#modding-general

1 messages · Page 1 of 1 (latest)

tawny knoll
#

is there anyone here who can help me learn how to jbeam something?

gusty cedar
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Otherwise, there are probably enough videos on youtube to show how to make a jbeam

devout cargo
#

Is the internal name of the driver and passenger airbag the exact same?

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{
 "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!

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It's recommended to take a screenshot or paste this solution so you can remember exactly what to do!(only if it works though!)

gusty cedar
#

How do i get "navgraphPath"? It's a table, but i cant figure out where i can get a table value.

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Found it; "Stored AI Path"

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Wait no.

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Got it.

ember cliff
#

brooo this is like my main problem

dry cargo
toxic widgetBOT
#

Gave +1 Reputation to @devout cargo (current: #375 - 4)

scarlet cedar
dry cargo
tacit halo
#

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

gleaming cipher
tacit halo
gleaming cipher
#

Yes I'll pay them to do it for me. Cause I know it's time consuming

distant pendant
gleaming cipher
#

I can't learn how to do it

tacit halo
#

uh so basically youd be looking at 5 figures worth of money then

gleaming cipher
#

I tried and tried and tried. I need someone to do it for me

gleaming cipher
distant pendant
#

that's how i learned

gleaming cipher
#

No one else has ever asked for 300+

gleaming cipher
distant pendant
#

now if i can figure out uv maps i can get some progress really going!
need dedicated weekend for that.

gleaming cipher
#

I have never seen someone charge so much for coding. Definitely for beam

distant pendant
gleaming cipher
#

Yes

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He's busy with his own projects an tho he has good prices. I don't wanna overwhelm him

tacit halo
# gleaming cipher What how the hell

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

gleaming cipher
#

I only need Jbeam to put it in game

distant pendant
#

what jbeam do you need?

gleaming cipher
#

I have the guy who made the body's doing everything else

tacit halo
#

oh uh then yeah that would be like
200-500€

distant pendant
#

do you need wheel jbeams, suspension jbeams, body jbeams, interior jbeams, bumper jbeams, light jbeams, dash jbeams

gleaming cipher
#

I didn't do anything on them. I'm asking for a buddy

#

Wheel, suspension, body, bumper, hood

tacit halo
#

suspension is expensive

distant pendant
#

so you just wanna provide mesh and have someone else do all the work lol

tacit halo
#

yeah

gleaming cipher
#

When the guy actually finishs the chassis an stuff

tacit halo
gleaming cipher
#

Can't use that

tacit halo
distant pendant
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also there is already a few late model, street stock, modified mods out

gleaming cipher
# tacit halo why

Well first it's not mine. An he probably isn't gonna give anyone permission

tacit halo
#

pay?

#

you can probably pay him a bunch to licence it

gleaming cipher
gleaming cipher
distant pendant
tacit halo
gleaming cipher
#

I think I'll Just have the guy who I do my Jbeam

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Probably the best opt

distant pendant
#

if you wanna make mods, your gonna have to learn

gleaming cipher
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I'll pay him

thin hare
#

hey guys
how do i change the turn signal sound?

warm sphinx
# gleaming cipher I only need Jbeam to put it in game

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

gleaming cipher
#

i never said the body is done. im askin this for the guy who made it.

warm sphinx
#

So nothing is done?

gleaming cipher
#

hes still workin on the chassis

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i think the body is done but nothing else is rn

warm sphinx
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Gotcha. But you have a guy modeling everything else it’s just not done yet?

gleaming cipher
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@jaunty cave made the bodys

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its his work

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everything is his, im just asking for him.

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i just want him to have a idea. what people charge

warm sphinx
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But the 3D model is/will be all there? And you’re just looking for someone to do all of the coding?

gleaming cipher
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im just looking for someone to do the coding

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yes

warm sphinx
#

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

gleaming cipher
#

oh boy

warm sphinx
#

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.

gleaming cipher
#

holy shit

warm sphinx
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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

gleaming cipher
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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

jaunty cave
#

?

gleaming cipher
#

i just asked to help. idk

warm sphinx
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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

gleaming cipher
#

i tried there an dms for the SLM guy

clever edge
#

Is the DFA pack fixed yet, or no?

merry crystal
#

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

summer vault
#

most likely you are calling for a texture on some layer that the game is failing to find

distant pendant
merry crystal
distant pendant
#

you need the /nullcolormaskR.dds on the base color

#

vehicles/common/nullcolormaskR.dds

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that's the way @tacit halo told me to do it

tacit halo
merry crystal
merry crystal
tacit halo
tacit halo
distant pendant
#

ty @tacit halo

toxic widgetBOT
#

Gave +1 Reputation to @tacit halo (current: #51 - 37)

summer vault
# merry crystal what?

you dont get a ‘no texture’ error without having a texture defined somewhere that cannot be loaded in for one reason or another

merry crystal
distant pendant
#

is it based on another car?

merry crystal
distant pendant
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did you setup the uv map for the added parts?

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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

merry crystal
merry crystal
distant pendant
#

whats the texture name assigned to the part?

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in blender

summer vault
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what does your console say br

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itll show which texture it cant find

distant pendant
# merry crystal

is that the same name as the regular bodys texture?
also ^ what node said bring up console

distant pendant
urban chasm
#

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?

merry crystal
summer vault
#

yes

distant pendant
#

this is above my level of knowledge at this point

summer vault
#

it means youre missing those textures
or the names are misspelled
so its giving you a no texture warning

merry crystal
#

So im guessing ive got to add both of these in material editor somehow?

warm sphinx
#

What are the odds it used the pre remaster 200bx in some shape or form?

merry crystal
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thats what im tryna find out from the original creator

distant pendant
warm sphinx
#

Oh yeah that’s probably it. Good catch

distant pendant
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but why is it 3096 first of all

tepid tartan
#

It is because it's 3096

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All textures must be divisible by the power of 2 or something iirc

distant pendant
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yeah that's what i was getting at power of 2

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1024x1024, 2048x2048, 4096x4096

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@merry crystal

tired mason
summer vault
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480 and 720 arent powers of 2 either

distant pendant
tepid tartan
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"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.

limpid marsh
#

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)

distant pendant
#

The blender encylopedia is what i used to learn

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Took me 8 weeks now im pretty efficient

limpid marsh
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Ye but issue

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im broke

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and kinda in debt because my car broke down and had to borrow money

tepid tartan
#

YouTube my dawg

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You don't need to pay for any courses

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Just search what you wish to learn click go and watch/work along what your watching.

limpid marsh
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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

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thats the issue like i can follow the tutorial do it but i still wont get it

tepid tartan
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Right which is where doing it multiple times over and over until things stick is key

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One video isn't going to get you anywhere.

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Learning all of blender is like learning a second subject in school.

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You have to dedicate time and effort repeatedly doing some things that seem meaningless to get a good solid understanding.

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At least that was the key for me.

gleaming cipher
limpid marsh
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yup

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thats what im talking about like i NEED a "teacher"

gleaming cipher
#

Fr

tepid tartan
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It's not about no one wanting to help you. It's about being to lazy to help yourself.

gleaming cipher
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Not everyone learns the same. Like I can't learn by reading. I gotta have someone walk me through how to do something

distant pendant
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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.

tepid tartan
#

Trust me I am in the same boat. I spent hours on end every day researching watching and doing repeatedly over and over.

distant pendant
#

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

tepid tartan
#

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

distant pendant
#

makes me wanna bash my head in lol

tepid tartan
#

Genuinely the most annoying shit ever.

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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

dry cargo
#

is there anyway to make rod knock louder

distant pendant
#

Drive it longer

gleaming cipher
#

Full send or don't have BeamNG

limpid cargo
#

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.

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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?

late peak
# limpid cargo Working on a lua mod, brushing up user experience now that my core functionality...

Take a look at guihooks to send the messages, there are a couple of options
https://docs.beammp.com/beamng/snippets/#guihooks-examples

This website serves as the new BeamMP Documentation site for general self serve support, guides and documentation. Best of all it is source available so you the community can help us to A. keep it up-to-date and B. providing the content you require.

#

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

limpid cargo
toxic widgetBOT
#

Gave +1 Reputation to @late peak (current: #463 - 3)

limpid cargo
#

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

short thistle
#

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?

orchid sleet
#

Hey guys what electrics value do I use if I have drls that are also indicators?

orchid sleet
#

great thank you very much

sweet quest
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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 ?

spiral monolith
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Also, you have to click on the terrain and set the material texture set to make it PBR

distant pendant
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if so there is a 10x easier method to creating a custom skin

glacial forum
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I assume it's for the F4

dry cargo
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how do i install the jbeam thing for blender 4.2? The install button isnt there anymore

shadow stratus
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If anyone could help with some questions about map making that would be great. I am running into some issues making the map.

summer vault
# short thistle anyone?

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

summer vault
dry cargo
#

it gives me this error

dry cargo
#

TEST

merry shell
#

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

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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

stable obsidian
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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.

untold cedar
#

IS THE DEFORMATION GOOD?

tacit halo
#

YOU DONT NEED TO USE ALL CAPS

lunar cargo
#

-# is the deformation good?

ivory wigeon
#

does anybody know whats wrong with my jbeam? im attempting to make some wheels

devout cargo
# ivory wigeon

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!

devout cargo
proud sierra
#

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

true elbow
#

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.

rancid wedge
#

(The beams should have a //attatch above to mark them)

stable obsidian
#

oh okay thanks

rancid wedge
rancid wedge
#

Well I am not at my pc rn, but I can answer some questions

proud sierra
rancid wedge
#

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

proud sierra
toxic widgetBOT
#

Gave +1 Reputation to @rancid wedge (current: #283 - 6)

rancid wedge
# proud sierra eh ig i wont do it then, i always find videos so complicated and then when my fr...

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...

▶ Play video
proud sierra
#

i want to mod but tuts are so complicated, even the eazy ones

stable obsidian
#

(tho i might have deleted to much code but eh)

stable obsidian
#

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

ionic bridge
#

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?

shut pollen
stable obsidian
#

hi how can i use a custom dae?

shut pollen
#

no worries

lost jackal
#

how do I edit gearbox strength?

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my current one seems to not like too much torque

stable obsidian
stable obsidian
#

so i kinda found out

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tho in which one can i put an offset?

tacit halo
#

those are x y z coordinates

#

depends on where you want to move it

stable obsidian
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i wanna move it a bit upward and forward
but idk where to put the offset line

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cause there's no cargo line

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only the doors and stuff

tacit halo
#

figure it out by trial and erroir

stable obsidian
#

aight

rancid wedge
#

It only works like that if you offset the slot that the cargobox goes in

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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)

stable obsidian
#

sounds quite hard

#

which solution is the cleanest?

outer needle
#

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.

tacit halo
outer needle
#

okay thanks for the explanation, I assume material properties set in blender carry over?

tacit halo
outer needle
#

just a material with matching name is needed?

tacit halo
#

yes

#

you need then assign the textures inside that material.json material

stable obsidian
#

aight can i use a custom dae that would only be used with the cargobox?

stable obsidian
#

i can't change the offset

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pls i need help

#

i tried doing it by myself but i just can't do it

feral acorn
#

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

ivory wigeon
toxic widgetBOT
#

Gave +1 Reputation to @devout cargo (current: #319 - 5)

proud sierra
#

can someone help me make something rq

#

prob less than 20 min

distant pendant
#

it's unreleased

ivory wigeon
#

OKAY, the jbeam is working. now only the wheel is invisible...

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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

cold vault
#

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...

tepid tartan
#

search "nodeWeight" within ur file should find it quite quickly.

ivory wigeon
cold vault
#

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.

tepid tartan
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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.

cold vault
#

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.

tepid tartan
#

toss me the jbeam rq?

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I can double check it for ya

cold vault
tepid tartan
#

sorry 30kg

cold vault
#

Exactly, but according to the game they weigh 500kg

tepid tartan
#

according to my game they weight 30kg

cold vault
#

Oh

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Ok, I'll see what's up with that.

tepid tartan
#

might be something else on the vehicle causing that weight

cold vault
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Yeah

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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

cold vault
toxic widgetBOT
#

Gave +1 Reputation to @tepid tartan (current: #378 - 4)

tepid tartan
#

iirc there should be weight in brakes and tyres

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maybe something there

cold vault
#

Using stock tyres already in game currently, and haven't assigned brakes, yet

tepid tartan
#

super weird

cold vault
#

I currently only have the rear wheels on the car... hence only two showing

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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

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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.

toxic grail
#

engine swap gone wrong and i cat make posts on reddit i guess no rpm, engine wont start any tips?

proud sierra
#

does anyone know where i can find the race seat model at in files?

proud sierra
tepid tartan
proud sierra
toxic widgetBOT
#

Gave +1 Reputation to @tepid tartan (current: #319 - 5)

proud sierra
tepid tartan
proud sierra
tepid tartan
proud sierra
tepid tartan
#

all you need for that is the jbeam then

proud sierra
#

Idk how to do this stuff😭

tepid tartan
proud sierra
#

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

tepid tartan
#

No reason to be sorry modding is a very confusing and complicated process so I understand how complicated it can look.

proud sierra
#

The only way i can understand stuff is if the person is talking directly to me😭

tepid tartan
#

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.)

proud sierra
#

I don’t know where to find the materials

tepid tartan
#

Well you'll either need to make them or get them from whatever model you have.

proud sierra
#

Im trying to replace the race seat with a seat from a mod

tepid tartan
#

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

proud sierra
#

Im am taking the seat out of the body of another mod though

tepid tartan
#

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 (:

proud sierra
#

i dont think im going to do it but thanks anyways

#

to complicated

turbid crystal
#

anyone have any easy to follow skin tutorials?

rancid wedge
proud sierra
#

can i reset the moving slider thing

earnest elk
#

Can anyone tell me why I cant see the text for my skin?

stable obsidian
#

is it possible to set an offset for the whole cargobox somewhere here?

unique zealot
earnest elk
toxic widgetBOT
#

Gave +1 Reputation to @unique zealot (current: #99 - 22)

inner heart
inner heart
stable obsidian
#

i did move every node
but idk how to do it for the flexbody

inner heart
stable obsidian
#

do i have to put it here?

ionic bridge
#

i have started converting another map from AC and some textures dont show up, despite them being there in blender

gritty vapor
worn shale
#

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.

stable obsidian
#

how can i use a custom dae in my game

calm kernel
#

its fine for lhd but for rhd its inverted pls help

trail jasper
#

do you do self leveling suspension with air suspension or hydraulic suspension

vestal wren
#

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

minor moth
vestal wren
#

the instructions said to do that, that's why I am confused!

minor moth
#

should be $=$particulates+0.2 (change according to value)

vestal wren
#

this is what I got confused by, said to use its name in place of the number.

minor moth
#

if that doesnt work change the name to like $particl

vestal wren
vestal wren
#

still isn't working, for some reason.

minor moth
#

$=$particulates+0.2 this (im pretty sure) means multiply $particulates by value given from slider and base add 0.2

vestal wren
minor moth
minor moth
# vestal wren

of the name particulates might be like engine value, change the variable name in both

#

change $particulates everywhere it is to $particl

vestal wren
#

still borked.. am I just stupid or something?

#

why must this be difficult..

minor moth
vestal wren
#

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.

novel wagon
#

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??

neon oxide
#

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"], ],

novel wagon
neon oxide
#

its either the file name that you need to change

#

or the internal part name

novel wagon
#

yeah ive changed the part name i believe, ill change the file name

neon oxide
#

yeah

#

because if 2 files have the same name it will cause issues

novel wagon
#

hmm yeah

#

nothing happened ill restart the game real quick

neon oxide
#

you can ctrl + L to reload all files

#

and ctrl + r to reload your mod if you saved somthing in a file

novel wagon
#

oh okay

#

for some reason nothing changed

neon oxide
#

if you renamed files or added files use ctrl +L

neon oxide
novel wagon
neon oxide
#

show me the header of your file

#

like the beginning

neon oxide
#

yeah

novel wagon
#

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

neon oxide
#

did you edit game files or made a whole neww file ?

novel wagon
#

made a new mod file

neon oxide
#

okay with a mod structure right

#

like "name of your mod" -> vehicles -> miramar -> stuff

novel wagon
#

looks right

neon oxide
#

yeah

#

if you want you can mp me the mod with only the body file so i can take a look at why

novel wagon
#

the jbeam file?

neon oxide
#

just the files needed to spawn it in game

novel wagon
#

yea hold on

neon oxide
#

yep

ivory wigeon
#

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?)

inner heart
inner heart
ivory wigeon
inner heart
#

so its different wheel, size wise

inner heart
#

i bet it have stupid things like .001 in the material its using there

ivory wigeon
inner heart
#

your front and rear wheel looks like should be using the same material

inner heart
ivory wigeon
inner heart
#

cause idk what materials u have ingame

#

so rear should be using the front stuff

inner heart
# ivory wigeon

so that bad, use the materials of the front one in blender

#

then export it

ivory wigeon
#

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

inner heart
#

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

ivory wigeon
#

ahhhh

#

i see now, let me check it

#

that got it! thank you @inner heart !

toxic widgetBOT
#

Gave +1 Reputation to @inner heart (current: #191 - 10)

ebon oasis
ebon oasis
ruby owl
#

how can i add the ramp as a fixed object to my map?

tacit grove
#

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

dry cargo
#

Hello? Does anyone know why my winforms app will not load on other users computers, but does on my own

dry cargo
#

Anyone looking for modder

You can dm me

earnest elk
#

Bro came fresh in to this server and says hes a modder 💀 aw hell naw

storm badger
#

Ait Chat, I've cooked too hard haven't I, tell me honestly

minor moth
minor moth
minor moth
#

no thats not

#

what are you jbeaming lmao thats not how jou do it

storm badger
#

this is very early

minor moth
#

show me the model youre jbeaming

storm badger
#

i jsut want to know if i have added too many points

minor moth
#

yes 100%, if you can just send a frame or shell or whatever i can show you how its meant to be done

storm badger
#

im not in charge so :P

minor moth
storm badger
#

yes

minor moth
#

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

storm badger
#

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

minor moth
#

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

storm badger
#

because the pessima makes me want to cry and the properties are entirely different

minor moth
#

what do you mean properties

storm badger
#

the Maelstrom is basically paper

minor moth
#

you guys are even using pesima suspension whats the point of not using pessima as base ded

minor moth
storm badger
#

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

minor moth
#

so why is the model a pesima

#

they are 2 different suspension systems ded

#

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 Dead

storm badger
#

have you ever tried to make the trunk/rear compartment crush instead of the front?

storm badger
minor moth
#

why are they mix matching shit dude this is like what

#

istg what is going on with this mod

storm badger
#

we are making it as close to possible as IRL

minor moth
#

literally anything you want can e what you want, this is a fucking bx

#

and its become a twingo ded

storm badger
#

thats really not a pessima at that point

minor moth
#

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

minor moth
storm badger
#

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"

minor moth
#

just use a pessima or covet then expand it even

storm badger
#

no

minor moth
#

well then lets watch you struggle angel

storm badger
#

just sod off

ember cliff
#

hey man

#

i would go the way bacon is saying

#

i mean he is more experienced at knowing what to do

proud sierra
#

Yo, does anyone here think they can help me texture and jbeam something

versed iris
#

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?

magic oasis
#

Someone please help me out lowk

deep isle
#

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?)

candid scaffold
#

this is my first time modding, how do I create my first car? ☺️

lost jackal
#

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?

lost jackal
#

it's not a thing explained in a message

river radish
#

i need help making something base colorable

#

i dont understand coding so if someone could vc/walking me through it that would be awesome

lethal trench
#

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

heady trail
#

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

lethal trench
#

that worked, thank you!

quiet panther
#

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

tepid nymph
tepid nymph
inland forge
#

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.

minor moth
inland forge
distant echo
#

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?

celest ruin
#

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)

oblique plank
#

how hard is it to mod in custom wheels that are available to every vehicle? even modded ones

vocal socket
#

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

versed iris
#

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?

deep isle
#

What is a good width in the mesh road editor for a 4 lane highway?

urban talon
#

hi i want help from dev

#

i made 5 rims but i dont know how to add them in beamng

dapper quarry
#

give me the models in dm

upbeat robin
#

why is my mirror like this

inland forge
minor moth
#

ye

tardy ember
#

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

rare widget
#

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

tardy ember
#

ah ok, thank you, im still going to try and see if theres any way i can make it permanent

toxic widgetBOT
#

Gave +1 Reputation to @rare widget (current: #246 - 7)

robust holly
#

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 👍

proper veldt
#

Hey guys I was wondering how do I make my dash cluster props function properly?

shut pollen
# robust holly Hi all 👋 I'm pretty new here as well, with the game. I'm mostly amazed by the f...

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

turbid crystal
#

i wanna make a montana map for beamng but im not sure where to start. any good documents/ videos i can follow?

earnest elk
#

Im to stupid to understand how to make skins for mods, so can anyone help me if they have time?

grim jewel
#

How to fix it

#

camera

#

@halcyon inlet @full wyvern @kindred shore @steel spire

kindred shore
#

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

grim jewel
#

sorry

inland forge
#

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?

minor moth
inland forge
minor moth
#

just try to unwrap

inland forge
#

sometimes its %75 visible

minor moth
#

select, U and unwrap

#

and see if that works, maybe position it in the middle

#

or check how the normal plastes are uvd

inland forge
#

unwrap?

inland forge
minor moth
#

ye do

inland forge
#

okay ill lyk

#

tysm

#

does this look okay?

#

on the right, ive used the layer

#

and aligned them

minor moth
#

or are you using the generic plates model

inland forge
#

jbeam?

#

im using a default one

#

but for the image im using a png

quartz basin
#

Could someone help me out a little i have no idea how to do texture stuff only jbeam and a bit of modeling

deep isle
#

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?

inland forge
minor moth
inland forge
toxic widgetBOT
#

Gave +1 Reputation to @minor moth (current: #131 - 16)

odd gazelle
#

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

warm sphinx
#

Meshes are good for the initial smoothing process tho

deep isle
#

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....

warm sphinx
#

Terrain smoothing tool

deep isle
#

Fml 😂

warm sphinx
#

Thats just how it is lol takes forever

#

Wait until you get to the decal editing KEEK

deep isle
#

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

warm sphinx
#

You can split river nodes iirc so I could see it

deep isle
#

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 😂

quartz basin
#

almost correct

#

i cant figure it out

trail jasper
#

guys do you need to set the jbeam to origin in blender?

quartz basin
#

thats the issue

trail jasper
quartz basin
#

as in completely custom parts? then no its modified vanilla parts

trail jasper
quartz basin
#

i just selected the vertices and unwrapped

#

seems like maybe you shouldn't do that?

trail jasper
trail jasper
#

start with the original uv map

#

and reverse engeeneer it to prefection

#

readapt it to your needs

quartz basin
#

how do i do that then because it seems like i might have messed up

viral ferry
quartz basin
robust holly
# shut pollen i would probably reserve .1 m/p for gimmick maps or for track maps only. it will...

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.

shut pollen
#

by "subdivide equally" do you just mean 1m/p? my brain is kinda fried from chasing a strange bug all night lmao

robust holly
#

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.

shut pollen
#

8k to 4k would be 4x, if my brain is still functioning lmao

robust holly
#

what does ther x mean?

shut pollen
#

4x4 is 16, 8x8 is 64, 64/16 is 4. you get 4x the detail using an 8k heightmap over 4k

robust holly
#

Oh I see... Thank you very much 🙏

toxic widgetBOT
#

Gave +1 Reputation to @shut pollen (current: #192 - 10)

shut pollen
#

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

robust holly
#

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?

shut pollen
#

i think jv is 4k heightmap and 3x3 dimensions?

robust holly
#

what does mean jv?

shut pollen
#

johnson valley

robust holly
#

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.

shut pollen
#

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

robust holly
#

Yes, but if we use a 16K and then we import it, assuming is possible...

#

1 would be 0.5?

shut pollen
#

16k heightmap on 4kmx4km map would be .25, no?

robust holly
#

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.

shut pollen
#

sounds right to me, probably would have to talk to OTB for a more detailed explanation

robust holly
#

Sounds right to me too... it's like logic

#

Thank you again for helping me drawing conclusions 🙂

shut pollen
#

no worries, happy modding

merry moon
#

im having problems with slots appearing for some reason

#

could anyone give a hand

shut pollen
#

describe in more detail, post some pics

merry moon
shut pollen
#

have you made any accessories for the slot you want under vip int stuff?

merry moon
#

i got them in blender plus

shut pollen
#

what slots does the "vip interior stuff" jbeam have?

merry moon
robust holly
shut pollen
# merry moon

this seems mostly correct, aside from missing a slot for reimu. it isnt picking up the top file you sent

next galleon
#

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

limpid cargo
#

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?

silent lark
#

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.

twilit python
#

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.

inner heart
#

tho u need it like "$=$var*-1"

silent lark
#

Huh, I'll keep that in mind!

toxic widgetBOT
#

Gave +1 Reputation to @inner heart (current: #176 - 11)

vale patio
#

anyone know how to export a certain car model and not all the peices made for a car

robust holly
# shut pollen what slots does the "vip interior stuff" jbeam have?

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 😄

dry cargo
dry cargo
#

does anyone know how to make glowmaps apply for a beamng mod
so they glow

#

BRUH

heady trail
#

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

quick elm
#

i downloaded a file that muye used in one of his videos, how do i transfer it to beamng

wicked ocean
#

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

drowsy vault
#

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

deep isle
#

Is it possible to use multiple heightmaps in one map and link different tiles of terrain?

deep isle
#

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.

desert coral
#

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

shut pollen
deep isle
#

Is there any way to import a heightmap bigger than 8k?

shut pollen
#

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

deep isle
toxic widgetBOT
#

Gave +1 Reputation to @shut pollen (current: #177 - 11)

shut pollen
#

defo gotta be square though, dont think there is a workaround for that one

robust holly
# dry cargo Relying on DLSS and frame generation instead of optimization is wrong because it...

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.

robust holly
# deep isle Thank you! Ill see what i can do or find. My game seems to crash when they are...

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 👍

deep isle
#

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

deep isle
#

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

quartz basin
#

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

deep isle
#

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?

sturdy dome
#

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?

normal bay
#

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

sturdy dome
#

Tomorrow tho

loud mural
deep isle
loud mural
#

Rgb. I thought you were supposed to make them grayscale but those always crashed exactly like you said.

deep isle
#

huh is there any drawback in quality?

loud mural
#

I don’t think so, if it’s actually 16 bit.

#

But I haven’t had any luck converting something to 16 bit.

deep isle
#

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.

loud mural
#

I also set compression to zero.

deep isle
#

Same hahaha

#

I have the imagery, the game just hates me, as well as photoshop.

loud mural
#

Are your height maps 2048 or 4096?

deep isle
#

8192

#

but the really big one with everything, that obviously wont work is 24k by 16k

loud mural
#

Yeah maybe that’s too big. A 4k height map works pretty well with a 16x16km map.

deep isle
deep isle
#

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.

shut pollen
#

pretty spot-on measurement wise, what are the exact dimensions of your heightmap and terrain?

deep isle
#

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 👌)

deep isle
#

Is there a method to calculate height scale to be accurate? Currently just brute forcing by checking the bottom of map vs top peak 😂

polar 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.

toxic widgetBOT
#

Gave +1 Reputation to @verbal quail (current: #917 - 1)

verbal quail
# polar peak <@134734860467175424> Hello Arcanox. I'm trying to study your hybrid code and wi...

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)

polar peak
#

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.

verbal quail
#

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

polar peak
#

Might have to find a way to include MG1 -> Ring torque in the tO calculation. Thanks for the explanation

deep isle
#

Is max height slider scaled by the square size? Or is it always individual meters?

stray bridge
deep isle
#

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.

stray bridge
#

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

deep isle
#

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 😂

stray bridge
#

oof, don't do that

deep isle
#

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.

stray bridge
#

you can get 1m data for any area in red

#

anybody else in here interested? or should we keep this off the help feed?

deep isle
#

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.

stray bridge
#

bummer

deep isle
#

Tbh this 3m data isnt bad... i can drive 60mph up a mnt pass with no edits at scale.... 🤔👌

stray bridge
#

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

stray bridge
#

lots of ways to skin this cat

deep isle
#

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.

rancid wedge
quartz basin
#

There are two uv maps so i think so?

desert coral
#

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?

desert coral
#

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?

warm sphinx
signal patio
#

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?

toxic widgetBOT
#

Gave +1 Reputation to @warm sphinx (current: #109 - 20)

dry cargo
#

there any good app to edit textures?

shut pollen
shut pollen
#

that is why i suggested paint.net first. it is good enough, substance painter is for more advanced material stuff

shut pollen
blazing jetty
humble epoch
#

when using queueLuaCommand is there a way to like wait for the func it calls to finish?

heady trail
#

These calls are asynchronous, while the Lua environments themselves don't support that

#

What are you trying to do?

twilit python
#

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?

dry cargo
#

guys, is allowed to change a mod texture without the owner permission?

twilit python
#

I'm following a tutorial but he said to double check it worked before repacking it, this happened so IDK.

mental estuary
#

I would like any of you to model an Australian Outback petrol station, roadhouse, and motel, if not, that is completely fine

west vector
#

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

west vector
#

why is my driveshaft literally sticking through the car

crisp walrus
#

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?

west vector
#

any way to stiffen engine mounts? my engine is jumping in the engine bay a lot

minor moth
#

its basic shit and very funky, try use vanilla

dark finch
#

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

shut pollen
#

shouldnt be hard to get something decent/usable out of it, perfect is another matter

dark finch
#

yeah im not looking for perfect tbf its only my first mod

#

just as long as its usable somewhat

shut pollen
#

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

tacit halo
dark finch
tacit halo
#

Generally it's not an easy fix

#

That's why most mods don't support skins

dark finch
#

yeah i think ill just ignore the fact that skins dont work

#

the two tone still works tho

west vector
#

Any way to stiffen engine mounts?

shut pollen
#

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

shut pollen
#

no worries, happy modding

barren pond
quick axle
west vector
#

any way to stiffen engine mounts so the engine doesnt wobble around?

quick axle
#

@barren pond (forgot ping)

dark finch
#

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

west vector
dark finch
#

need to set origin to geometry in blender i think

distant pendant
#

lol

tacit halo
#

No I'm not making a uv tutorial

#

Specially for skins since I suck at those

#

Haven't made a single one ever

distant pendant
#

hue

lost hedge
#

anything i can do to fix this?

distant pendant
#

uv map it

lost hedge
#

i have no idea how

#

but il ask a couple friends

#

thanks

west vector
#

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

eager schooner
#

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

limpid cargo
#

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?

stoic copper
rocky breach
rocky breach
#

Do you mean a roll cage?

shut pollen
#

there is a driveshaft behind the seat. probably forgot about transforms and props?

shut valley
#

how do I add hubs to vehicle I'm trying to make a wheel pack compatible with suspension that doesn't have them

signal patio
#

How do you get clouds to save? As everytime its doesnt save

deep isle
#

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.)

sullen canyon
#

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?

sullen canyon
#

If anyone could help that would be sick

near surge
#

is adding more nodes and beams harder than removing it? im thinking of making spoilers rn

shadow stratus
#

im making a map but its lagging even though i have a high end pc, does anyone know whats going on?

upper falcon
#

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.

ebon nimbus
#

i want to node offset the pulley

#

how do i add node offset to props

minor moth
ebon nimbus
#

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

worn shale
#

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.

near surge
#

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

unkempt valley
near surge
toxic widgetBOT
#

Gave +1 Reputation to @unkempt valley (current: #324 - 5)

unkempt valley
#

😎

near surge
#

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

ionic bridge
#

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

west vector
# rocky breach That’s not a driveshaft…

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

outer heart
#

just dont use the sunburst and youll forget about it

west vector
#

i found the problem now thankfully

#

cant wait to add another bunch of jbeam! so fun!

outer heart
#

add a BeamNG_logo_2 jbeam

west vector
#

some magical way there was 2 differentials in the car

distant pendant
#

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

worn shale
#

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.

warm sphinx
broken current
#

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☹️

keen lynx
#

hey guys can you help me how to save jbeams files?

#

because when i edit them it wont turn out as a jbeam file

tired mason
#

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.

broken mica
inner heart
#

you can just rename the file name to be more specific

broken mica
#

this is what i have at the moment

#

i deleted everything but the canards was i meant to do that?

inner heart
# broken mica

... so you have a bumper that have the slot "md_bx_bumper.....whatever"?

#

basicly, ur slottype, is there a part that have that slot?

broken mica
#

no nothing shows up in the vehicle config

inner heart
#

so that question didnt work...

#

how many parts did you add

broken mica
#

just the canards

inner heart
#

good, cause it have no where to go on

broken mica
#

they are the vanilla ones but i just wanted to give them more downforce

inner heart
#

so they are the whole bumper with cannards

broken mica
#

give me a second ill show you

inner heart
#

i will trust you words, if u say them

broken mica
#

as you can see the canards are a part you can put on

inner heart
#

so theres a slot for the canards

broken mica
#

yes

inner heart
#

then u need to use that slot in the slottype

#

this slot doesnt exist

broken mica
#

oh ok thank you

#

so you "front_canards"?

#

use*

inner heart
#

if so then yes, that

broken mica
#

vanila is "bx_bumper_F_popup_kit_alt_canards"

inner heart
#

then u use that

broken mica
#

oh ok that makes sense

#

thanks ill let you know if it works

#

still doesnt work

inner heart
# broken mica

... 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

broken mica
inner heart
#

what u have in the jbeam file rn?

broken mica
#

bx_bumper_F_popup_kit_alt_canards

inner heart
#

mod is enabled, yes?

broken mica
#

yes

#

its unpacked

inner heart
#

can u show the whole jbeam file

broken mica
inner heart
#

........

#

you did save the changes yes?

shut pollen
#

top line

inner heart
#

top line starts with a {

broken mica
shut pollen
#

^ currently set to close

broken mica
#

delete the top }

#

?

inner heart
broken mica
#

oh ok

#

ohhh yes i get it its an open and close at the end

inner heart
broken mica
#

it works now thanks guys

shut pollen
#

no worries, happy modding

shut pollen
broken mica
#

only problem is i cant see the canards but they do work i can feel the difference

minor moth
#

its pinned too ( i asked for that iirc)

inner heart
#

i dont like it, they need to make it so cursed syntax isnt considered normal
i would perfer jsonc

minor moth
#

jbeam is literally json with custom functions dingus

#

its simple

inner heart
minor moth
#

well yeah it has to be done like that

inner heart
#

that plugin dont flag them, ig it works, but its like coding with no indent, works != sane

inner heart
minor moth
#

if i do the exact same thing it flags it

#

it even tells me where it is

inner heart
minor moth
#

are you sure youre using the official addon and not the older jbeamsyntax

inner heart
#

that error isnt accepted by both the game, and the plugin