what it says in the title, basically ive edited files pessima_lights_g and pessima_lights_s in paint.net in an attempt to change the taillights but pessima_lights_n does not want to open as it says paint.net cannot open the file. Any thing I can do for this?
To start, anything with "_n" means that the file is a normal map. You'd best off to just leave that alone. I'm assuming you're just asking about editing the materials of the taillights (not modeling them or anything) As for editing taillights, I don't know exactly what you want to pull off but I did this: Which I did by just editing the pickup_lights_g file to look like this: And editing the pickup_lights_d to look this this (which effectively blackens out the lights) And then I mapped out the materials for it: Code: singleton Material("pickup_lights.skin.slamtruck") { mapTo = "pickup_lights.skin.slamtruck"; diffuseMap[1] = "vehicles/pickup/slamtruck/pickup_lights_d_slamtruck.dds"; specularMap[1] = "pickup_lights_s.dds"; normalMap[1] = "pickup_lights_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "pickup_lights_n.dds"; //diffuseMap[2] = "pickup_lights_dirt.dds"; //normalMap[2] = "pickup_lights_n.dds"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "128"; pixelSpecular[1] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1 1 1 1"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; //diffuseColor[2] = "1.5 1.5 1.5 1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; diffuseColor[1] = "1.5 1.5 1.5 1"; dynamicCubemap = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; singleton Material("pickup_lights_on.skin.slamtruck") { mapTo = "pickup_lights_on.skin.slamtruck"; diffuseMap[2] = "vehicles/pickup/slamtruck/pickup_lights_g_slamtruck.dds"; specularMap[2] = "pickup_lights_s.dds"; normalMap[2] = "pickup_lights_n.dds"; diffuseMap[1] = "vehicles/pickup/slamtruck/pickup_lights_d_slamtruck.dds"; specularMap[1] = "pickup_lights_s.dds"; normalMap[1] = "pickup_lights_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "pickup_lights_n.dds"; //diffuseMap[3] = "pickup_lights_dirt.dds"; //normalMap[3] = "pickup_lights_n.dds"; specularPower[0] = "128"; pixelSpecular[0] = "1"; specularPower[1] = "128"; pixelSpecular[1] = "1"; diffuseColor[0] = "1 1 1 1"; diffuseColor[1] = "1.5 1.5 1.5 1"; diffuseColor[2] = "1.5 1.5 1.5 0.12"; useAnisotropic[0] = "1"; useAnisotropic[1] = "1"; useAnisotropic[2] = "1"; //diffuseColor[3] = "1.5 1.5 1.5 1"; castShadows = "1"; translucent = "1"; translucentBlendOp = "None"; alphaTest = "0"; alphaRef = "0"; dynamicCubemap = true; glow[2] = "2"; emissive[2] = "1"; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; The first section of code tells the game to use the blackened-out lights in place of the original lights.The second section tells the game to use the line-style taillight glow in place of the normal one.