Solved Adding materials to the custom parts

Discussion in 'Mod Support' started by Ai'Torror, Dec 9, 2017.

  1. Ai'Torror

    Ai'Torror
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    BeamNG Team

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    Could someone help me with adding materials/textures to my custom engine + turbos?
    I've tried to look it up In the wiki, but I can't seem to find it.
    In theory, both the engine block and the turbos already have a material assigned to them, but it doesn't seem to work...

    In the attached .zip file there is only one .dae file with only few parts, so you should be able to find stuff easily.
     

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  2. Ai'Torror

    Ai'Torror
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    I've gotten the engine texture to work, but the turbos did this... My guess would be that In me having to heavily modify the stock SBR4 turbos model I've made it so it doesn't align properly with the texture.
    So now, Is there anyone out there who could help me with it? (Mostly explain to me what the hell am I doing, as my whole BeamNg modding experience so far was just messing around with stuff and seeing what happens, for once I'd love to know at least a little bit about what am I doing)

    @synsol ? or @EcoNadder77 ? I know you guys know a bit about this.
     

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  3. Ai'Torror

    Ai'Torror
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    Still no one?
    @Nadeox1 ? or anyone?
     
  4. Ai'Torror

    Ai'Torror
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    Pls... could someone explain to me how can i start my work with modelling/texturing parts?
     
  5. thomatoes50

    thomatoes50
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    Selected parts does not have a proper UV


    Also could you clean the mesh after you finished


    and avoid importing back the .dae into blender.

    Save a .blend somewhere and export to .dae if you modify things

    Good luck with your mod and ABS :D
     
  6. Ytrewq

    Ytrewq
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    Also, put your materials.cs into a folder so it doesn't interfere with the original one.
     
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  7. Ai'Torror

    Ai'Torror
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    Thanks!
    How can I enter some sort of a UV editor mode or sth? I'm pretty new to blender.

    P.S.
    ABS is already done, but as you saw from the file name it took a bit of time to got it to work.
    Idk if it is supposed to be like that, but the ABS doesn't work if the module .jbeam is located in the additional modification slot, but as soon as it is going to be put in the body.jbeam it starts to work for some reason, that's why i had to copy the body jbeam and add a new slot to it.
    Do you mean making another folder in the moonhawk folder of my mod and put the materials.cs there?
    Is there any specific name that I should use?
     
  8. Ytrewq

    Ytrewq
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    Yes.
    Name your folder as you wish.
     
  9. Ai'Torror

    Ai'Torror
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    Thanks!

    @thomatoes50 which object should I delete from all of my importing .dae files? The ones woth the most ampunt of "_001"? Or the one without any?
    Or it doesn't matter?
     
  10. Ytrewq

    Ytrewq
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    How to edit UV maps:
    Drag this small triangle with your cursor to create a new window
    1.png
    Then, click here
    2.png
    And here
    3.png
    Then, set your object to edit mode and click where the arrow is pointing
    4.png
    Click here, then "OK"
    5.png
    How to set a background image for UVs:
    Click here
    6.png
    Then choose where you want to load the image from (in my case, Desktop), then click on the image name, then click "open image"
    7.png
     
  11. Ai'Torror

    Ai'Torror
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    I knew I was onto sth while playing around with this!
    Thanks!
    Also this image that I'll need to import should be a rough template of what I want my object to look like yes?
    And would it work If I'd export the sbr engine.dds file as a .png file and then import it in blender?

    Does the blender create all of the required .dds files after saving the project?
    And for what are all of the differently coloured files? One is pinkish the other one grayish and the last one seems to represent the actual skin. (I'm talking from my looking at the deafult moonhawk files).
    It is my first try at doing any more graphics stuff other than playing around with paint and a tiny bit of work in gimp, so sorry for my lack of knowledge.

    Excuse the spelling errors, I'm terrible at writing on my phone while looking what the teacher does :D
     
    #11 Ai'Torror, Dec 12, 2017
    Last edited: Dec 12, 2017
  12. Ytrewq

    Ytrewq
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    Yes, it should be.
    Yes it would work, you don't even need to convert it, Blender accepts .dds files.
    Blender doesn't create anything, the file in the background is just for reference. However, you can export UV layout as an image if you need it to create a texture.
    Use any file you find suitable, I'd use sbr_engine_d.dds for your turbos.
     
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  13. thomatoes50

    thomatoes50
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    You can delete every Camera and Lamp object, they won't be used/imported in the game
     
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  14. Ai'Torror

    Ai'Torror
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    Thanks guys!!
    Now I have to basically skin over the parts in this file yes?
    --- Post updated ---
    and what's the best free program to do such things in?
     

    Attached Files:

    • moonhawk_v10_tt.png
  15. thomatoes50

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    You can use Blender it self ! (It will be esier since you have a lot of parts)

    If you do so you may need to tweak/edit the picture after in Gimp|Photoshop
     
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  16. thomatoes50

    thomatoes50
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    Also you may need to do the unwrap yourself before (the smart UV tends to great a lot of garbage)
     
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  17. Ai'Torror

    Ai'Torror
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    Thanks, although it isn't that bad :D As the turbos aren't going to be too complicated, as 80% of the model is just pipes which should do fine with being single colored.
    For now I'll stick with paint.net for texturing as I just about know what I'm doing with it and I'd like to push out the update before the Christmas as I'd like to add something extra to my mod.

    But I need to figure out how to stick a Front diff between the wheels, as there is an engine in the way :D

    But for now, let the art lesson begin! :)
     
  18. Ytrewq

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    Why don't you use official SBR4 textures for your turbos?
     
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  19. Ai'Torror

    Ai'Torror
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    I'm sort of using them, but it is kind of hard to put the turbo texture on this UV as it seems to have unwrapped the turbos differently
     
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  20. Driv3r1142

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    You need to unwrap the turbo model yourself if you're going to even try to match the textures up.



    Obviously it's unwrapped differently because the devs don't use Smart UV project, instead they manually mark seams and unwrap the object in question :p


    Good luck though, this looks interesting.
     
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