Hi, so I'm working on a few parts for official vehicles, like bumpers etc. My question is, if i want an UV map as overlay for the (in this case) sbr material, I'm supposed to create a 3rd UV Map in blender and add this 3rd map to the materials.cs for my new sbr material, right? So far i have this : The 3rd UV Map the AO is baked to The materials.cs lines Code: singleton Material(sbr_modname_a) { mapTo = "sbr_modname_a"; diffuseMap[3] = "vehicles/sbr/modfolder/bumper_ao.dds"; diffuseMapUV[3] = 3; diffuseMap[2] = "vehicles/sbr/sbr_c.dds"; specularMap[2] = "vehicles/sbr/sbr_s.dds"; normalMap[2] = "vehicles/sbr/sbr_n.dds"; diffuseMap[1] = "vehicles/sbr/sbr_d.dds"; specularMap[1] = "vehicles/sbr/sbr_s.dds"; normalMap[1] = "vehicles/sbr/sbr_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/sbr/sbr_n.dds"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "32"; pixelSpecular[1] = "1"; specularPower[2] = "128"; pixelSpecular[2] = "1"; specularColor[0] = "1 1 1 1"; specularColor[1] = "1 1 1 1"; specularColor[2] = "1 1 1 1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; diffuseColor[2] = "1 1 1 1"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; useAnisotropic[2] = "1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; instanceDiffuse[2] = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; The result is this though, instead of as you can see, the the AO as overlay itself works, but it just seems to use the wront UV Map. is there anything else i should do to apply it to the 3rd or is it simply impossible?
Hey, we're just supporting up to 2 UV maps. Also... Code: diffuseMapUV[3] = 3; ... would be the fourth UV map
I've never messed with vehicles, but in static objects you can only have 2 uv maps, so I think that applies to vehicles too.
oh okay i see, but a 3rd layer on the 2nd uv map would work? (the one for skins) if it does, would you mind telling me how to do that? AO would really help with the looks of it because its really bland without it and id have to map it to something black instead
I know, but you were talking about it being very bland, so maybe you didn't know there was already an ambient occlusion option in the game.
The 'diffuseMapUV[3] = 3;' thing allows you to choose a different UV map (model must have) for that specific texture. UV map counting starts from 0. So if you have 3 UV maps in your model, you'd count 0,1,2 (latter being the third one) Also note that texture is overlayed normally (not multiplied). So you'd need to turn the white parts into alpha. You can do that easily with GIMP (there's a button to convert a color into alpha). I did that on the 'minicity' textures on my latest map, which you can take as example.