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Help Getting Reflective Textures!

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Chevy1980s, Dec 1, 2017.

  1. Chevy1980s

    Chevy1980s
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    Joined:
    Aug 22, 2013
    Messages:
    85
    Iv'e been porting this car for a while, and was wanting to make my skin look shiny in game. I remembered this tutorial:
    https://www.beamng.com/threads/tutorial-adding-textures-and-materials-without-uvs.7728/
    and made diffuse and color maps from the hood on fullsize textures. Now when I load the game, there is a base color that is reflective and shiny, but the skin is no longer visible even when I set an overlayMap for all three layers of the skin. Does anyone know a way to achieve such a result in this scenario?

    I was looking at the way fullsize has its police car texture (which contains solid black unchangeable paint). The goal is to have a solid texture with reflections
    Screenshot229.png


    Before:
    Code:
    singleton Material("motochev.skin.paradise_taxi")
    {
        mapTo = "motochev.skin.paradise_taxi";
        //colorPaletteMap[3] = "8 body main taxi skin REPLACE WITH CIVILLIAN LATER OR BLANK LIKE CIVIC 8vehicles/motochev/moonhawk_skin_chrome.dds";
        //diffuseMap[3] = "vehicles/motochev/moonhawk_chrome.dds";
        //specularMap[3] = "vehicles/motochev/moonhawk_s.dds";
        //normalMap[3] = "vehicles/motochev/moonhawk_n.dds";
        //specularPower[3] = "128";
        //pixelSpecular[3] = "1";
        //useAnisotropic[3] = "1";
        //diffuseMap[2] = "vehicles/motochev/moonhawk_c.dds";
        //specularMap[2] = "vehicles/motochev/moonhawk_s.dds";
        //normalMap[2] = "vehicles/motochev/moonhawk_n.dds";
        diffuseMap[1] = "vehicles/motochev/textures/motochev_skin_paradise_taxi.dds";
        //specularMap[1] = "vehicles/motochev/moonhawk_s.dds";
        //normalMap[1] = "vehicles/motochev/moonhawk_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        //normalMap[0] = "vehicles/motochev/moonhawk_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "0 0 0 0";
        diffuseColor[1] = "0 0 0 0";
        diffuseColor[2] = "0 0 0 0";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "none";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        instanceDiffuse[0] = 0;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    screenshot_00183.png

    After:
    Code:
    singleton Material(motochev)
    {
        mapTo = "motochev";
        colorPaletteMap[2] = "vehicles/motochev/motochev_skin_twotone_uv1.dds";
        diffuseMap[2] = "vehicles/motochev/textures/motochev_c_alt.dds";
        specularMap[2] = "vehicles/motochev/textures/137596b2taxispec.dds";
        //normalMap[2] = "vehicles/motochev/motochev_n.dds";
        diffuseMap[1] = "vehicles/motochev/textures/motochev_d.dds";
        specularMap[1] = "vehicles/motochev/textures/137596b2taxispec.dds";
        //normalMap[1] = "vehicles/motochev/motochev_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        //normalMap[0] = "vehicles/motochev/motochev_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        diffuseColor[2] = "1 1 1 1";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        instanceDiffuse[2] = true;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    screenshot_00194.png

    New Diffuse + Color maps based on FS, and Taxi skin
    motochev_d.png
    motochev_c_alt.png
    motochev_skin_paradise_taxi.png

    Thanks to anyone who helps or even reads this!
     
  2. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,697
    You are using different textures here?

    Before:
    diffuseMap[1] = "vehicles/motochev/textures/motochev_skin_paradise_taxi.dds";

    After
    diffuseMap[1] = "vehicles/motochev/textures/motochev_d.dds";
     
  3. Chevy1980s

    Chevy1980s
    Expand Collapse

    Joined:
    Aug 22, 2013
    Messages:
    85
    Yes... I tried using the taxi skin there, but then It just ended up looking like the first photo again.
     
    #3 Chevy1980s, Dec 2, 2017
    Last edited: Dec 2, 2017
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