Unsolved Seats Texturing Issue

Discussion in 'Mod Support' started by TWilliams458, Sep 15, 2023.

  1. TWilliams458

    TWilliams458
    Expand Collapse

    Joined:
    Aug 26, 2016
    Messages:
    645
    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?
     
  2. ghost_cauli

    ghost_cauli
    Expand Collapse

    Joined:
    Jul 14, 2022
    Messages:
    1,235
    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 – only the skin part. That is:

    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.

    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.
     
  3. TWilliams458

    TWilliams458
    Expand Collapse

    Joined:
    Aug 26, 2016
    Messages:
    645
    Ah okay, I’m doing it with new bride seats but using the same jbeam layout
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice