Solved Barstow I6

Discussion in 'Mod Support' started by SandwichesANDmilk, May 21, 2017.

  1. SandwichesANDmilk

    SandwichesANDmilk
    Expand Collapse

    Joined:
    Jul 10, 2016
    Messages:
    1,453
    Hi,
    so i'm making another thing
    its the Barstow awful I6 in the Covet and i need help with textures
    2017-05-21_17-11-51.png
     
  2. EruptionTyphlosion

    EruptionTyphlosion
    Expand Collapse

    Joined:
    Sep 24, 2016
    Messages:
    2,927
    Did you read the guide on the wiki?

    Also, can't you just copy the materials.cs for the engine?
     
  3. SandwichesANDmilk

    SandwichesANDmilk
    Expand Collapse

    Joined:
    Jul 10, 2016
    Messages:
    1,453
    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";
    };
     
  4. EruptionTyphlosion

    EruptionTyphlosion
    Expand Collapse

    Joined:
    Sep 24, 2016
    Messages:
    2,927
    Did you copy the barstow engine texture to the hatch?
     
  5. SandwichesANDmilk

    SandwichesANDmilk
    Expand Collapse

    Joined:
    Jul 10, 2016
    Messages:
    1,453
    yes
     
  6. EruptionTyphlosion

    EruptionTyphlosion
    Expand Collapse

    Joined:
    Sep 24, 2016
    Messages:
    2,927
    Can you pm me it, and I'll see what I can do...
     
  7. torsion

    torsion
    Expand Collapse

    Joined:
    May 31, 2015
    Messages:
    1,600
    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/
     
  8. CreasingCurve

    CreasingCurve
    Expand Collapse

    Joined:
    Jan 19, 2016
    Messages:
    940
    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
    example.jpg
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice