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Why doesn't BeamNG take color information from Blender?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by ThreeDTech21, Sep 15, 2015.

  1. ThreeDTech21

    ThreeDTech21
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    I exported a model to BeamNG I expected the color information to get exported, indeed BeamNG created a materials file but it gave each color a standard grey diffuse regardless of the actual color from Blender, why is this?
     
  2. NistingurA

    NistingurA
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    Because blender uses a completly different coding in colors and stuff.
     
  3. ThreeDTech21

    ThreeDTech21
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    The color codes RGB are the same.
     
  4. randomshortguy

    randomshortguy
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    Because like most game engines it has it's own materials system specialized for the game. Torque3D will not read the blender material data because all it needs is which faces use this material, the rest it does itself.
     
  5. ThreeDTech21

    ThreeDTech21
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    toruqe made all my materials grey, I had to manually set colors in game, if Tourqe would copy the color codes that wouldn't be nessasary
     
  6. Dummiesman

    Dummiesman
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    DAE is a standard, as is the material color system stored within. Torque seems to attempt to generate materials from these, but not with much success :(
     
  7. ThreeDTech21

    ThreeDTech21
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    that explains why the color code was 0.64 0.64 0.64 1; Ill have to manually set the colors, I don't know how to properly create UV maps and bake so I have to use this option for now.
     
  8. gabester

    gabester
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    Vehicle Director
    BeamNG Team

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    T3D colors are RGB, just scaled down from 255 to 1. So 255 255 255 (pure white) ends up being 1 1 1 1. The 4th digit is alpha.
     
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