My textures never look right for vehicles when I make a model, they always look too shiny or just extremely weird I don't get it.
The ONLY thing I know about Gabes vehicle textures are that some of them are 2048X2048. Probably doesn't help one iota.
Shiny? You want to edit the speculars value. The first option is to control the "hardness" of the specular, the second is the intensity (You can use decimal values).
Does this give you an idea of how shiny and broken I mean.. idk what to do to fix it... I am looking for something more along these lines
Thats just because the game uses cubemaps which are just set reflections instead of realtime, they are frankly awful to look at but you can get that result by just changing the cubemap the car uses for reflections.
yeah but the thing that uses that texture is on the top of the vehicle like the same height as the hood, why is it that the hood is white, but that is an awful blue with an overpowering reflection. - - - Updated - - - [SUB]The Hood [/SUB] My Mesh's Textures From a bird's eye veiw in game.. Without HDR
It's really hard for me to understand what's the problem. I just see coloured square. Post an enitre picture of the thing.
So..you want your bed cover thing to be the same as the pickup colour? Just paint your texture to white?
As I understand it: Diffuse map color channel controls desired diffuse color Diffuse map alpha channel controls reflection strength (black = fully reflective, white = no reflection) The more reflective, the less color shows through, causing it to look more like chrome. Car paint areas need to be a shade of grey in the alpha channel to obtain a nice balance. Specular map color channel controls specular strength (white = shiny, black = matte). Specular is the bright white highlight that occurs from a light source like the sun, and is separate from the cubemap reflection. Normal map color channel = normals Advanced: If you want to be able to change car paint color with the color selector, leave all paintable areas black in the diffuse color map, and create a new "color map". In the color map, the alpha channel controls the areas to be painted, white equals completely covered in paint, whereas a shade of grey lets some of the reflections from the layer underneath show through. Your materials.cs should then be made to look like the default vehicle: Code: singleton Material(hatch){ mapTo = "hatch"; diffuseMap[2] = "vehicles/hatch/hatch_c_alt.dds"; specularMap[2] = "vehicles/hatch/hatch_s_alt.dds"; normalMap[2] = "vehicles/hatch/hatch_n.dds"; diffuseMap[1] = "vehicles/hatch/hatch_d_alt.dds"; specularMap[1] = "vehicles/hatch/hatch_s_alt.dds"; normalMap[1] = "vehicles/hatch/hatch_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/hatch/hatch_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] = "0.02 0.2 0.02 1.1"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; useAnisotropic[2] = "1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "1"; alphaRef = "0"; cubemap = "BNG_Sky_02_cubemap"; beamngDiffuseColorSlot = 2; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; _d = diffuse, _s = spec, _c = color, _n = normals If you dont want to bother with a color map you can remove all of layer 2. Alternately if you just want to make an untextured mesh look ok, you can replace all references with null.dds and then control the reflection strength and color with diffuseColor settings Vehicle_Materials