So I have put some new seats into the game and essentially what I have done is use a copy of the vanilla seats jbeam and altered it to suit my seats. This way the original seats aren't replaced and are separate. The seats use the racing seat base and everything works fine, except I'm having issues assigning textures to the seats. There are five different options for colours but they use the same map to destination. Does anyone have a template or format I can use for texturing materials? Do I need a seperate jbeam for the skins?
If you just want to retexture vanilla racing seats (like I did in my skin pack), you don't need to copy vanilla seats jbeam ā only the skin part. That is: Spoiler: yourskins.jbeam Code: { "skin_race_seat_FL_yourskin": { "information":{ "authors":"BeamNG feat. You", "name":"Yourskin Seat", "value":1100, }, "slotType" : "skin_race_seat_FL", "glowMap":{ "racing_seat_FL": {"simpleFunction":"dummy", "off":"racing_seat_yourskin", "on":"racing_seat_yourskin"}, } }, "skin_race_seat_FR_yourskin": { "information":{ "authors":"BeamNG feat. You", "name":"Yourskin Seat", "value":1100, }, "slotType" : "skin_race_seat_FR", "glowMap":{ "racing_seat_FR": {"simpleFunction":"dummy", "off":"racing_seat_yourskin", "on":"racing_seat_yourskin"}, } }, } Note that seat skins use dummy glowMap function to set new materials (on FL and FR seats separately!). It takes the original racing_seat_FL/FR material, and replaces it with your new racing_seat_yourskin, which you define in your new materials file, such as the one below. Spoiler: yourskin.materials.json Code: { "racing_seat_yourskin": { "name": "racing_seat_yourskin", "mapTo": "racing_seat_yourskink", "class": "Material", "Stages": [ { "ambientOcclusionMap": "/vehicles/common/racinginterior/racing_seat_ao.data.png", "baseColorMap": "/vehicles/common/racinginterior/racing_seat_yourskin_b.color.png", "metallicFactor": 1, "metallicMap": "/vehicles/common/racinginterior/racing_seat_yourskin_m.data.png", "normalMap": "/vehicles/common/racinginterior/racing_seat_yourskin_nm.normal.png", "roughnessMap": "/vehicles/common/racinginterior/racing_seat_yourskin_r.data.png" }, {}, {}, {} ], "dynamicCubemap": true, "materialTag0": "beamng", "materialTag1": "vehicle", "translucentBlendOp": "None", "version": 1.5 } }, You can check my skin pack to see how it's done, I'm following the same standard as vanilla seats.