Hello, I recently made a skin that has a dds file, and put it in the mods folder in the game's files. I opened BeamNG, and it showed up as a mod. But However, when I applied it, the "no texture" skin appeared instead. Am I missing something?.
Ok, the error code is: ConsoleObject : : logError IMaterial - hatch.SKINSAMPLE_YOURNAME(7682) - Failed to load overlay map vehicles/hatch/your_skin_folder/SKINSAMPLE_YOURNAME.dds for stage 2 --- Post updated --- This wiki site gave me the template that I used to make my skin. Even though it is customized, I never changed the name. --- Post updated --- i'll send you the file....
Ok, first things first, this should be in mod support, but anyway. What is a .pdn it is unreadable file which may be your issue. Secondly, you need to make the names match your image file (what ever format that is) is called Code: Toreba SKINSMAPLE_YOURNAME.pdn and in the materials.cs it's Code: SKINSAMPLE_YOURNAME.dds That will cause issues A third note, you should create a unique name to allow the mod to work properly. Usually I use a name which relates to the mod. An extra hint; Read these and learn it, it'll help alot. Introduction to Skin System https://wiki.beamng.com/Introduction_to_skin_system and Exporting DDS textures https://wiki.beamng.com/Exporting_Textures_-_DDS_Files Also, what software do you use to make the skins? I hope this information helps Euro T. --- Post updated --- Here's a quick attempt to fix it, I did on my phone, I haven't had a chance to test it yet so there might still be issues. Edit: 17:13 UTC removed download to fix issue Edit: 17:16 UTC Fixed silly error I noticed Code: In materials.cs hatch_skin_toreba.dds → hatch_skin_toreba.png to match actual texture file