Hey guys, sorry for the rather basic question. After 10 years of playing, I wanted to start creating my own little mods to test myself. My first project is a custom skin for the KLJP Ibishu BX Rallycourse. It's mostly working as intended, but for some reason the inside of the trunk and tailgate are coded to color slider 2, which they shouldn't be. The rest of the body and chassis is unaffected. I have double checked Layer 1 in the material editor against the vanilla BX and the KLJP Rallycourse with and without a skin applied and it all seems to be configured correctly. The Opacity Map is the same as on all other skin materials. I've also tried creating several .materials.json files either based on the vanilla files or the base files for KLJP, without any difference. The effect also applies when I'm manually changing the color map path of the KLJP Skin to my custom color map. Maybe I'm formatting my .png incorrectly? Edit to add: My color map is behaving the same whether the skin is applied to the vanilla unibody or the modded early unibody from KLJP Does anyone have an idea where this issue could be coming from? Any help is greatly appreciated.
Yo that’s actually a solid first mod project . The trunk/tailgate pulling color slider 2 usually means the mesh/material assignment is hard‑coded that way in the Jbeam or the material JSON, not your PNG. Double‑check if those parts are referencing a secondary color layer in the KLJP configs — sometimes mod authors split interior panels to slider 2 by default. Couple quick checks: Make sure your .materials.json has the right mapTo values and isn’t accidentally pointing to colorMap2. Try exporting your PNG as plain 24‑bit (no alpha) just to rule out formatting issues. Peek into the KLJP Rallycourse Jbeam for the tailgate/trunk — if it’s mapped to slot 2 there, you’ll need to override it in your skin. It’s not your opacity map, that part’s fine. More like the mod’s base config is telling those panels to use slider 2. Once you remap them to slider 1 in the JSON/Jbeam, your skin should behave.
Hey guys, thanks for the replies! It's been a while, but in the end I got it working. Now I'm stuck editing the UV map for the EUDM Bumper I decided to try my hand at. A while ago I created these