Original post: https://beamng.com/posts/1683159/ Just a thread for porting Mortal Kombat Kharacters to BeamNG (as a walking mode meshslap straightly, so there will be no blood or separable body parts), and you get to play as them when driving in BeamNG! Current port: Mileena (need help with textures mapping in materials.json) She will be able to equip a mask or no mask with a slot option Screenshot in blender (Mileena and Snowman): Spoiler: Texture files screenshot Model and texture credits to McLarenH on Deviantart Planned kharacters (klassic ones will be focused first): - Scorpion - Sub-Zero - Kitana (Uses MK1 model since MK11 Kitana models are rather unavailable for free and in Blender-operable format) - Jade (TBD haven't find good model to port) - Sindel - Liu Kang - Kung Lao - Raiden (TBD haven't find good model to port, want to find non Dark Raiden model) - Baraka - Sonya Blade - Johnny Cage - Shang Tsung - Reptile (TBD) - Ermac (TBD) - Kabal - Kano - Nightwolf - Noob Saibot - Smoke - Cyrax (TBD) - Sektor (TBD) - Rain (TBD) - Jax, Shao Kahn, Goro and Kintaro are on the list but they are too large to learn first compared to other normal sized kharacters above, it should be realistic for them not being able to traverse certain ceilings, corridors and doorways due to their height. Planned support: - Support for WIP Beta released - Player Weapons 2 | BeamNG If you can give a guide on arranging the texture names, please post here in this thread!
Just use the material editor in world editor, create a new material with the same name as its mapped material in blender and apply your textures.
good god the texture maps are rather unfamiliar in terms of naming and designation. also bigger problem is that the models don't stay properly....
You missed the "K" subbing for "c" in "characters" (I am doing Mortal Kombat ones), as you can see I am trying to get teh texture maps working properly which the maps provided are rather in an unfamiliar format. I don't want to remake the maps from scratch lol.