Code: singleton Material(Raven_R60_Body) { mapTo = "Body"; diffuseMap[2] = "vehicles/common/null.dds"; specularMap[2] = "vehicles/common/null_n.dds"; normalMap[2] = "vehicles/common/null_n.dds"; diffuseMap[1] = "vehicles/Raven R60/r60_d.dds"; specularMap[1] = "vehicles/common/null_n.dds"; normalMap[1] = "vehicles/common/null_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.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] = "0 0 0 0"; diffuseColor[1] = "0 0 0 0"; diffuseColor[2] = "0 0 0 0"; 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"; }; I have tried changing diffuseColor[0] & [1] to 1's. but no change.
Try this instead. I've also removed some unnecessary lines. Code: singleton Material(Raven_R60_Body){ mapTo = "Body"; diffuseMap[2] = "vehicles/Raven R60/r60_d.dds"; specularMap[2] = "vehicles/common/null.dds"; normalMap[2] = "vehicles/common/null_n.dds"; diffuseMap[1] = "vehicles/common/null.dds"; specularMap[1] = "vehicles/common/null.dds"; normalMap[1] = "vehicles/common/null_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.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"; beamngDiffuseColorSlot = 2; dynamicCubemap = true; castShadows = "1"; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; EDIT: Oh that's not working...
With that file there is no longer any chrominess at all. The Chrominess slider just acts as a second brightness slider. I have copied some of the formatting from that though to improve the formatting of the file to become this: Code: singleton Material(Raven_R60_Body) { mapTo = "Body"; diffuseMap[2] = "vehicles/common/null.dds"; specularMap[2] = "vehicles/common/null_n.dds"; normalMap[2] = "vehicles/common/null_n.dds"; diffuseMap[1] = "vehicles/Raven R60/r60_d.dds"; specularMap[1] = "vehicles/common/null_n.dds"; normalMap[1] = "vehicles/common/null_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.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"; };
Here's an idea: Send me a zip of all the files for this mod. I'll take a look and see if I can get it working here. http://www.beamng.com/conversations/add?to=mumboking
You need to add these lines below. The last two lines are blank textures. colorMap[0] = "vehicles/common/null.dds"; colorMap[1] = "vehicles/r60/r60_paint.png"; colorMap[2] = "vehicles/r60/r60_c.dds";