Hi, I'm trying to get my automation models that I have exported to beamNG into blender. I can import them into blender, but when I export them back to beamng, I have no material on the paint. Also, some of the engine materials are not showing either. Any Ideas?
You need materials.cs in same folder as .dae, that should be in zip of your exported vehicle. Generally it is good idea to extract whole zip to Documents/BeamNG.drive/vehicles/yourexportercarname yourexportedcarname is folder in zip file. In practice open zip that contains your exported vehicle, open said vehicles folder, drag yourexportedcarname folder from inside of zip to vehicles folder. Make all changes to that folder and don't forget to move that zip exporter made out from mods folder.
I tried that just now, I had the materials working, but I simply imported the original exported file that came out of automation, to blender, then blender back to dae, and it loses the materials. --- Post updated --- I think I might have solved part of it. Blender apparently has a limit on how long material names can be. I'll report back when I know for sure. Any way to get rid of the limit?
Make sure NONE of material names has .001 or some similar in it, remove that part if needed as even one of those causes rest of the file to be garbage in eyes of game.
I just checked, None of the materials have .001 or anything similar, Some of the names are cut off at the end, I just compared the original materials.cs to the blender exported one.
I did just checked my blender and indeed material_60_country_deluxe_gt_headerflange_mid_c_0_staticmesh_headerflange_mid35 becomes material_60_country_deluxe_gt_headerflange_mid_c_0_staticmesh_h I would of never thought there being such limitations within Blender, that is hardly even long name I did test Blender 2.8 and it cuts name same way, but I can't find material editor in Blender 2.8 as well as many other things, it is so hard to navigate around, that I stick to good old 2.78a which just works and does not even crash.