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Unsolved Custom radiator and livery

Discussion in 'Mod Support' started by PolishPetrolhead, Aug 11, 2018.

  1. PolishPetrolhead

    PolishPetrolhead
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    Ok, so I made myself a Hillclimb Gravel Sunburst config using vanilla parts. However, Ultra High Performance Radiator is not up to the task of surviving the merciless abuse I throw at it and overheats. How can I make my own radiator? I don't even know where to start: do I need a separate file in mods' folder or what. No clue.

    Furthermore, I want to make a livery to match the one I made on my Pessima and I don't know how to do that either. Pessima's livery is vanilla, so I guess that will help.
    upload_2018-8-11_21-54-57.png
     
  2. torsion

    torsion
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    Skins:
    There are plenty of 'skin' tutorials, you can't take 10 steps on the forum without tripping over a thread on that subject. That's what you need to do a livery. Here are the two things on the wiki:
    Introduction_to_skin_system An In depth look at creating skins
    Simple_skin_tutorial A very simple and short picture based tutorial on how to create custom skins

    If you're really uncomfortable with the subject material then I suggest that you follow the simple tutorial to the letter (eg using the Covet). That will give you an opportunity to increase your confidence and familiarity before attacking the task for the Pessima.

    Radiators:
    Grab a mod like this one https://www.beamng.com/resources/super-radiators.606/ and take a look at what's in it. Looking at the official content in "Steam\SteamApps\common\BeamNG.drive\content" is also very helpful.

    Here is some reference material for you on the subject of parts:
    https://wiki.beamng.com/JBeam_Introduction#SlotType_and_slots_section
    https://wiki.beamng.com/JBeam_Reference
     
  3. PolishPetrolhead

    PolishPetrolhead
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    Ok, thanks. I will take a look at this tomorrow and see what I can do. If I run on some problems I will notify here
     
  4. PolishPetrolhead

    PolishPetrolhead
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    Ok, as predicted I ran into a problem. How do I paint over widebody flares? I need a specific one part of the flares painted and have rest stay the body colour.
     
  5. torsion

    torsion
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    I'm not positive that What you want is possible (the official Rally skin does not work correctly with the fender flares for example), but it probably is. :) I think that the official Rally skin is just missing a little work.

    I assume that you are using a colorMap: https://wiki.beamng.com/Introduction_to_skin_system#ColorMap

    It seems that to skin the fender flares you'll need to do a little extra. Looks like you'll need to skin "sunburst_widebody" in addition to skinning "sunburst". In other words you'll need an entry for both:
    Code:
    singleton Material("sunburst.skin.gendarmerie")
    { stuff };
    singleton Material("sunburst_widebody.skin.gendarmerie")
    { stuff };
    The main textures for the car are in the material called "sunburst" (mapTo = "sunburst"; ) while the textures for the fender flares are in "sunburst_widebody" (mapTo = "sunburst_widebody"; ). I found those by looking inside sunburst/materials.cs.

    Note that the Rally skin uses 3 color slots and a colorMap to apply those to the body. It doesn't have a colorMap in it's textures for the fender flares. Therein lies the problem. @gabester

    upload_2018-8-12_14-51-43.png

    EDIT:
    Yeah, that was the problem w/ the official skin. Looks like the UVs are the same for that stuff so you can just add the colorMap definition and viola:
    upload_2018-8-12_15-25-22.png
     
    #5 torsion, Aug 12, 2018
    Last edited: Aug 12, 2018
  6. PolishPetrolhead

    PolishPetrolhead
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    Well, I'm not using colorMap, I actually half-assed my skin to see if it works (it does, just make it look the way I want). I find the colorMap section really confusing, especially because all I ever did in terms of modding and programming was making one config, giving it a nice description and making the thumbnail work, so all of that seems quite overwhelming for now. I will do my best to makie it work, but it's prolly going to take a while. Anyway, thanks a lot for help.
     
  7. torsion

    torsion
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    Is it confusing because you don't understand "how it works in game", or confusing because you don't understand how to produce the image files you need (eg how to use Photoshop or GIMP)?

    It's fine to make skins without a colorMap. Those skins will simply be overlayed on the color from color selector 1, just like many of the official skins. Typically those skins are used with "white" as the color in the color selector. They overlay regular colors on top of white.
     
  8. PolishPetrolhead

    PolishPetrolhead
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    Well, with some time I managed to get it working by realising I didn't add double apostrophes in one line of the materials.cs. I felt kinda like a retard there. Either way. What I basically wanted to do is take pessima race livery and put it onto the sunburst, so I did that, everything code-wise works, all I have left to do is align the skins to my liking, just time consuming work now. As for widebody: it turns out that it will take primary colour and really stand out from white body made by the skin, so I won't be fiddling around with that, probably. Maybe I will, first I have to make it look acceptable and I will see what to do then
     
  9. torsion

    torsion
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    Syntax errors & typos are part of working on things like this. They are frustrating for everyone. Sometimes it's easier to find them if you walk away for a bit and come back.

    The widebody bit is pretty easy. The "primary color" is what I'm talking about above - there are 3 color selectors and that's the first one. One of the official skins has a similar issue to what you've run into. That's what I showed screenshots of me fixing in post #5. Look at the
    gendarmerie skin in materials.cs (BOTH areas, like I mentioned above - sunburst.skin.gendarmerie and sunburst_widebody.skin.gendarmerie). You'll easily be able to figure out what you need to do to get your skin working on the widebody fender flares.
     
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