i swapped the wheeliebar from the moonhawk to the bluebuck, fixed the nodes to the bluebuck frame, everything worked with texture in the documents/beamng/vehicle/bluebuck folder. but now in the .zip in the documents/beamng/mods the node is there but no texture. is there a missing .dae file or a materials.cs or is something other wrong? i tried it with dae and a materials.cs but i don't know if i made a mistake, first time i try something like this
Well, since it worked in the 'override' folder you where clearly on the right track. Just keep checking if everything is in there (zip) also did you copy the texture from the wheelie bar or just assigned to its location from the moonhawk cause I don't think that would be a good idea. You must copy the textures in the bluebucks vehicle folder that gets zipped and in the bluebucks material file you need to put the material information as in the moonhawks but this time for the bluebuck, don't forget to change the files paths too.
Thanks, with some tutorials in the wiki how to make a car and setup the materials.cs i got it working
Now i got a new problem, yesterday i swapped the barstow 423 engine into the legran, everything worked in the vehicle folder. Today i didn't load the barstow, only the legran and the texture is white. when i load in the barstow and reload the legran, texture is there, but i changed everything The engine Code: "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], ["legranv8_engine_v8_423", ["barstow_engine"], ["legranv8_header_v8_423", ["barstow_engine"], materials.cs Code: singleton Material(legranv8) { mapTo = "legranv8"; diffuseMap[0] = "vehicles/legran/materials/legranv8_d.dds"; specularMap[0] = "vehicles/legran/materials/legranv8_s.dds"; normalMap[0] = "vehicles/legran/materials/legranv8_n.dds"; specularPower[0] = "32"; pixelSpecular[0] = "1"; useAnisotropic[0] = "1"; castShadows = "1"; diffuseColor[0] = "1 1 1 0.1"; alphaTest = "0"; alphaRef = "0"; cubemap = "global_cubemap_metalblurred"; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; i have all dds files + the dae file (dae is edited) what im doing wrong?
I'm not sure but first of all why is this line ["legranv8_engine_v8_423", ["barstow_engine"], twice in your flexbodies section ? And second, you put the Barstow's engine into the Legran so how did you name the texture(s) for it in the materials file ? You renamed them from barstow_d.dds (and so on) into legranV8_d.dds ? cause that's what it currently says in your code example : diffuseMap[0] = "vehicles/legran/materials/legranv8_d.dds"; specularMap[0] = "vehicles/legran/materials/legranv8_s.dds"; normalMap[0] = "vehicles/legran/materials/legranv8_n.dds"; See where I'm going ? I would copy the Barstow's engine textures into the the Legran's folder without renaming them. Just call them barstowv8_d.dds (and so on) or whatever those Barstow V8 textures are named. Can't promise you anything here but that's how I would go first.
I hope it could help you affter last up date material .cs past to main.material.json unpack your mods go to world editor f11 go to library imort your car .dae in level editor not vehicle loader import like static level object look screenshot if texture not imported go to car file add the the good texture ps before go to cash games remove your car.cdae car in vehicle or mods cash file --- Post updated --- since I use a only hoto for all my texture I have a lot less problems --- Post updated --- look the tommy kaira zz2 with this methodes