I am having a problem with texturing a car im working on. So as i was applying textures i was making them EXACTLY like my last car. My last car did not have this issue. But the textures seem to be see through in places. Then if you move the camera some the texture is not see through in that spot. If anyone knows how to fix this please help, i have 2 projects that are stopped because of this. The textures worked on my latest AMG but it did this same thing on the agera and P1 The wing is sort of see through. then you move and the wing its fine...... more random glitches and problems on the agera, some kind of problems exist on the p1 in places too.
In the materials.cs file. doubleSided = "1" or doubleSided = "true" should do the trick. Also make sure normals are facing the right direction as pointed out by @SandwichesANDmilk.
normals are in the right direstion and i changed the doublesided to 1 and true and restared the game. Problem still exists. Code: singleton Material(CAR_BODY_PAINT_KOE) { mapTo = "CAR_BODY_PAINT_KOE"; useAnisotropic[0] = "1"; castShadows = "1"; translucent = "0"; doubleSided = "true"; translucentZWrite = "1"; diffuseMap[2] = "koe_main.dds"; diffuseMap[1] = "koe_main.dds"; 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 0.337"; diffuseColor[2] = "1 1 1 0.737"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; useAnisotropic[2] = "1"; castShadows = "1"; translucent = "0"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; instanceDiffuse[2] = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; };
problem has now been fixed by someone it was a screwy number in my materials file on ANOTHER material.