So I decided to try my hand at skinning and I thought it went ok, but I think I did something wrong with filing? Here's the file attached below.
what beamng is looking for: overlayMap[2] = "vehicles/hatch/your_skin_folder/SKINSAMPLE_YOURNAME.dds"; but your file is called Parking Police.dds 1st: Ive heard spaces can cause bugs so either put ParkingPolice.dds or Parking_Police.dds or something 2nd: fix "overlayMap[2] = "vehicles/hatch/your_skin_folder/yourfilename.dds";
no, heres a fixed materials.cs that you can copy and paste singleton Material("hatch.skin.Parking_Police") { mapTo = "hatch.skin.Parking_Police"; overlayMap[2] = "vehicles/hatch/skin/parking_police.dds"; diffuseMap[2] = "vehicles/hatch/hatch_c.dds"; specularMap[2] = "vehicles/hatch/hatch_s.dds"; normalMap[2] = "vehicles/hatch/hatch_n.dds"; diffuseMap[1] = "vehicles/hatch/hatch_d.dds"; specularMap[1] = "vehicles/hatch/hatch_s.dds"; normalMap[1] = "vehicles/hatch/hatch_n.dds"; diffuseMap[0] = "vehicles/common/null.dds"; specularMap[0] = "vehicles/common/null.dds"; normalMap[0] = "vehicles/hatch/hatch_n.dds"; 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; //cubemap = "BNG_Sky_02_cubemap"; instanceDiffuse[2] = true; materialTag0 = "beamng"; materialTag1 = "vehicle"; }; Problems: you put hatch_skin_parking_police.dds but your file is parking_police.dds
Ah. I've replaced all that now, but the file seems to make the covet not spawn. (As in if I spawn the covet it won't appear) Is there something still wrong with the file?