#modding-general
1 messages · Page 1 of 1 (latest)
Check out #mods-faq first
Otherwise, there are probably enough videos on youtube to show how to make a jbeam
Is the internal name of the driver and passenger airbag the exact same?
{
"airbag":{ ←here!
"information": {
"authors": "sdfsdf",
"name": "Driver Airbag",
},
"slotType" : "etk800_mod",
"slots":[
You've got to change that and keep them completely unique for that specific parts!
middle mouse scrolling wheel click(or a normal click) and then shift + middle mouse scrolling wheel click on wherever you want to select something completely ignoring the lines!
It's recommended to take a screenshot or paste this solution so you can remember exactly what to do!(only if it works though!)
How do i get "navgraphPath"? It's a table, but i cant figure out where i can get a table value.
Found it; "Stored AI Path"
Wait no.
Got it.
such a stupid mistake. I simply ported the jbeam as a base and forgot to change it, thanks!
Gave +1 Reputation to @devout cargo (current: #375 - 4)
group should be ["roamer_body"] not roamer body short
any way to get the jbeam be more stable?
jbeam what
you are missing the entire frame chassis engine....
if you want just a shell thats easy but its quite usless without the rest
Once we get everything done. I need someone to do it
oh so you also want whoever you pay for to do that
Yes I'll pay them to do it for me. Cause I know it's time consuming
i've been down that road, no one is going to do it for chump change and don't expect a 100 dollars to cover it
more than likely you are going to have to learn to do it yourself
I can't learn how to do it
uh so basically youd be looking at 5 figures worth of money then
I tried and tried and tried. I need someone to do it for me
What how the hell
have you tried the box tutorial?
that's how i learned
No one else has ever asked for 300+
I don't get how it works
now if i can figure out uv maps i can get some progress really going!
need dedicated weekend for that.
I have never seen someone charge so much for coding. Definitely for beam
have you had someone jbeam for you before?
Yes
He's busy with his own projects an tho he has good prices. I don't wanna overwhelm him
you would be paying someone to :
model a chassis, interior and engine, which could take around 1-2 months
then you would want it to also have textures which proably takes a few weeks
youd also need someone thats basically an engineer since suspensions are SO hard to code in beam you basically need to be an engineer to make suspensions
then youd also have to have someone jbeam it which could take another month or so
youd be paying someone for 4-6 months of work
I only need Jbeam to put it in game
what jbeam do you need?
I have the guy who made the body's doing everything else
oh uh then yeah that would be like
200-500€
do you need wheel jbeams, suspension jbeams, body jbeams, interior jbeams, bumper jbeams, light jbeams, dash jbeams
I didn't do anything on them. I'm asking for a buddy
Wheel, suspension, body, bumper, hood
suspension is expensive
so you just wanna provide mesh and have someone else do all the work lol
yeah
When the guy actually finishs the chassis an stuff
or alternatively you could just https://www.beamng.com/threads/gen-6-nascar-stock-car.79631/
Can't use that
why
also there is already a few late model, street stock, modified mods out
Well first it's not mine. An he probably isn't gonna give anyone permission
Modified mod leaked. Street stock is hella old. Late model don't work
Why waste money on that. Anyhow.
they all worked the other day when i was using them
why waste money on making it again
if you wanna make mods, your gonna have to learn
I'll pay him
hey guys
how do i change the turn signal sound?
I assume by this you mean engine Jbeam, suspension jbeam, tires and all of it? Basically you only have the model?
At that point I’d expect around 1,000$ if not more for quality work.
It will take minimum 100 hours to get everything right, test it all and then go back and edit and edit again based on testing.
As Lichi said it would be around 6 months of work minimum.
My suggestion would be to try and learn everything you can and get the ball rolling and find others who are passionate about getting a good oval racing car into the game
i never said the body is done. im askin this for the guy who made it.
So nothing is done?
Gotcha. But you have a guy modeling everything else it’s just not done yet?
@jaunty cave made the bodys
its his work
everything is his, im just asking for him.
i just want him to have a idea. what people charge
But the 3D model is/will be all there? And you’re just looking for someone to do all of the coding?
Yeah I’d expect no less than 1,000$ USD then for everything.
Possibly more depending on the quality and 1:1 realism you expect
oh boy
And if there are multiple engines, chassis, etc. (late model vs super late model for example) then expect more.
Openables and interactables is another thing too if you want to be able to open the hood or interact with anything on the inside like ignition switches.
And some people can add liveries on top of this but again the more you add the more you pay.
So if you want a true top notch top of the line mod it could probably run up to 2,000$ for everything.
But I’d venture from my estimates and everything else I’ve seen that it’s around 1,000 baseline.
holy shit
And this is for a fairly standard car which can borrow some jbeam and edit it from a car in game. If someone were to commission something like an F1 car I imagine it would be allot more because EVERYTHING would need to be bespoke
yea. ik theres a old gen super late model mod. but idk if that guy is active anymore nor do i know how to get in contact with him. Cause id think his would be a base for the new gen bodys
?
If it has a page on the forums contact him there. That or the Gen6 mod creator. Might be a good starting platform if they are willing to share
i tried there an dms for the SLM guy
Is the DFA pack fixed yet, or no?
Anyone know how to fix this problem with the 'no texture' dark parts to the body pannels? For some reason theres nothing in advanced properties
because it's not uv mapped
most likely you are calling for a texture on some layer that the game is failing to find
do you want it skinnable or just colorable?
I want it so there arent those dark parts. Im not trying to add skins these are just new parts I added to the mod
what?
you need the /nullcolormaskR.dds on the base color
vehicles/common/nullcolormaskR.dds
that's the way @tacit halo told me to do it
check if theres other layers that do have missing textures
Where could i find this texture?
In blender or material editor?
material editor
read a literal message down
vehicles/common/nullcolormaskR.dds
ty @tacit halo
Gave +1 Reputation to @tacit halo (current: #51 - 37)
you dont get a ‘no texture’ error without having a texture defined somewhere that cannot be loaded in for one reason or another
Nah this didnt fix it
is it based on another car?
yeah most likely its not my mod from scratch so idk exactly what but ill ask the original creator
did you setup the uv map for the added parts?
seems like it's mis aligned uv, i'm not to skilled in this area but when I had same issue it was do to the uv map
I dont think the car has a proper uv tho, this is what the uv looks like in blender for the hood that is causing problems ingame
you had parts that said no texture but still had paint?
is that the same name as the regular bodys texture?
also ^ what node said bring up console
yes
show what console says
i making a diesel engine for the pickup but i can't figure out how to get the compression brake from the t series working on it any ideas?
Im guessing it could be this?
yes
this is above my level of knowledge at this point
it means youre missing those textures
or the names are misspelled
so its giving you a no texture warning
Ive got both main_p.png & main_m.png in the mod file
So im guessing ive got to add both of these in material editor somehow?
What are the odds it used the pre remaster 200bx in some shape or form?
idk
thats what im tryna find out from the original creator
could it be because its 3096x3096, i've never seen demisions like this
Oh yeah that’s probably it. Good catch
but why is it 3096 first of all
It is because it's 3096
All textures must be divisible by the power of 2 or something iirc
yeah that's what i was getting at power of 2
1024x1024, 2048x2048, 4096x4096
@merry crystal
You mean 2048 and 4096 for the last 2?
480 and 720 arent powers of 2 either
Ah i am idiot
"There are a few possible causes, however the most common ones are a missing texture file or a resolution that isn’t a power of 2." As per beamng documentation. Meaning 512 1024 2048 4096 8192 etc. I miss spoke when I said divisible. My fault.
Anyone willing to help me how to use blender? Like nearly every single tutorial i watched doesnt make sense for me i speak english quite well and national language is polish so if anyobody wants to help me DM me! (Ill expleain why i need help in DM's)
The blender encylopedia is what i used to learn
Took me 8 weeks now im pretty efficient
Ye but issue
im broke
and kinda in debt because my car broke down and had to borrow money
YouTube my dawg
You don't need to pay for any courses
Just search what you wish to learn click go and watch/work along what your watching.
dude i tried many tutorial and i dont get it ima a type of person that NEEDS someone to explain to me and teach me
thats the issue like i can follow the tutorial do it but i still wont get it
Right which is where doing it multiple times over and over until things stick is key
One video isn't going to get you anywhere.
Learning all of blender is like learning a second subject in school.
You have to dedicate time and effort repeatedly doing some things that seem meaningless to get a good solid understanding.
At least that was the key for me.
We both have the same issue. No one wants to help us. An just directs us to YouTube or the BeamNG docs.
Fr
It's not about no one wanting to help you. It's about being to lazy to help yourself.
Not everyone learns the same. Like I can't learn by reading. I gotta have someone walk me through how to do something
it's not a matter of helping
I am not a tutorial/ reader learner at all. I suffer from extreme adhd.
it's not about reading or doing a tutorial 1 time.
you must do it several times each time you'll pick up somethign that retains.
You wont learn blender in a week i promise you that.
This heavily
Trust me I am in the same boat. I spent hours on end every day researching watching and doing repeatedly over and over.
right now i'm on my 5th week trying to learn uv maps for beamng, and i still feel like i have 0 knowledge on it lol
I am primarily inchrage of uv mapping/texture for my team and have been doing it for 4 ish months now and STILL have those moments LOL
makes me wanna bash my head in lol
Genuinely the most annoying shit ever.
I've been making my kit line up with default skin uv for bx and that has made me wanna quit more than finish it but, I will finish it Lol
is there anyway to make rod knock louder
Drive it longer
Full send or don't have BeamNG
Working on a lua mod, brushing up user experience now that my core functionality is there. What's the best way to notify the user about events? I'm thinking the system that makes you acknowledge RAM limits, or alternatively the way you get message like "High coolant temp", etc. I have a save/load system and want to notify the user about file overlaps. Prompt or Yes/No would be ideal but guessing that's a reach.
Also in my modScipt.lua I do
load('scripts/my_mod/extension')
setExtensionUnloadMode('scripts/my_mod/extension', "manual")
It loads fine when going into freeroam, but if you jump directly into a time trial it doesn't load - why is that? can I make it initially load on timetrails too?
Take a look at guihooks to send the messages, there are a couple of options
https://docs.beammp.com/beamng/snippets/#guihooks-examples
For yes or no you could have keys binded to an action that executes a function for yes and another for no. Send the message to the player and wait a couple of seconds, if one of the actions are triggered in that interval you have your answer to the prompt
Awesome, thanks for the snippets
Gave +1 Reputation to @late peak (current: #463 - 3)
Oh another question, is there a way to get the absolute path of the current directory? Like for instance currently it's C:\Users\<me>\AppData\Local\BeamNG.drive\0.32, but it changes whenever there's a new update - or maybe it's also user configurable, in which case I'd need to change stuff too
This is my first time trying to make a beamng skin and i've done the text files n everything yet when i load it in it has the big no texture on it?
Hey guys what electrics value do I use if I have drls that are also indicators?
See this
#modding-general message
great thank you very much
Hi. I tryed to import terrain from L3DT following a yt tutorial (https://www.youtube.com/watch?v=rp63H3ThbY4&ab_channel=MorzBNG) and now I have no material everywhere and in terrain painter there are no material does anybody know how to fix it ?
L3DT:
http://www.bundysoft.com/L3DT/downloads/standard.php
World Machine (alternative):
https://www.world-machine.com/download.php
Beamng.drive wiki:
https://documentation.beamng.com/
https://wiki.beamng.com/Portal (old one)
Tutorial GitHub: https://github.com/MorzBNG/BeamNG-Modding-Tutorial
Downloads:
Notepad++ : https://no...
You have to add the materials to the brush
Also, you have to click on the terrain and set the material texture set to make it PBR
anyone?
are you making a skin for a vanilla car?
if so there is a 10x easier method to creating a custom skin
I assume it's for the F4
how do i install the jbeam thing for blender 4.2? The install button isnt there anymore
If anyone could help with some questions about map making that would be great. I am running into some issues making the map.
a texture on some layer in your materials file cannot be loaded, either its the wrong size, the names are misspelled somewhere or its just simply missing
there is, under preferences > addons there is an option to install from disk under one of the submenus on the top right
yeah i noticed that but when i click the jbeam editor zip file it doesnt install it
it gives me this error
TEST
Anyone ever had an issue where your mod won’t register the main Jbeam as the Root Jbeam? The slot is main but it won’t show and also won’t read anything in the main Jbeam like variables or glow maps. But the mod still works
It’s registering my frame Jbeam as the main Jbeam, no matter how many times I restart my frame and main jbeams I still have no success
hi i'am trying to learn modding by swapping part from tjhe h series to the midtruck.
after a long time i maneged to get the cargo to the right place but i have tons of other stuff that i don't need and that causes a lot of other problems.
So do someone knows what i could delete to only keep the cargo?
(i've used "van_frame_upfit_heavy")
(also am sorry if this is not the right channel for it)hi i'am trying to learn modding by swapping part from tjhe h series to the midtruck.
YOU DONT NEED TO USE ALL CAPS
-# is the deformation good?
It seems that just one } to close the very starting point { is missing on the very last part of your code!
Also, I personally recommend using VS Code! I think it can do more of what the NotePad++ couldn't do!
In case this didn't work out, try increasing the value of {"nodeWeight":5.0} (kilograms) to {"nodeWeight":10} to see if it's beam instability issue!
can someone help me, i have these seats but idk how to get them into the game, i want them to replace the race seats
How do replays save the location of the cars in the scene?
I see the plain text "position":{"y": ,"z": ,"x": } in the replay file, but when there's multiple cars it has the location of one car every frame, but only repeats the initial positions of the other cars.
You should probably take the upfit itself instead of the frame (located in vehicles/common.zip/pickup/cargobox) and make a copy of it. Then search for the attatchment beams and make them go to nodes in the same are on the stambecco's body instead of the frame. Also try spawning both stambecco and van next to each other and press ctrl+N and crtl+B on both to see where all the nodes are
(The beams should have a //attatch above to mark them)
oh okay thanks
You need to add them to every car one by one, but search for the race seat's jbeam in each car and copy + rename. Then in the flexbodies section, replace the original model with your new model's name
could you help me?
idk how
Well I am not at my pc rn, but I can answer some questions
i dont know nothing😭
It's probably best to watch a tutorial then, so you know where to find the game files and how to set up your mod
eh ig i wont do it then, i always find videos so complicated and then when my frieds show me its super easy so thanks ayways
Gave +1 Reputation to @rancid wedge (current: #283 - 6)
This one helped me get started, if you need it. But I really suggest getting into modding, it is very rewarding if you are a creative person https://youtu.be/GL51GpcbI6Y?si=SzsBjmlYHOJZP97x
This video will show you how to:
-Prepare the files
-How to edit them
-How to edit the jbeam of some parts
-How to publish your mod to www.beamng.com/repository website.
Software used in the video:
WinRAR - https://www.win-rar.com/start.html?&L=0
Notepad++ - https://notepad-plus-plus.org/downloads/
NodeBeamEditor - https://github.com/RORMasa/No...
i want to mod but tuts are so complicated, even the eazy ones
ok so i only find cargo box load and nothing else
but
this morning i did after deleting quite a lot of code from the file, managed to get the box in the right place and having everything non usefull deleted
(tho i might have deleted to much code but eh)
isnt helping me...
sry
hi
i've got a new question, is it possible to get only the h series cargo box? (the box with the doors)
cause i couldn't find anything else
I just converted my first track from another game but for some reason the kerbs just destroy the car when I drive over them, does anyone know how to fix that?
you might need to make your own simplified collision model for them. this happens a lot with walls and metal barriers that are either sticky or eat cars lmao
hi how can i use a custom dae?
That worked, thank you
no worries
i have one issue tho and it's that i can't find the attach part for the stambecco
i wanna move it a bit upward and forward
but idk where to put the offset line
cause there's no cargo line
only the doors and stuff
figure it out by trial and erroir
aight
It only works like that if you offset the slot that the cargobox goes in
But that is part of the stambecco's body jbeam
To move it without making a copy of the body you would need to move the model, each node one by one and the slots (that you showed above)
Hey can anyone explain the relation of the materials defined in the main.materials.json and the materials in blender, I know they share the same names and there is obvious correlation but how does the dae file "know" these things, do you just have to manually make materials in blender of the same name as the "mapTo" name in the .json? I assume main.materials.json takes care of the grouping and properties of the different textures (color map, normal map, specular map etc) and there is something in the dae that points the grouped materials to the objects.
a material in blender has a name
the materials.json has a "mapto" line, which maps those textures to the material name in blender you specify
okay thanks for the explanation, I assume material properties set in blender carry over?
no nothing carries over from blender
just a material with matching name is needed?
aight can i use a custom dae that would only be used with the cargobox?
i can't change the offset
pls i need help
i tried doing it by myself but i just can't do it
So I am actually working on a car thru blender it’s the Bmw ix1 ( my dads car) would somone like to help me 😃 since I am a noob at the blender
Thank you for the help! But there is another } at the end of the code that got cut off in the screenshot. And changing the nodeweight didnt work either, im just having problems on it not showing up in the selection menu. And thank you for the reccomendation!
Gave +1 Reputation to @devout cargo (current: #319 - 5)
it's unreleased
OKAY, the jbeam is working. now only the wheel is invisible...
i figured out that i have to rename te wheel inside of blender to the flexbody nameand now it shows up, its just a tad bit off
So, not sure if anyone can help, but where are the weights for wheels? I created a new jbeam for the wheels I've modelled and on the car the wheels weigh 500kg, each...
search "nodeWeight" within ur file should find it quite quickly.
did you apply the transforms
yes, it was still off. weird model more than likely, after tedious tweaking its now on the right position
Yeah, it's not that, I've changed that
The nodeweight doesn't change it. tbh it looks like it's been undefined and that 500kg is some kind of maximum, because it's exactly 500kg.
afaik which im not saying im 100% right. weight has to be defined with nodeWeight. otherwise there is like 0 way beams would support the wheel. Unsure what your jbeam looks like but, overall that should be the only thing defining weight.
I've pulled a few official and repo mod cars apart and I can't see anything wrong. Was hoping someone else has had a similar issue.
I get that, and both are defined in a way that the wheel should weigh a bit less than a standard steel wheel. I'll send it to you one sec.
according to your jbeam your wheels weigh 30 lbs
sorry 30kg
Exactly, but according to the game they weigh 500kg
according to my game they weight 30kg
might be something else on the vehicle causing that weight
Yeah
There's no nodes or nodeweight in the wheeldata on the suspension jbeam, so it can't be that. I'll keep tracking it down
Thanks for looking 🙂
Gave +1 Reputation to @tepid tartan (current: #378 - 4)
Using stock tyres already in game currently, and haven't assigned brakes, yet
super weird
I currently only have the rear wheels on the car... hence only two showing
Ahh, maybe I'll finish the front end then see if anything changes, I know Beam can have dodgy behaviours if it thinks something is missing
Ignore the banana shape of the chassis, lol, I've not defined all the beams properly, I'll do that once I've got a working vehicle and see where the weak points are. There's also no normals or textures on it beyond flat colours.
engine swap gone wrong and i cat make posts on reddit i guess no rpm, engine wont start any tips?
does anyone know where i can find the race seat model at in files?
Common zip iirc
cant find it
Thx
Gave +1 Reputation to @tepid tartan (current: #319 - 5)
how do i edit it
gonna need more to go off of then edit it. what are you attempting?
I want to change the model
Like replace the model? or change the color? or what?
Replace it
all you need for that is the jbeam then
Idk how to do this stuff😭
That stuff doesnt work for me
Videos, forums, i can never understand them
Sry
I’ll probably just have some overpriced dude do it for me
No reason to be sorry modding is a very confusing and complicated process so I understand how complicated it can look.
The only way i can understand stuff is if the person is talking directly to me😭
Basically you need to setup a mod folder pathing to common so vehicles>common>(This is where you are going to put your materials and seat.)
I don’t know where to find the materials
Well you'll either need to make them or get them from whatever model you have.
Im trying to replace the race seat with a seat from a mod
Okay so then you need the mod model name and that jbeam only if you have the mod installed it'll grab everything from there
Im am taking the seat out of the body of another mod though
It might be best for you to try and put it together yourself and discover failing points. I have to go to bed as i've got work. Wish you the best on your venture. If you still havent figured it out I can try to help more tomorrow (:
anyone have any easy to follow skin tutorials?
I learned by making a blank skin with the livery editor and then changing out the files for the actual skins
can i reset the moving slider thing
Can anyone tell me why I cant see the text for my skin?
is it possible to set an offset for the whole cargobox somewhere here?
You still have the image selected, press enter
Ah, thx
Gave +1 Reputation to @unique zealot (current: #99 - 22)
object - apply - all transform
you just move every node and every flexbody
i did move every node
but idk how to do it for the flexbody
i have started converting another map from AC and some textures dont show up, despite them being there in blender
You incorrectly ported the objects from Blender into BeamNG. To fix this issue, open Blender, switch to Edit Mode to find out the texture name, then go to BeamNG, locate this texture in the Material Editor, and set the correct path in its settings.
Is there a way to animate a prop based on more than one function? I tried to duplicate the entry in the jbeam but that spawned the mesh two times, each one animated individually.
Nope, not it
how can i use a custom dae in my game
its fine for lhd but for rhd its inverted pls help
do you do self leveling suspension with air suspension or hydraulic suspension
I am making a mod for variable exhaust smoke for the D-Series (then the T-Series when I get this working), and to me everything here looks right, yet in the console it says it's missing the variable $particulates
youre making it multiply a nil value
the instructions said to do that, that's why I am confused!
should be $=$particulates+0.2 (change according to value)
this is what I got confused by, said to use its name in place of the number.
the variable needs something to multiply, if it was a postion value sure then thats fine since the dae gives it the value but here it has no value to base off
if that doesnt work change the name to like $particl
btw just to make sure, which spot do I put this in?
still isn't working, for some reason.
$=$particulates+0.2 this (im pretty sure) means multiply $particulates by value given from slider and base add 0.2
change the name?
of the name particulates might be like engine value, change the variable name in both
change $particulates everywhere it is to $particl
try have the unit be nothing just ""
nope, didn't work. If needed I can try sending you the file, so you can experiment with it a little and see what I messed up.
im kinda new to modding and im trying to make a custom unibody but for some reason the old unibody (the vanilla one) doesnt show up, its like my custom body replaces the old one, i have added another config in the body jbeam so i dont really know whats wrong. does anyone know what the problem might be??
change the internal name of the mod
example ; the tiltdeck_load_40ft_haybales assuming its in the game, and your mod uses the same header probably so it overwites
{ "**tiltdeck_load_40ft_haybales**": { "information":{ "authors":"BeamNG", "name":"20 Square Hay Bales (9600kg)", }, "slotType" : "flatbed_load_short", "slots": [ ["type", "default", "description"], ["tiltdeck_load_40ft_haybales_straps","tiltdeck_load_40ft_haybales_straps","Straps"], ],
the jbeam name?
yeah ive changed the part name i believe, ill change the file name
you can ctrl + L to reload all files
and ctrl + r to reload your mod if you saved somthing in a file
if you renamed files or added files use ctrl +L
same issue ?
yeah
is that the header?
yeah
wait rq
ive added my own jbeam part in here and i have the original one too
might be wrong just because ive changed alot, barely know where im working lol
did you edit game files or made a whole neww file ?
made a new mod file
okay with a mod structure right
like "name of your mod" -> vehicles -> miramar -> stuff
yeah
if you want you can mp me the mod with only the body file so i can take a look at why
the jbeam file?
just the files needed to spawn it in game
yea hold on
yep
anyone know why the back wheel has no texture? the front works fine, and they dont have any uvs/textures yet (which could explain the problem but also why does the front one have a generic texture?)
that looks like the id that the original unibody have
do you need the front and rear wheel to be using different mesh for any real reason
dont think so, i copied the front wheel and made it a bit wider in blender to fit the back one. could that be the problem?
so its different wheel, size wise
fix the material name in blender for the rear wheel
i bet it have stupid things like .001 in the material its using there
your front and rear wheel looks like should be using the same material
and the front one?
so that bad, use the materials of the front one in blender
then export it
if youre asking me to rename bost meshes too .001 i cant, otherwise im not sure how to "use the materials in the front one" since i copied them to another they are virtually the same
yes u need to do the former
have u check the uh
the materials tab, should be able to get them to use the same material there
Gave +1 Reputation to @inner heart (current: #191 - 10)
Hey, trying to follow this tutorial https://www.youtube.com/watch?v=LqFkVR2FiYA, however when I get the skin in-game, it doesn't show up at all. Pretty sure I've done everything correctly thus far
Got it working, just had to restart the game
how can i add the ramp as a fixed object to my map?
So ive been trying to fix this map and remake the roads but i cant seem to figure out how to add textures to the roads
Hello? Does anyone know why my winforms app will not load on other users computers, but does on my own
Anyone looking for modder
You can dm me
Bro came fresh in to this server and says hes a modder 💀 aw hell naw
Ait Chat, I've cooked too hard haven't I, tell me honestly
is that a model for a ps2 game 
JBeam XD
this is very early
show me the model youre jbeaming
yes 100%, if you can just send a frame or shell or whatever i can show you how its meant to be done
im not in charge so :P
are you jbeaming for someone?
yes
with zero knowledge?
yeah no why thats like going to a 5 star restaurant and pretending youre a 5 star cook while all you can cook are scrambled eggs
oh i know how to i jsut keep going "This clips through too much, i dont like that"
i do a model like this then i dumb it down
why are you arsing with scratch
that can easily be done using pessima mk1 jbeams
those 2 look very similar and adapting it would be ezpz
because the pessima makes me want to cry and the properties are entirely different
what do you mean properties
the Maelstrom is basically paper
you guys are even using pesima suspension whats the point of not using pessima as base 
im sorry to be rude but if you knew how to jbeam youd realise how relatively easy that is to do
Yeah, I do know how to JBeam and the Pessima is so badly put together at the back that I don't want to touch it, Also, i'm pretty sure the suspensions is coming from the D-Series and is edited
so why is the model a pesima
they are 2 different suspension systems 
what is oh so horrible about the rear
its a good jbeamed rear with a properly jbeamed trunk whats the problem to edit here
if you tried to scratch this all id say iyou would do worse from what im looking you do atm 
have you ever tried to make the trunk/rear compartment crush instead of the front?
its not...
why are they mix matching shit dude this is like what
istg what is going on with this mod
we are making it as close to possible as IRL
literally anything you want can e what you want, this is a fucking bx
and its become a twingo 
thats really not a pessima at that point
dude if you know how to jbeam, show me one of your jbeams that works with no stress
you can easily make a pessima jbeam a hatch if you try
and? it saves you hours of dying over the jbeam not working right
no...
either way I'm done with this conversation, I came asking if I have put too many points, knowing fully damn well I have and the first thing I get is pretty much "You are and idiot and a liar because you aren't doing it the same way as me"
not the same way as me youre doing it the hard and goofy way
just use a pessima or covet then expand it even
no
well then lets watch you struggle 
just sod off
hey man
i would go the way bacon is saying
i mean he is more experienced at knowing what to do
Yo, does anyone here think they can help me texture and jbeam something
You can dm me for that
i would like to make custom engine sounds, i know the numbers are the RPM but what does the o mean at the end of some of these?
Someone please help me out lowk
I imported a real world heightmap and set it to 3 meters per pixel to get it up to scale, so the map is very jagged.
Is there a way to smooth out an entire map in game? Or can i export the scaled up version and gradient it out with photoshop?
(Is there a way to make the map geometry smoother basically? Without being to ocd about the heightmap itself or manually smoothing everything?)
this is my first time modding, how do I create my first car? ☺️
changes I made in .dae file didn't apply. here's how it looks in Blender vs BeamNG. I could not have mistaken the file/part. why did it happen?
watch some tutorials
it's not a thing explained in a message
i need help making something base colorable
i dont understand coding so if someone could vc/walking me through it that would be awesome
can someone help me. i put carbon ceramics on the sbr by putting the meshes, textures and corresponding part of the main.materials.json into the mod folder, the brakes look fine but now the car doesnt have textures
Use something else instead of main for the name
Rn you're probably overwriting the materials file for the sbr
The format for those is xyz.materials.json
You could also move that file into a subfolder
that worked, thank you!
does anyone know why I am unable to nodeoffset my hubcaps, they do this
i would use nodemove but obviously that would move them left or right respectively instead inwards or outwards as nodeoffset promises
not everyone deserves help
why did you use bx jbeam and not covet jbeam?
Wouldn´t that have been easier?
Hi I have the same problem, but I can't seem to understand what you're pointing out, could you explain it further? sorry.
I'm following the beam wiki for the license plate tutorial.
I've also followed this but I can't get it to work.
nope
no dont be sorry i can try explain tommorow if youre there
okay sure, take your time.
I'm looking for a way to calculate the curve (and slope) of a road, wondering if there is a easy way to do it. Anybody know how?
Looking for beta testers for my latest Autobeam car. It's supposed to be a low-power (251-hp), high-fun backroads bomber with a stripped-down, purist feel. (Interior and engine bay shots are ever so slightly outdated but they're 99% accurate)
how hard is it to mod in custom wheels that are available to every vehicle? even modded ones
yo can some1 help please?
i have the ck graphics mod installed but dont know how to get the pop up window to tweak the settings
i was working on the mw m3 gtr whine, when i added it, its volume was so low and i want it to sound like its irl counterpart where it overwhelms the engine sound. increasing the volume of the original file helped a bit but not much. any parameters i can change to increase the volume?
What is a good width in the mesh road editor for a 4 lane highway?
i could probably help you
give me the models in dm
why is my mirror like this
You free now?
ye
so i have a bit of an interesting situation
im trying to get it so that the mieScattering in the sunsky section will stay at the value ive applied to it
it wouldnt save my change initially, and i ended up going into the files and changing it to the value i wanted manually, but then it changes back to the default value after something like the time of day has changed
A lot of values in the sunsky will reset to default if the time changes, and from what I understand there is no fix @tardy ember
ah ok, thank you, im still going to try and see if theres any way i can make it permanent
thanks
Gave +1 Reputation to @rare widget (current: #246 - 7)
Hi all 👋 I'm pretty new here as well, with the game. I'm mostly amazed by the fact I can make a track so I'm trying to figure out some stuff regarding terrain resolution. I'm trying to achieve a map with more resolution, so terrain imperfections are more realistic. So what I'm doing to achieve this is making a heightmap of 8K, importing it into World Editor with odd or non orthodox values as I'm trying to figure out the meaning of these values. In the Import Windows I use 0.1 of Meter/Pixel. Then, in the World Editor itself, once selected the terrain, I use 0.1 and 100 of max height, to keep proportions, but the thing is the terrain resolution. I tried making an 4K map and find the proper values to get as much terrain resolution as possible, but I couldn't find a way more than shrinking an 8K sized heighmap and scale it accordingly. Texture is pixelated as it's some default texture.
Second pic is for judge the area of interest in proportion.
What do you think of this level of 3D, I mean, the small details and size/quality. It's good... average or below average. I need a honest reply as I want to improve. Also, if you know the proper values for achieving the same with a 4K map, I would appreciate. Thank you in advance for the reply 👍
Hey guys I was wondering how do I make my dash cluster props function properly?
i would probably reserve .1 m/p for gimmick maps or for track maps only. it will be hard to appreciate under some circumstances like city or highway focused maps, actually fully utilising the resolution on large maps will be cumbersome and it will explode file size on medium+ maps. you might want to talk to someone like OTB (the caney ridge map guy). we had a brief discussion covering a similar topic a while ago, and having spent some more time on caney ridge i would 100% agree with OTBs thoughts on where resolution becomes "good enough" for details
i wanna make a montana map for beamng but im not sure where to start. any good documents/ videos i can follow?
Im to stupid to understand how to make skins for mods, so can anyone help me if they have time?
would start by not pinging random developers
and i have no idea what that camera is meant to be, no idea what the car is, if theres console errors if theres anything
sorry
ive managed to create the license plate
but it glitches giving a half black image
any fix to this?
the scale is 512 x 256
ive remade it a couple of times
@minor moth new problem, if ydm care to help me?
maybe its not uv mapped right
i tried fiddling with the scales
just try to unwrap
sometimes its %75 visible
select, U and unwrap
and see if that works, maybe position it in the middle
or check how the normal plastes are uvd
unwrap?
ill try using the normal one as a template
ye do
okay ill lyk
tysm
does this look okay?
on the right, ive used the layer
and aligned them
yeah but i mean the model maybe
or are you using the generic plates model
jbeam?
im using a default one
but for the image im using a png
this is the one im using
Could someone help me out a little i have no idea how to do texture stuff only jbeam and a bit of modeling
I can not find any info on linking road meshes online. Is there an easy way? It seems unreal to me that you would have to manually stitch these together...? But I cant figure out an effective way to line up these road meshes... how do people get such smooth roads if they are using align mesh and there is no link?
@minor moth
i dunno whay that happens tbh i havent done much stuff with plates, sorry
No worries, I'll figure it out, thanks for the help though.
Gave +1 Reputation to @minor moth (current: #131 - 16)
hi guys i am trying to make a busline mod for wcusa, and im trying to get the spawn point
but it wants a quaternion, in the inspector it only shows euler angles of my spawnpoint
Most people use terrain to make roads not meshes
Meshes are good for the initial smoothing process tho
But how do you get the Road meshes to create intersections for smoothing at the correct heights? Like without a link the road meshes can end up at different postions where they touch and when you level the terrain it is jagged in those spots, you end up having to do like 5-8 passes over every road....
Terrain smoothing tool
Fml 😂
I wish we had some of those beam.tech features for splitting road nodes and locking nodes....
Oh yeah im not excited about that either hahaha
You can split river nodes iirc so I could see it
I ended up on the beam.tech wiki by accident and i was looking around for all the advanced menus in game getting so heated like "where are these features???" 😂
I truly appreciate the advice!!! None of the tutorials i found mentioned that detail 😂
check UV maps
guys do you need to set the jbeam to origin in blender?
done it from zero?
as in completely custom parts? then no its modified vanilla parts
the uv map, did you reused the vanilla uv map or done it from scratch?
why do you hate yourself
meh, you can but you will hate to do it
start with the original uv map
and reverse engeeneer it to prefection
readapt it to your needs
how do i do that then because it seems like i might have messed up
It's probably just the on-load samples
Agree 100% on that; I couldn't sleep tonight thinking on a situation in were such resolution became useful and why. It's true a race needs flat paths, and what we visually enjoy are visual patterns along the race, which is the landscape formation. You know... our mind is caught by the continuous harmonic movements from lines as it's also hypnotic; the lines of a highway, the street lines, the lines of mountains, more curved, less curved, etc... like when you go through a bridge with those things that support the bridge. All that also give us the speed feeling.
Then we have these type of Camel Trophy stuff, where terrain is what catches our attention, how we crawl on it and do micro movements to sort out the obstacle. And we have a second type which is more speedy, like the terrain in the screenshot I shared. I made a map that goes from absolute flat to noise in order to judge where the terrain size starts to change the driving style to the extent of making it boring. But this is more a side thought that leads to another main subject(1).
The main idea came from a free roam map enjoyable at any of these levels and without a track, demanding the mind to think or find a track, like a big puzzle, (yet going to point a to b is also a great idea inside that big puzzle(1)). This idea is still too abstract. Also, how the physics reacts to a complex terrain is really interesting and how to surpass certain obstacles are very realistic and logic follow. How you can grasp with tires from some details that wouldn't be possible if that detail wasn't there.
And here comes a blend of ideas, which is making a normal resolution map for everything is not the road, and a super resolution terrain for what is the path (doable in an extermal map terrain-type editor). I'm actually in the process of making that. But I also like the free roam idea of making the path while driving.
In any case a 4K map has enough space I believe, so if instead of densifying by subdividing squares and being squished from 8K to 4K, is there a way to subdivide equally but in a 4K map? It's the same thing, I mean... it's relative. But true is I don't want to make the thousand of tests to find if hte differences, if any, are relevant. Probably anyone else did it and can save me some walk.
by "subdivide equally" do you just mean 1m/p? my brain is kinda fried from chasing a strange bug all night lmao
Equally... I mean... I get a higher resolution result when going from 8K to 4K because interpolation/algorithms happening to do so. Then it should be a way to achieve the same result but only using 4K bnut morew subdivided.
subdivided like when from 8K to 4K.
Equally, I mean... like... the result is the same doesn't matter the order.
8K to 4K what is doing actually is adding more subdivisions to the terrain; no idea how many, if the double or more. It isn't shrinking the amount of squares to 4K but squishing tighting them into anm smaller area.
8k to 4k would be 4x, if my brain is still functioning lmao
what does ther x mean?
4x4 is 16, 8x8 is 64, 64/16 is 4. you get 4x the detail using an 8k heightmap over 4k
Oh I see... Thank you very much 🙏
Thank you.
Gave +1 Reputation to @shut pollen (current: #192 - 10)
no worries. 8k heightmap on 4kmx4km map is probably about the right balance, i think jv uses like .75 square size or something, for reference
There we are... I'm trying to figure how relevant is between 0.5 and 0.1. Are these numbers like resolution, DPI or PPI? Like screens of printers?
I mean, the amount of details is by 4. just by using 0.75?
from 8 to 4 then 0.75 that's 4x of dtail on a 4K?
i think jv is 4k heightmap and 3x3 dimensions?
what does mean jv?
johnson valley
I have no idea... I have been struggling a lot with the 1, 0.5 and now 0.1
I mean, if I can set all to 1 that would be satisfying.
but with details of everything we've talked.
every pixel is delegated 1 metre of heightmap at 1.0, should be half a metre per pixel at .5? been up way too long
Yes, but if we use a 16K and then we import it, assuming is possible...
1 would be 0.5?
16k heightmap on 4kmx4km map would be .25, no?
that what I was thinking because of 4x
so 1 becomes .25?
If yes then I can keep thining.
8K becomes .5
i'm right? Im not good at maths and stuff related, sorry, so I need to ask.
sounds right to me, probably would have to talk to OTB for a more detailed explanation
Sounds right to me too... it's like logic
Thank you again for helping me drawing conclusions 🙂
thank you 🙂
no worries, happy modding
describe in more detail, post some pics
so i wanted to add interior accessories to the i series, i got the thing to show up in vehicle selector but none of the slots that i tried to jbeam in appear
have you made any accessories for the slot you want under vip int stuff?
yup
i got them in blender plus
what slots does the "vip interior stuff" jbeam have?
I will bring a map here once I have it done 👍 Have to go now.
this seems mostly correct, aside from missing a slot for reimu. it isnt picking up the top file you sent
yeah, alr diagnosed
how do i make the starter in a car engine better it only starts a engine at 600 rpm and doesnt even try 601 rpm and doesnt play sound
I'm putting the finishing touches on my own pace notes engine which is map-editor / text-editor free and allows you to just record your own voice. Since there's no way to record sounds through beamng, I set up a simple python server that uses pyaudio to handle mic stuff, and beamng just sends data to it. Nothing is obfuscated or compiled, and the server isn't required for the mod to work if you are using pre recorded sounds (ie included with the mod). Given the recent security concerns with mods, will it be acceptable to instruct users to run a python server? Will I be able to include a python script in an official mod, or will I have to point them to a separate resource / website if they want to record their own voice?
Can you use equations for jbeam values?
I wanna make a transmission that has 12 gears, 6 reverse and 6 forward gears. I am doing this for fast & furious funnies and I am making the transmission have adjustable gear ratios. I want the reverse gears to mirror the forward gear ratios so I was thinking I'd just multiply the ratios by -1 to make them negative for reverse.
Something like, "$gear_1" * -1.
I wanna ask before I waste my time.
How do I add a spawnpoint to my map? Currently I spawn under the map somewhat far away. I'm making a racetrack and I'd like the spawn to be in the pits, maybe another in the parking lot.
I'd appreciate some help getting it to work.
you can even use complex math, so u can use equation yes
tho u need it like "$=$var*-1"
Huh, I'll keep that in mind!
Thank you!
Gave +1 Reputation to @inner heart (current: #176 - 11)
anyone know how to export a certain car model and not all the peices made for a car
After trying and trying I figure that BeamNG needs DLSS. Just found the right proportions. The heightmap I'm using now has too many small details in it, so the geometry was increased and now I can't get more than 40 fps while playing that map. The terrain looks like made from UE5 😄
Relying on DLSS and frame generation instead of optimization is wrong because it increases latency to the point that even a singleplayer game like beam becomes unplayable
The name glowmaps is kinda misleading
Really all it does is switch a material mapTo between three other materials
You'd need a light off material, then a light on material at least
The light on material is what actually glows, the glowmap just switches between the materials
This explains the basics as well
i downloaded a file that muye used in one of his videos, how do i transfer it to beamng
put it in the mods folder
beamng is probably the easiest game to download and install mods for lol; making them is hard, but putting them in-game is easy
anybody know why this isnt working? im kinda trying to revive an old mod but with my limited lua knowledge i havent been able to figure anything out
Is it possible to use multiple heightmaps in one map and link different tiles of terrain?
Also, other question, if you use the default scale of 1m per pixel, i assume that height is also 1m per pixel? Trying to scale my maps height accurately.
So, i got an question, This is the first time for me using the World editor so maybe im just dumb, but if i want to use the forest tool, it wont place anything when using the brush and if i want to make a new group for ,for example rocks, they dont show up, i only see two assets in the menu.
ill send a photo one sec
you can only have 1 heightmap terrain, the rest will have to be meshes. mesh terrains dont work in the same way heightmap terrains do though
Is there any way to import a heightmap bigger than 8k?
from memory i think the paid version of caney ridge uses 16k, but you will have to talk to OTB about how that works. my brain is fried rn, 5am
Thank you! Ill see what i can do or find. My game seems to crash when they are to big. Or if they arent square. Im attempting to put a very large real world area into a map. Wish i could stich them together rip.
Gave +1 Reputation to @shut pollen (current: #177 - 11)
defo gotta be square though, dont think there is a workaround for that one
Yeah, how many indie developers are creating bad optimized games because of frame generation and DLSS, but I'm talking about for those who won't hide their flaws under DLSS or under the absence of it.
In fact I just optimized my map. to the exact amount of pixels and details and now works much better while conserving all the details. There is also a problem with BeamNG where it takes more GPU to render in some areas than others depending on how the sun is creating its stuff. It seems if the time of day is too demanding, like generating too many shdows and occlusions then, lack of frames.
Remember that the bigger the map, the bigger the map details, then the bigger the "pixels" too then the low res looking. I have been struggling with that for few days but if you scale your map properly in the software you use then fixing any uncorrelation inside BeamNG is easy.
It's a huge topic because you know... the area of the map doesn't determine the amount of detail on that area, so if you have a rock in a given context, and you stretch that map, the rock will stretch too, and everything else. That forces you to decrease the amount of pixels per square meter in order to make the map fit with the proportions you need. So finally you end with a 3 times smaller map with amazing details instead of a 2 times smaller map with same amount of details. That's what I can share with you as I'm a total newbie but I'm noticing things that I hope help to others 👍
Indeed. Luckily i found a super high res img of the area im making. Its drivable without edits at scale. Just to big to fit into 1 8k img and not loose quality.
Apperently my new heightmaps are crashing the game lol
Do Large or high res heightmaps cause the game to crash? I was able to import 1 but the others are causing repeated crashes 😭🤔
(Hovering over or trying to load it by file name causes a crash.)
Edit: think i discover why its crashing, somehow photoshop saved a 16 bit img as 64 bit 😂 and beam does not like it at all lol
one step closer but yeahhhhh how fix?
it should all be body color
and yes ive done uv mapping but not fully by the looks of it
Ik this isnt exactly a beam question but, why would photoshop be saving my grayscale images in 64 bit depth? Im on 16 channel grayscale mode and my document is set for 16 bits, so im confused? Shud i set the channels to 8? Or the bits to 8? Or?
A quick question about 3d models. So I'm pretty new to beamng modding, I've made a few parts mods and now I want to move on to making whole cars. The question is, do people model and texture cars from scratch or take them from somewhere?
I need some help with a transmisson, im using a single clutch automated manual for my aventador but the launch control only works in neutral not in any gear
I might be able to help
Tomorrow tho
Hey, I’ve had the same problem. It seems grayscale causes the crash. The height map I have is already 16 bit and photoshop didn’t change that.
so do you save in rgb or? I thought beamng heightmaps were all grayscale lol
Rgb. I thought you were supposed to make them grayscale but those always crashed exactly like you said.
huh is there any drawback in quality?
I don’t think so, if it’s actually 16 bit.
But I haven’t had any luck converting something to 16 bit.
Im getting really inconsistent results from testing out a bunch of stuff right now. some grayscale 16 bit imgs work and others dont even tho they are identical sizes. some attempt to spawn in but fail and leave a small block of immovable terrain, others outright crash the game.
I also set compression to zero.
This where I got my height map. https://manticorp.github.io/unrealheightmap/
Are your height maps 2048 or 4096?
Yeah maybe that’s too big. A 4k height map works pretty well with a 16x16km map.
Im making a real world location as accurate as i can for personal satisfaction. It seems you can freeform a 100kmx100km map in this game, but attempting to use the import tools that is an impossible task.
This is why I am so dead set on using the full resolution... i barely have to fix these roads 👀👌 😂
I have a silly question, how accurate is the measurement of meters in this game in terms of scale? It feels like there is a slight discrepancy when I scale up my terrain to what the calculated size shud be, it seems slightly smaller than it shud be.
pretty spot-on measurement wise, what are the exact dimensions of your heightmap and terrain?
My Heightmap is 3.72 meters per pixel, and ive scaled it to 3.8 to test it out, yet it feels smallish but pretty close. The image is 8k by 8k.
Could just be the inaccuracy of lidar in general tho for all i know, or the way the game displays the heightmap just makes some spots look skinny.
Thank you sir. I thought it was pretty accurate. Just some spots look odd and to cramped. While others seem maybe bigger than their real world counter parts 😂
Did a quick check on the airport, its 130ish meters longer than the real world 🤔 huh how bout that...
(Oh and apperently you can do more fine tuned scaling in the inspector menu. When spawning in terrain it limits you to 1 decimal place for some reason? Now its at 3.72. Nice 👌)
Is there a method to calculate height scale to be accurate? Currently just brute forcing by checking the bottom of map vs top peak 😂
@verbal quail Hello Arcanox. I'm trying to study your hybrid code and wish to make some modifications to the power distribution between the generator and ICE. However I have difficulty understanding how you calculate the required torque of MG1. If you are currently free, could you explain it to me? Thank you.
Gave +1 Reputation to @verbal quail (current: #917 - 1)
it's really complicated, and to be completely honest, I haven't looked at the code for quite some time since I've been busy with other stuff. the general jist is that the amount of torque delivered to the ring gear by the engine is directly proportional to the amount of torque the MG1 generator is creating to apply load to the engine (usually by generating power, but at high speeds, it might actually be consuming power to do so)
it's a function of several things, the most important being the tooth counts of the various parts of the planetary gearbox (as these determine the torque ratios)
the computer has to calculate the exact balance of how much torque should be delivered by the engine and how much torque should be delivered by the motor using electricity generated by the engine so that everything balances out to the correct total output torque (obviously adjusting as necessary if it wants to use power from the battery or charge the battery)
Oh thank you very much.
My goal is to change the hybrid logic so that the throttle input act as a mean to control the power distribution between ring gear and MG1 while the engine can maintain an efficient rpm and load. When the power requirement go just past the ecoKw, engine can distribute most of the power toward the generator, while just below power range, most of the mechanical torque is transferred to the ring gear to drive the wheel.
I’m wondering if that’s actually achievable🤣Still trying to figuring out the torque balance xd.
I don't think that's possible because of how everything is mechanically linked together. The power split between MG1 and the ring gear is a fixed ratio
Might have to find a way to include MG1 -> Ring torque in the tO calculation. Thanks for the explanation
Is max height slider scaled by the square size? Or is it always individual meters?
I believe height is fixed by max height, and x, y are scaled by square size
Thats how it seems to me as well. Thank you!
It doesnt seem to actually represent meters if your scaling the terrain but, it does seem fixed.
I have a much more robust way to get real-world height data into Beam, but it's a GIS crossover technique. Kind of a steep learning curve, but I can explain if you want
Please shoot me some DMs on it im interested! I will admit it may be out of my wheel house. But rn im considering using trig to calc the slopes and compare to pics 😂
oof, don't do that
Ikr... im pretty close just thru messing with the slider but id like to be as accurate as possible since the map is to scale in every other way.
you can get 1m data for any area in red
anybody else in here interested? or should we keep this off the help feed?
If i may add my 2 cents, i appreciate all the info in this feed, even extraneous stuff, alot of tutorials breeze thru this stuff. Ive found so much info in here that helped.
Rip ik my area wasnt covered for 1m data 😂😭🤷 i used the usgs site and a few other places to grab some huge tiffs but they didnt have any good 1m data on my area.
bummer
Tbh this 3m data isnt bad... i can drive 60mph up a mnt pass with no edits at scale.... 🤔👌
I found some really nice areas are covered by the 1m data. you can also use a GIS program called QGIS to download roads, building footprints, landcover, etc.
stuff needs to be processed, though, so most people get hung up at this step
you can also scale that down by setting it to .3 or whatever and get your 1m
lots of ways to skin this cat
Just to save someone who might be checking time, No you can not stich multiple terrains together. Only one will be solid. And the texture editor will freak out. Also you might break your level badly 😂 had to reset mine after that test.
Did you do both UV maps? There is a second one for the skin color
There are two uv maps so i think so?
So, i got an question, This is the first time for me using the World editor so maybe im just dumb, but if i want to use the forest tool, it wont place anything when using the brush and if i want to make a new group for ,for example rocks, they dont show up, i only see two assets in the menu.
oh and another wuestion, how do i make the grass darker?
so
i figured out how to get new assets now, but when i take the rock assests from East coast USA, they haveno texture, what to do?
Make sure you drag in the textures too not just the dae. If that doesn’t work you can re apply the textures in the material editor
How can you add and save clouds on the editor? As for me everytime you add them they dont save when you reload the map?
thanks
Gave +1 Reputation to @warm sphinx (current: #109 - 20)
there any good app to edit textures?
paint.net or substance painter. probably some other photoshop alternatives would fit the bill
uhh
that is why i suggested paint.net first. it is good enough, substance painter is for more advanced material stuff
ok ima use paint net
Try to use my asset copy tool: https://www.beamng.com/threads/beamng-tool-for-map-creators-updated-2024-06-02.89058/
Latest Update: Version 1.1.2 (2024-02-25)
Download: https://github.com/alexkleinwaechter/BeamNG_LevelCleanUp
"Even if you don't want to use any...
Have you entered the scale factor in the mapinfo.json? For the height: you can enter the height of your original there too in meters.
when using queueLuaCommand is there a way to like wait for the func it calls to finish?
No
These calls are asynchronous, while the Lua environments themselves don't support that
What are you trying to do?
I went to save my map as a mod, this is what it does. Any idea why?
Could it be that it's an unpacked mod?
guys, is allowed to change a mod texture without the owner permission?
I'm following a tutorial but he said to double check it worked before repacking it, this happened so IDK.
I would like any of you to model an Australian Outback petrol station, roadhouse, and motel, if not, that is completely fine
Why are these coolant tubes "no texture" and the pulleys and belts remain in the air like that?
the pulleys are hard to see but they're hovering
Also the v8 jbeam file is in the sunburst mod folder yet the sunburst doesn't move an inch when i apply throttle
I found the pulley offset however it makes the pulleys go absolutley ham if i translate them
why is my driveshaft literally sticking through the car
I'm currently messing with suspension geometry (I used exported automation suspension as a base for easier adjustments) and debug tool shows extreme (and wrong) alignment
Any ideas what might be causing this and/or how to fix the issue?
any way to stiffen engine mounts? my engine is jumping in the engine bay a lot
its automation suspension
its basic shit and very funky, try use vanilla
anyone know if this is an easy fix for someone who knows how to uv map
idk how so if its not fixable it doesnt really matter
shouldnt be hard to get something decent/usable out of it, perfect is another matter
yeah im not looking for perfect tbf its only my first mod
just as long as its usable somewhat
between generic uvmap tutorials and already having the vanilla uvmap to import as a reference you should be ok. just line up the new uvmap with the reference one the best you can
Is that the Miramar small pack
Nah it’s my own mod that I started ages ago and never finished it
yeah i think ill just ignore the fact that skins dont work
the two tone still works tho
Any way to stiffen engine mounts?
should probably recalc normals
edit mode, select all relevant verts and then alt+N, pick a few options and see what fixes it the best
you will probably have to show us the topology in that case
and how does the "bad" side look?
you should be using the mirror modifier to generate the mesh anyway, rather than duplicating and joining. you will have to look at tutorials for the mirror modifier and recalculating normals if it is still funky after that
there are some things that would make it offset, like transforms etc. you really should look at a tutorial covering it, not sure i can explain it well enough as i am pretty busy rn
no worries, happy modding
Hello, I just released a mod and was wondering how to get it on the #1102973298222051358 ?
go to the #support channel, post in there pinging the mod team and showing them the mod you want to showcase. They'll probably then give you the Forums Access role, so you can post a forum
any way to stiffen engine mounts so the engine doesnt wobble around?
@barren pond (forgot ping)
i was working on one of my mods and i exported it out of blender into a dae file and now it is invisible?
can anyone help?
nvm it just decided it wants to work again
why are my props doing this after translating them?
need to set origin to geometry in blender i think
vote 1/10 for lichi to make a uv tutorial, press F to vote.
lol
No I'm not making a uv tutorial
Specially for skins since I suck at those
Haven't made a single one ever
hue
anything i can do to fix this?
uv map it
Why is the driveshaft on the sunburst just through the middle of the car? There's two of them, one placed correctly and the other just like this even though i only have one in the code
even after removing it in the part editor or whatever its there
theres no mention of "driveshaft" in anywhere except the rear diff jbeam
whats like the best way to get an assetto corsa audio and put it in a beamng .blend file?
i tried and it sounds awful
I'm making a UI for my mod and I want a text input with suggestions - I tried using a dataList and a triangle appears in the text field, but the options are never visible. Any ideas?
Cope
wow so helpful
That’s not a driveshaft…
Do you mean a roll cage?
there is a driveshaft behind the seat. probably forgot about transforms and props?
how do I add hubs to vehicle I'm trying to make a wheel pack compatible with suspension that doesn't have them
How do you get clouds to save? As everytime its doesnt save
Update for anyone who was helping me or curious:
The height slider does not scale with the scale slider. My original heightmap data was skewed so it seemed off. With proper heightmap data and scaling it to the correct size, I just typed in the real world height and its basically 1 to 1 scale. No extra math needed to scale the height. (Simply put the height is indeed in meters, if you scale your heightmap or image at 1-1 you can just type the real height delta. However if your map is at a different scale, IE: 1/3 or 2x the size, you will have to calculate the adjusted height/delta.)
Are there any skin packs that include skins for the T-80 tank mod?
I’m trying to make a skin for it myself but nothings working?
is adding more nodes and beams harder than removing it? im thinking of making spoilers rn
im making a map but its lagging even though i have a high end pc, does anyone know whats going on?
Does anyone have any idea how to access the stream ShiftPointDebug UI app uses to get the data it uses for generating its graph?
I see in app.js (steamapps\common\BeamNG.drive\ui\modules\apps\ShiftPointDebug) they use a stream called shiftPointDebugData to get this info, but I haven't been able to find that digging around in the console. I'm trying to output the slopes per each gear via a custom protocol so a way to access it from that context would be great.
why are ou not offsetting the engine
i already did
but all the props are not moving
nvm
i found the solution
if i cant move the body up, i just lower the frame
How would I go about getting the world position of a node in the context of the vehicle vm? I would like to get the world position of the "dmref" node in order to translate my prop in relation to that node.
should there only be just one .dae on a panel mod? or should there be one for each?
like one for the rear, one for the front, and so on
One dae with all the parts will be the best
i see, thank you!
Gave +1 Reputation to @unkempt valley (current: #324 - 5)
😎
heres how it looks rn
the cut rear bumpers and the cut chassis are mine, the rest are not
i might need some help later with the jbeam for the unibody but ill take a break for a moment
Are there any good tutorials on how to make terrain on a custom map? I dont want it to be superflat but also not super hilly
look just behind the bucket seat. theres a duplicate prop of the driveshaft that is not written in code anywhere in jbeam. I tried the driveshaft prop but that only deleted the correctly positioned driveshaft
if anyone could help with this duplicate driveshaft thing that would be great
just dont use the sunburst and youll forget about it
fair
i found the problem now thankfully
cant wait to add another bunch of jbeam! so fun!
add a
jbeam
some magical way there was 2 differentials in the car
so i have this issue, make sure to edit the positions in edit mode with all selected jbeams, i usually have to export 5 or so times for it to finally accept my edits, sometimes i even have to reload blender, reload jbeam do it all over again for it to work
Does anyone have any insight into the "obj" object in beam? I've dumped the object so that I get the list of functions at least but from there on I'm just doing trial and error to see what I can get out of it. I'm mostly interested in getting positions of select nodes and possibly the vectors between nodes.
I would just play around with the terrain tools until you make something you like. The terrain tools are pretty powerful and can make just about anything you want given enough time
is there any way i can put pictures back on my post in showcase my mod? i think i removed them accidentally a long time ago☹️
hey guys can you help me how to save jbeams files?
because when i edit them it wont turn out as a jbeam file
For new UI app mods, is Vue ready for prime-time, or should I just stick with Angular? What's the official guidance?
Official docs (https://documentation.beamng.com/modding/ui/app_creation/) seems to still be pointed to older Angular stuff, and peeking at aipacenotes mod shows them still using Angular. However, a lot of new official UI stuff (e.g. career mode) are supposedly now on Vue.
Hi, i am trying to give the canards on the bx more downforce, I have followed this tutorial: https://www.beamng.com/threads/tutorial-making-a-custom-part-for-a-vanilla-car.82050/ , but nothing shows up in the Vehicle Config
you need to ensure that ur new jbeam file name is not the same as any other jbeam files
you can just rename the file name to be more specific
this is what i have at the moment
i deleted everything but the canards was i meant to do that?
... so you have a bumper that have the slot "md_bx_bumper.....whatever"?
basicly, ur slottype, is there a part that have that slot?
just the canards
good, cause it have no where to go on
they are the vanilla ones but i just wanted to give them more downforce
so they are the whole bumper with cannards
give me a second ill show you
i will trust you words, if u say them
so theres a slot for the canards
yes
is that whats used by the vanilla front canards?
if so then yes, that
vanila is "bx_bumper_F_popup_kit_alt_canards"
then u use that
... in the bottom left of the parts menu thers an option for "show names" which would show the internal names used for parts and slots
toggle that and check the slot name appeared for the canards
yes its this
what u have in the jbeam file rn?
bx_bumper_F_popup_kit_alt_canards
mod is enabled, yes?
can u show the whole jbeam file
top line
^ currently set to close
and add {
we should force tutorials to use vscode for modding as it have syntax highlighting
it works now thanks guys
no worries, happy modding
certainly would help. im still usually on that old school np++ lmao
only problem is i cant see the canards but they do work i can feel the difference
its pinned too ( i asked for that iirc)
right it exist...
i dont like it, they need to make it so cursed syntax isnt considered normal
i would perfer jsonc
what
jbeam is literally json with custom functions dingus
its simple
cursed syntax like missing comma, missing endings
well yeah it has to be done like that
that plugin dont flag them, ig it works, but its like coding with no indent, works != sane
does it really, cant them be flaged with like yellow underline
it does what are you talking about
if i do the exact same thing it flags it
it even tells me where it is
not that
are you sure youre using the official addon and not the older jbeamsyntax
that error isnt accepted by both the game, and the plugin

