i did there is no I6 texture thing heres the code for what i used (modified): Code: singleton Material(hatch_engine_i6_awful) { mapTo = "hatch_engine_i6_awful"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; diffuseMap[1] = "vehicles/hatch/barstow_engine_v8_d.dds"; normalMap[1] = "vehicles/hatch/barstow_engine_v8_n.dds"; normalMap[0] = "vehicles/hatch/barstow_engine_v8_n.dds"; specularMap[1] = "vehicles/hatch/barstow_engine_v8_s.png"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "32"; pixelSpecular[1] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; diffuseColor[1] = "1 1 1 1"; dynamicCubemap = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; };
At a glance I'd say that this is the problem: Code: singleton Material(hatch_engine_i6_awful) { mapTo = "hatch_engine_i6_awful"; One or both of those should not say "hatch_". The material assigned in the mesh (eg the name that you'd see in Blender or 3ds Max) is still the same as it was when you borrowed the engine from the Barstow. IIRC they should probably both just be the same as they were in whatever file you copied from. EDIT: I think that my advice aligns with what you'd find in wrinkle345's guide as well: https://beamng.com/threads/tutorial-porting-engines-and-other-parts-inbetween-vehicles.28730/
Literally all you do with the materials file is copy it from the barstow file and then put it inside a folder inside the hatch folder and delete everything except the textures for the engine. Don't edit them unless you are positive you know what you are doing. --- Post updated --- like this