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So, open your materials.cs files, and make sure all the paths are correct. They may work as soon you added them in-game, but they usually don't as soon you reload the map (if you use the one generated by the editor).
do you know if there are any up-to-date guides or instructions available somewhere for creating these materials manually? because honestly i don't really know what i'm doing
It should be quite straight forward, as most terms comes from the 3D Modelling world (Diffuse, Specular, Normal, etc. etc.).
You can have a look at the ones coming with official maps and base your code over that.
Now if you are creating your own maps from nothing, that is different. It can be done, but it takes more work in the long run, but also means you can create materials, etc that no one else has used.
i'm creating some static objects for my map with blender but the collision meshes are always a bit off from te visual mesh after exporting it to beamng. in blender the collision mesh is an exact copy of the object and it's in the exact same coordinates. can someone please point out what i'm doing wrong?
in the picture you can see the tires clipping with the visual mesh as if the collision mesh is slightly below it, but it shouldn"t be
http://steamcommunity.com/sharedfiles/filedetails/?id=853932068
In any case, you make sure that both your objects are at the same location, have the same origin point and have both applied the same Location/Rotation/Scaling (CTRL+A in Blender).
using the same mesh also works, thanks for the tip