1] = "vehicles/pickup/pickup_d.dds";
    specularMap[1] = "vehicles/pickup/pickup_s.dds";
    normalMap[1] = "vehicles/pickup/pickup_n.dds";
    diffuseMap[0] = "vehicles/common/null.dds";
    specularMap[0] = "vehicles/common/null.dds";
    normalMap[0] = "vehicles/pickup/pickup_n.dds";
    //diffuseMap[3] = "vehicles/pickup/pickup_dirt.dds";
    //normalMap[3] = "vehicles/pickup/pickup_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] = "0.9 0.05 0.01 1";
    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";
    };

    just edit the names to suit your canopy material/textures and it should appear ingame. Also, there is an ingame material editor in the world editor that may be handy:D
     
  3. argilla11

    argilla11
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    Joined:
    Sep 8, 2013
    Messages:
    131
    Thanks dude :D

    - - - Updated - - -

    What I actually ended up doing what editing the MATERIALS in blender, a menu option that I didn't even know existed because it was clipped out of the window :| that fixed it perfectly.
     
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