Solved Vehicle material issues

Discussion in 'Mod Support' started by aljowen, Jul 4, 2016.

  1. aljowen

    aljowen
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    Joined:
    Oct 21, 2012
    Messages:
    1,677
    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.
     
  2. mumboking

    mumboking
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    Joined:
    Jun 11, 2015
    Messages:
    1,401
    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...
     
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  3. aljowen

    aljowen
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    Joined:
    Oct 21, 2012
    Messages:
    1,677
    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";
    };
     
  4. mumboking

    mumboking
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    Joined:
    Jun 11, 2015
    Messages:
    1,401
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  5. burilkovdeni

    burilkovdeni
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    Joined:
    Aug 21, 2014
    Messages:
    1,169
    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";
     
  6. mumboking

    mumboking
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    Joined:
    Jun 11, 2015
    Messages:
    1,401
    Not necessarily. I've had things working without those.
     
  7. aljowen

    aljowen
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    Joined:
    Oct 21, 2012
    Messages:
    1,677
    @mumboking has fixed the issue.

    Thanks to everyone for the help :)
     
    • Like Like x 2
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