How do I make Chrominess work? Code: singleton Material(Raven_R60_Body) { mapTo = "body"; diffuseMap[2] = "vehicles/common/null.dds"; specularMap[2] = "vehicles/common/null_s.dds"; normalMap[2] = "vehicles/common/null_n.dds"; diffuseMap[1] = "vehicles/common/null_d.dds"; specularMap[1] = "vehicles/common/null_s.dds"; normalMap[1] = "vehicles/common/null_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null_n.dds"; normalMap[0] = "vehicles/common/null_n.dds"; specular[0] = "0.5 0.5 0.5 0.1"; specular[1] = "0.5 0.5 0.5 0.1"; specular[2] = "0.5 0.5 0.5 0.1"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "32"; pixelSpecular[1] = "1"; specularPower[2] = "128"; pixelSpecular[2] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; diffuseColor[2] = "1 1 1 1"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; useAnisotropic[2] = "1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; beamngDiffuseColorSlot = 2; materialTag0 = "beamng"; materialTag1 = "vehicle"; };
Try removing the following lines, I'm pretty sure they're not needed. Code: translucent = "1"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; "vehicles/common/null_s.dds" doesn't exist, but that's not causing the problem.
"vehicles/common/null_d.dds" doesn't exist either. Changing the normalMaps to "vehicles/common/null.dds" seems to fix it.
That fixes the colours being incorrect. But still no chrominess. Is there anything I need to do to the model inside blender in order to allow for glossy paint in game?
Nothing needs doing to the model. What if you change diffuseMap[1] to "vehicles/common/null.dds"? I'm not sure why it's not working for you.
Even with setting them all to null.dds there is no change. The material is the exact same as used on the sunbust just without the sunburst specific maps. So im not sure it is to do with the materials.cs file.
try to use this Code: useAnisotropic[3] = "1"; alphaRef = "255"; alphaTest = "0"; dynamicCubemap = true; //cubemap = "BNG_Sky_02_cubemap"; doubleSided = "1";
For a simple body color thats shiny cut a 256x256 square out of the default vehicles C map. I attached one to this post. Put it in your the same folder as your jbeam files then make your materials cs like this Code: singleton Material(insert material name) { mapTo = "insert material name"; diffuseMap[2] = "vehicles/insert bodycolor.png location here/bodycolor.png"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "32"; pixelSpecular[1] = "1"; specularPower[2] = "128"; pixelSpecular[2] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; diffuseColor[2] = "1 1 1 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 = "0"; alphaRef = "0"; dynamicCubemap = true; instanceDiffuse[2] = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; };
Ok, I have pasted the following directly into the materials.cs for my vehicle. The Sunburst bodywork materials and R60 bodywork materials are now identical except the mapto. Code: diffuseMap[2] = "vehicles/sunburst/sunburst_c.dds"; specularMap[2] = "vehicles/sunburst/sunburst_s.dds"; normalMap[2] = "vehicles/sunburst/sunburst_n.dds"; diffuseMap[1] = "vehicles/sunburst/sunburst_d.dds"; specularMap[1] = "vehicles/sunburst/sunburst_s.dds"; normalMap[1] = "vehicles/sunburst/sunburst_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/sunburst/sunburst_n.dds"; Things still aren't working quite right...