Solved Moonhawk Tailights problems

Discussion in 'Mod Support' started by Ai'Torror, Dec 27, 2017.

  1. Ai'Torror

    Ai'Torror
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    I want to slightly modify Moonhawk Tailights, but even if I exactly copy all of the flexbodies and materials and just change the names to the ones I've used in blender Taillights and sidemarkers appear White.
    1.I can't really understand how do the Moonhawk Taillights work in the First place, as materials in the materials.cs file appear to not have any sort of file path, but for some reason they work.
    2. I did everything the same way it was done with the stock Moonhawk and still nothing works with the modded parts...

    Thanks for any sort of help :)
     

    Attached Files:

  2. Ai'Torror

    Ai'Torror
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    Anyone?
     
  3. Ytrewq

    Ytrewq
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    I'm looking into it right now.
    Edit: this seems to exceed my modding skills.
    --- Post updated ---
    I have a suspicion that this has something to do with deformMaterialBase.
     
    #3 Ytrewq, Dec 28, 2017
    Last edited: Dec 28, 2017
    • Like Like x 1
  4. Ai'Torror

    Ai'Torror
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    Thanks for at least trying to help, sadly I don't think deformMaterial Base is going to have anything to do with this, as it is applied only after the crash. Thanks for the reminder to change it to the correct one :D

    Taililghts on the left are stock and on the right are tinted.

    Sadly I still can't seem to find the cause of the white taillight thing.
    --- Post updated ---
    The problem is that I can't seem to find a way to connect all of those materials:
    Code:
    singleton Material(moonhawk_reverselight_tinted)
    {
        mapTo = "moonhawk_reverselight_tinted";
    };
    
    singleton Material(moonhawk_signal_L_tinted)
    {
        mapTo = "moonhawk_signal_L_tinted";
    };
    
    singleton Material(moonhawk_signal_R_tinted)
    {
        mapTo = "moonhawk_signal_R_tinted";
    };
    
    singleton Material(moonhawk_lowbeam_tinted)
    {
        mapTo = "moonhawk_lowbeam_tinted";
    };
    
    singleton Material(moonhawk_highbeam_tinted)
    {
        mapTo = "moonhawk_highbeam_tinted";
    };
    
    singleton Material(moonhawk_taillight_L_tinted)
    {
        mapTo = "moonhawk_taillight_L_tinted";
    };
    
    singleton Material(moonhawk_taillight_R_tinted)
    {
        mapTo = "moonhawk_taillight_R_tinted";
    };
    
    singleton Material(moonhawk_brakelight_tinted)
    {
        mapTo = "moonhawk_brakelight_tinted";
    };
    
    singleton Material(moonhawk_headlight_tinted)
    {
        mapTo = "moonhawk_headlight_tinted";
    };
    
    to those:
    Code:
    singleton Material(moonhawk_lights_tinted)
    {
        mapTo = "moonhawk_lights_tinted";
        diffuseMap[1] = "vehicles/moonhawk/moonhawk_lights_d_tinted.dds";
        specularMap[1] = "vehicles/moonhawk/moonhawk_lights_s_tinted.dds";
        normalMap[1] = "vehicles/moonhawk/moonhawk_lights_n_tinted.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/moonhawk/moonhawk_lights_n_tinted.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";
        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(moonhawk_lights_on_tinted)
    {
        mapTo = "moonhawk_lights_on_tinted";
        diffuseMap[2] = "vehicles/moonhawk/moonhawk_lights_g_tinted.dds";
        specularMap[2] = "vehicles/moonhawk/moonhawk_lights_s_tinted.dds";
        normalMap[2] = "vehicles/moonhawk/moonhawk_lights_n_tinted.dds";
        diffuseMap[1] = "vehicles/moonhawk/moonhawk_lights_d_tinted.dds";
        specularMap[1] = "vehicles/moonhawk/moonhawk_lights_s_tinted.dds";
        normalMap[1] = "vehicles/moonhawk/moonhawk_lights_n_tinted.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/moonhawk/moonhawk_lights_n_tinted.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 0.15";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        glow[2] = "1";
        emissive[2] = "1";
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    
    singleton Material(moonhawk_lights_on_intense_tinted)
    {
        mapTo = "moonhawk_lights_on_intense_tinted";
        diffuseMap[2] = "vehicles/moonhawk/moonhawk_lights_g_tinted.dds";
        specularMap[2] = "vehicles/moonhawk/moonhawk_lights_s_tinted.dds";
        normalMap[2] = "vehicles/moonhawk/moonhawk_lights_n_tinted.dds";
        diffuseMap[1] = "vehicles/moonhawk/moonhawk_lights_d_tinted.dds";
        specularMap[1] = "vehicles/moonhawk/moonhawk_lights_s_tinted.dds";
        normalMap[1] = "vehicles/moonhawk/moonhawk_lights_n_tinted.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/moonhawk/moonhawk_lights_n_tinted.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 0.3";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        glow[2] = "1";
        emissive[2] = "1";
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    singleton Material(moonhawk_lights_dmg_tinted)
    {
        mapTo = "moonhawk_lights_dmg_tinted";
        diffuseMap[1] = "vehicles/moonhawk/moonhawk_lights_dmg_d_tinted.dds";
        specularMap[1] = "vehicles/moonhawk/moonhawk_lights_dmg_s_tinted.dds";
        normalMap[1] = "vehicles/moonhawk/moonhawk_lights_dmg_n_tinted.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/moonhawk/moonhawk_lights_dmg_n_tinted.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";
        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";
    };
    
     
  5. Ai'Torror

    Ai'Torror
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    Anyone? I'm sure someone knows what's up with those taillights.
     
  6. Ai'Torror

    Ai'Torror
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    I see that Devs and other modders have better things to do :/
     
  7. DuneWulff

    DuneWulff
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    If you're only asking about doing something like tinting the taillights, I've done it in my config pack. I can't remember how, but I do remember that it is different than the others. Open my config pack in Winrar and look in the Moonhawk folder for "Cain", that contains the files and materials I used.
     
  8. Ai'Torror

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    I'd mark it as usefull if I could :D

    I'll take a look at it later today.
     
  9. Ai'Torror

    Ai'Torror
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    Hmm... I've looked at it and it seems like yours works fine, but only as a skin :/
    I wonder how to make it work just as a sub-part?
    I feel like my biggest problem right now is how to get the flexbody to work with the material that I've chosen?
    That's why It will most likely require Dev's help, as I'm not able to find any traces of connections of materials such as brake lights, reverse lights and so on...
    It just doesn't seem to work whatever I'd do.
     
  10. Ai'Torror

    Ai'Torror
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    I'm having the same exact problem with the Barstow.
    Could someone explain to me basically how to make NEW taillights?
    I really don't want to go paint design way, as I want to be able to equip just different paint designs independently from the lights tint.
     
  11. Ai'Torror

    Ai'Torror
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    Could anyone explain to me how the hell do all of those dumb on/of materials work already?
    I'm waiting over a week for a simple explanation.
    @Nadeox1
    @tdev
    @thomatoes50
    @synsol
    any of you or you could finally help me?
     
  12. RyvyLo

    RyvyLo
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    If I understand, you want to change the texture of the taillights independantly from the other textures ? If I recall correctly, I did something similar in my Tronhawk mod, using the custom mod slot. If it's what you want to do, feel free to copy and edit my files :)

    And I did ask questions about this on this thread if it can help you : https://beamng.com/threads/moonhawk-making-bodycolored-lights.27426/
     
  13. Ai'Torror

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    Thanks, I'll try it later today.
    --- Post updated ---
    Thanks! It works!
     
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