pulsing texture

Discussion in 'Content Creation' started by D-Troxx, Dec 4, 2015.

  1. D-Troxx

    D-Troxx
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    Joined:
    Oct 4, 2013
    Messages:
    1,324
    i converted a rim from another game (Crysis 2) to work on a car. but the texture becomes dark and turns lighter again when it spins.

    does anyone know how this could happen?
    some pics.
    2015-12-04_00002.jpg 2015-12-04_00001.jpg

    material.cs code
    Code:
    singleton Material(cry_rim_1)
    {
        mapTo = "cry_rim_1";
        diffuseMap[1] = "vehicles/D-Troxx_Addon_coupe/Wheels/cry_rim_1_d.png";
        specularMap[1] = "vehicles/common/null.dds";
        normalMap[1] = "vehicles/D-Troxx_Addon_coupe/Wheels/cry_rim_1_n.png";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "vehicles/D-Troxx_Addon_coupe/Wheels/cry_rim_1_n.png";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "32";
        pixelSpecular[1] = "1";
        materialTag0 = "beamng"; materialTag1 = "vehicle";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1.5 1.5 1.5 1";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true; //cubemap = "BNG_Sky_02_cubemap";
    };
    
    might this be the cause of the converted 3d model?
     
  2. Scepheo

    Scepheo
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    Feb 10, 2015
    Messages:
    601
    Values in colours shouldn't exceed 1, so I'd guess it's the "1.5 1.5 1.5 1" for diffuseColor[1].
     
  3. D-Troxx

    D-Troxx
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    thats original material settings i just copied. they can exceed 1.
     
  4. D-Troxx

    D-Troxx
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    I thought that at first too so i removed the normal map, but nothing changed, also with the specular map removed.
     
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