Category | Farming Simulator 19 |
Created | 14.12.2021 17:59 |
Scott Corio (DumpsterDave) | 14.12.2021 17:59 |
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I am wanting to be able to change the material on a vehicle without changing the color. Currently, I can do both at the same time such as <designMaterialConfiguration name="Red Chrome" color="1 0 0" material="2"/>. If I omit the material attribute, it will set the color, but not the material. If I omit the color attribute, it does not update the material. I'm looking for a way to set the color and material seperately. Is this possible? |
Rubens De Moraes (Rhubens) | 15.12.2021 00:55 |
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open the .i3d object with notepad++ and change the name of material in question. U will have a "new material" |
Scott Corio (DumpsterDave) | 15.12.2021 02:23 |
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I'm looking to change the material that is applied via base or designMaterialConfiguration, not the material applied to the model. Right now, I have something like follows: <baseMaterialConfigurations useDefaultColors="false" title="body"> <material name="tractor_mat" shaderParameter="colorMat0"/> <baseMaterialConfiguration name="White" color="1 1 1" material="16"/> <!--Painted Metal--> <baseMaterialConfiguration name="Chrome" color="1 1 1" material="2"/> <baseMaterialConfiguration name="Satin White" color="1 1 1" material="27"/> <baseMaterialConfiguration name="Flat White" color="1 1 1" material="1"/> </baseMaterialConfigurations> The problem is, that once I combine all of the colors and materialID's, I have 128 "options" which exceeds the games limit of 64. What I want to do is set the material attribute seperately so that instead of say, 4 White, Blue, or Purple entries, I can have one of each, and then a separate selection for the paint finish. I tried the following: <designConfigurations title="Paint Finish"> <designConfiguration name="Flat"> <material name="tractor_mat" shaderParameter="colorMat0" materialId="1"/> <material name="tractor_mat" shaderParameter="colorMat1" materialId="1"/> </designConfiguration> <designConfiguration name="Satin"> <material name="tractor_mat" shaderParameter="colorMat0" materialId="27"/> <material name="tractor_mat" shaderParameter="colorMat1" materialId="27"/> </designConfiguration> <designConfiguration name="Gloss"> <material name="tractor_mat" shaderParameter="colorMat0" materialId="16"/> <material name="tractor_mat" shaderParameter="colorMat1" materialId="16"/> </designConfiguration> </designConfigurations> But unless I add the 'color' attribute, it does not change the MaterialID of the associated "material". |
Rubens De Moraes (Rhubens) | 15.12.2021 03:38 |
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in this case I dont know, sorry but I will put here my text to you campare FIRST, U NEED TO DEFINE THE MATERIAL HERE <baseMaterial> <material name="Body_Paint" baseNode="0>6|20"> <shaderParameter name="colorMat1" value="1 0.558 0" material="0"/> </material> <material name="Material.003" baseNode="0>0|0|0|2"> <shaderParameter name="colorMat0" value="SHARED_WHITE1"/> </material> </baseMaterial> HERE U CHANGE THE COLORS <baseMaterialConfigurations price="0" useDefaultColors="true" defaultColorIndex="0"> <baseMaterialConfiguration name="Aço Escovado" color="SHARED_WHITE1" material="8" price="5000"/> <material name="Body_Paint" shaderParameter="colorMat1" /> </baseMaterialConfigurations> AND HERE U CAN PAINT A SECONDARY PART <designMaterialConfigurations name="Rodas" price="2000" useDefaultColors="true" defaultColorIndex="0"> <designMaterialConfiguration name="Aço Escovado" color="SHARED_WHITE1" material="8" price="5000"/> <designMaterialConfiguration name="Prata" color="SHARED_WHITE1" material="18" price="500"/> <designMaterialConfiguration name="Cromado" color="SHARED_WHITE1" material="2" price="500"/> <material name="Material.003" shaderParameter="colorMat0"/> </designMaterialConfigurations> |
Scott Corio (DumpsterDave) | 15.12.2021 03:43 |
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I don't think you understand what I'm asking. The material/model is already paintable. I can change the colors and material at the same time via the vehicle XML file. What I want to do in the XML file is change just the MaterialID (IE chrome, painted metal, perforated fabric, leather, etc) without altering the current color. I want to set the color and materialId, but via separate configuration options in the vehicle store. |
Scott Lambert (Scooter) | 16.12.2021 19:25 |
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I've done this before by adding a "cube" that is color masked as your main material with a new material name. However in the color mask settings in the shader I have the material defined as I want, example 1 or 27...etc as you described. Then in the configuration option, I use <material node="0>2" refNode="0>18|1|3" />. The first node is your base material and the refNode is the new material. Hope it helps. |
Scott Corio (DumpsterDave) | 17.12.2021 06:35 |
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Thanks. That works. Only things that suck is A, I need an object for each material/sheen finish. B, I have to edit the i3d's which means the size of the mod will increase exponentially. I had been editing a bunch of the vehicles so that their colors could be adjusted and just linking to the original game i3d files since I wasn't editing the models. This kept the size of the mod small. Something I'll have to chew on, but at least this is one solution. Thanks for this. |
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