Solved Issue with eSBR reskinning

Discussion in 'Mod Support' started by Raph54, May 4, 2019.

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  1. Raph54

    Raph54
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    Dec 22, 2016
    Messages:
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    Hi ! So basically i'm creating a police skin for the eSBR based on the Paris PD eGolf. For the skin everything is fine with a regular SBR but when it comes to the eSBR, only the doors display the skin but the hood and the rear dosen't work. Anyone got a clue about this ?

    Regular SBR (working)



    eSBR (working but not that much)



    Regards, Raph54.
     
  2. Nadeox1

    Nadeox1
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    BeamNG Team

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    eSBR facelifted parts have different materials and textures (skin UV are the same, so you don't need a separate UV to skin them)
    You are probably missing a skin material for the 'sbr_efacelift' material.
     
  3. Raph54

    Raph54
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    Ok i'm gonna try to add this
     
  4. Raph54

    Raph54
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    I don't know why but it's not working, i can't get to it.
     
  5. Nadeox1

    Nadeox1
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    You should show what you are doing, else it's a helpless guessing game.

    What you have to do is creating a skin material for the facelifted parts' material.
    For example we do this already for the widebody parts, as they also have separate material names.

    Taken from the materials.cs in the SBR folder:
    Code:
    singleton Material("sbr_widebody.skin.apex")
    {
        mapTo = "sbr_widebody.skin.apex";
        colorPaletteMap[2] = "vehicles/sbr/sbr_skin_apex_palette_uv1.dds";
        overlayMap[2] = "vehicles/sbr/sbr_skin_apex.png";
        diffuseMap[2] = "vehicles/sbr/sbr_widebody_c.dds";
        specularMap[2] = "vehicles/sbr/sbr_widebody_s.dds";
        normalMap[2] = "vehicles/sbr/sbr_widebody_n.dds";
        diffuseMap[1] = "vehicles/sbr/sbr_widebody_d.dds";
        specularMap[1] = "vehicles/sbr/sbr_widebody_s.dds";
        normalMap[1] = "vehicles/sbr/sbr_widebody_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sbr/sbr_widebody_n.dds";
        specular[0] = "0.5 0.5 0.5 0.1";
        specular[1] = "0.5 0.5 0.5 0.1";
        specular[2] = "0.5 0.5 0.5 0.1";
        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;
        beamngDiffuseColorSlot = 2;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    


    Doing the same with the facelift material results in this:

    Code:
    singleton Material("sbr_efacelift.skin.YourSkinName")
    {
        mapTo = "sbr_efacelift.skin.YourSkinName";
        colorPaletteMap[2] = "YourPartHere";
        overlayMap[2] = "YourPathHere";
        diffuseMap[2] = "vehicles/sbr/sbr_efacelift_c.dds";
        specularMap[2] = "vehicles/sbr/sbr_efacelift_s.dds";
        normalMap[2] = "vehicles/sbr/sbr_efacelift_n.dds";
        diffuseMap[1] = "vehicles/sbr/sbr_efacelift_d.dds";
        specularMap[1] = "vehicles/sbr/sbr_efacelift_s.dds";
        normalMap[1] = "vehicles/sbr/sbr_efacelift_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/sbr/sbr_efacelift_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        specularPower[2] = "128";
        pixelSpecular[2] = "1";
        specularColor[0] = "1 1 1 1";
        specularColor[1] = "1 1 1 1";
        specularColor[2] = "1 1 1 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";
    };
    
    Put that material in your own materials.cs file, adjust the name and texture path and voilĂ .
     
  6. Raph54

    Raph54
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    Dec 22, 2016
    Messages:
    31
    Ok, thanks a lot for your help ! :D
     
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