Help, please! My code in materials.cs : Code: singleton Material(motor) { mapTo = "sunburst_emotor_F"; diffuseColor[0] = "1 1 1 1"; diffuseMap[2] = "vehicles/sunburst/materials/sunburst_EV_d.color.dds"; "vehicles/sunburst/materials/sunburst_mechanical_d.color.dds"; diffuseMap[2] = "vehicles/sunburst/materials/sunburst_EV_d.color.dds"; "vehicles/sunburst/materials/sunburst_mechanical_d.color.dds"; specularMap[1] = "vehicles/sunburst/materials/sunburst_EV_s.color.dds"; "vehicles/sunburst/materials/sunburst_mechanical_s.color.dds normalMap[2] = "vehicles/sunburst/materials/sunburst_EV_n.normal.dds; "vehicles/sunburst/materials/sunburst_mechanical_n.normal.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/sunburst/materials/sunburst_EV_n.normal.dds; "vehicles/sunburst/materials/sunburst_mechanical_n.normal.dds"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "32"; pixelSpecular[1] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; instanceDiffuse[2] = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; singleton Material(motor) { mapTo = "sunburst_emotor_R"; diffuseColor[0] = "1 1 1 1"; diffuseMap[2] = "vehicles/sunburst/materials/sunburst_EV_d.color.dds"; "vehicles/sunburst/materials/sunburst_mechanical_d.color.dds"; diffuseMap[2] = "vehicles/sunburst/materials/sunburst_EV_d.color.dds"; "vehicles/sunburst/materials/sunburst_mechanical_d.color.dds"; specularMap[1] = "vehicles/sunburst/materials/sunburst_EV_s.color.dds"; "vehicles/sunburst/materials/sunburst_mechanical_s.color.dds normalMap[2] = "vehicles/sunburst/materials/sunburst_EV_n.normal.dds; "vehicles/sunburst/materials/sunburst_mechanical_n.normal.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/sunburst/materials/sunburst_EV_n.normal.dds; "vehicles/sunburst/materials/sunburst_mechanical_n.normal.dds"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "32"; pixelSpecular[1] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; instanceDiffuse[2] = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; singleton Material(battery) { mapTo = "sunburst_battery"; diffuseColor[0] = "1 1 1 1"; diffuseMap[2] = "vehicles/sunburst/materials/sunburst_EV_d.color.dds"; "vehicles/sunburst/materials/sunburst_mechanical_d.color.dds"; diffuseMap[2] = "vehicles/sunburst/materials/sunburst_EV_d.color.dds"; "vehicles/sunburst/materials/sunburst_mechanical_d.color.dds"; specularMap[1] = "vehicles/sunburst/materials/sunburst_EV_s.color.dds"; "vehicles/sunburst/materials/sunburst_mechanical_s.color.dds normalMap[2] = "vehicles/sunburst/materials/sunburst_EV_n.normal.dds; "vehicles/sunburst/materials/sunburst_mechanical_n.normal.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/sunburst/materials/sunburst_EV_n.normal.dds; "vehicles/sunburst/materials/sunburst_mechanical_n.normal.dds"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "32"; pixelSpecular[1] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; instanceDiffuse[2] = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; singleton Material(contolmodule) { mapTo = "sunburst_EV_controlmodule"; diffuseColor[0] = "1 1 1 1"; diffuseMap[2] = "vehicles/sunburst/materials/sunburst_EV_d.color.dds"; "vehicles/sunburst/materials/sunburst_mechanical_d.color.dds"; diffuseMap[2] = "vehicles/sunburst/materials/sunburst_EV_d.color.dds"; "vehicles/sunburst/materials/sunburst_mechanical_d.color.dds"; specularMap[1] = "vehicles/sunburst/materials/sunburst_EV_s.color.dds"; "vehicles/sunburst/materials/sunburst_mechanical_s.color.dds normalMap[2] = "vehicles/sunburst/materials/sunburst_EV_n.normal.dds; "vehicles/sunburst/materials/sunburst_mechanical_n.normal.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/sunburst/materials/sunburst_EV_n.normal.dds; "vehicles/sunburst/materials/sunburst_mechanical_n.normal.dds"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "32"; pixelSpecular[1] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; instanceDiffuse[2] = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; But i see this:
I am trying to transfer electric motors and battery from Vivace to Sunburst. In the 3D view, I have models, but textures does not exist (no textures)
What are the actual material names on the 3D model? Please take a screenshot of the material list in Blender (or the program you use) Then material file have some problems: Potential typo: I suppose it is meant to say 'control' Looks like you are using custom material names here. Do they actually match the material names in the 3D model?
No, you are mixing things here. The nodeMaterial in the Jbeam is not related to the meshes. That's for the physics, to know what material that node group should act as (ie. metal, rubber, etc) Nope, that's the objects names. You need to show the materials in the objects. ie: The material names in the materials.cs file have to match the ones in the 3D models, else the game has no way to put match the two things.