#modding-general
1 messages · Page 2 of 1
ok and jbeam is just a modified json with its own rules
rules that are less strict
so what is the fucking problem if its non standard as lonmg as it has documentation
is there really a documentation on whats considered fine in jbeam
and? if you suck at jbeam its not the fact "oh it doesnt follow json rules
" its just that you suck
?
if you have any bit of common sense youd realise how its structured from the hundreds of examples on the documentation site
and also using the VSC addon
im simply saying that the plugin should flag insane syntax as ab-normal, even if the game accept them
i dont see the point of making jbeam follow stricter json rules because it would just break the thousands of mods out there
insame jbeam is not a skill, its a curse we deal with
why should it if the game doesnt care
because its insane
it would just confuse people lmao
i had a jbeam file, that had insane jbeam syntax
that works before an update, and stopped working after
just because its based on json doesnt mean it has to follow json rules
and i made its syntax sane, and it works again
did it use a system that got updated?
its slot
idk how that works but i did notice slots got a lot more strange in the way you search them in parts selector ngl
i dont care how many time i was told "it works" insane syntax is insane syntax and it shouldnt be normalized and it isnt a skill set to be able to cope with insane syntax
i doubt beamng devs likes dealing with maintain what cursed syntax it has been supporting, and cant support anymore to optimize/add feature
just be sane, its good for everyone
well by now changing shit in the syntax would break so much
like there is no point by now
im not saying the game should stop supporting cursed syntax, im asking for cursed syntax to be highlighted, so if a cursed syntax is nolonger supported for technical reason, theres a minimal chance ppl left it in thinking the syntax was fine
but how can you do that if its syntactically correct
as ugly as some code can be, if its within the rules, its pretty subjective on whats bad or whats good
i wont consider missing comma a subjective opnion
if it works it works
right into chaotic evil thank you very much
and some dev code has those missing comas and the game doesnt give a flying fuck
and if they change it it would break a bunch of shit so they are not gonna change it
and my point is, it works doesnt mean its how things should be
so just give it a highlighting in the plugin as syntax highlighting
fine != sane
as ugly or "wrong" it may be
sanity is a very subjective thing
if jbeam supports the missing commas its because someone made it work that way
meaning they think its fine
"they think its fine" there exist a thing called compromises
if they didnt like it they would enforce the having to have commas rule and not making it optional
then too many things break
exactly
so its called a compromise
so its just gonna stay like that and both methods are supported
not it should be the way
but who are you to say that it is a compromise or not
maybe its just intended like that
what a crazy world i live in where cursed syntax is considered fine
whats cursed about it
wow a missing comma on the last line
Im going to fucking die!!!
what
im talking about missing comma in the middle
oh i forgot you could do that
yeah that wasnt supported a while ago
i think at least
probably i just sucked at writing any sort of good syntax
your strictest json rules would say that there cant be trailing comma
but theres many json syntax that just deal with trailing comma and comment
but even then trailing comma is highlighted with yellow
yeah but in jbeam you are supposed to have commas everywhere
apart from this one here
jbeam is really modified json
thats trailing comma
you dont need trailing comma
you dont need to intentionally add that trailing comma
are you talking about the pink parentehsis or the yellow one
yeah you are supposed to have that
that one isnt needed
in all but that last yellow parenthesis
no, jbeam sintax has it in all its examples
its not necesary but thats the intnded way
and i mean
thats just modified vanilla engine code
interesting
i cant comment on it being intentional
i doubt it is
more likely its because the copy pasted stuff included the comma since they were from the middle, and the comma were just left there
json:
{
{
blah,
blah
},
{
blah,
blah
}
}
jbeam:
{
{
blah,
blah,
},
{
blah,
blah,
},
}
no trust me every single jbeam ive looked at has it
or we dont really care if it has trailing comma or not
yes exactly
but since all developer code has it, even if not a necesity, just put the comma
dont need to
trailing comma is actually added complexity
for a parser
beautiful code right here
trailing comma support isnt out off box, theres many language happily complain at you for trailing comma
that deserve to get flagged
json does
what deserves to be flagged there?
no shit i did that on purpose
oh that yeah i was looking the text not the bracket
idk i just deleted a bunch of random commas
... maybe it is easier to just tell ppl to add comma everywhere
i dont know when it became a feature but that would break your code a while ago
trailing comma is an easier problem to solve then missing comma
a lot of people (before any good syntax highlighter was common) would forget it and spend hours for a single mising comma, so i assume they did that so that isnt a problem anymore
likely
no not likely, it happened a lot
to me and to others
but then ppl could have just used your standard json syntax highlighting
no because that flagged the trailing commas so it was easy to miss things that actually were wrong
oh
use the "json with comments" syntax
that one also did that iirc
that only mark trailing comma yellow
where red highlight is the real bad/curse ones that u might want to deal with
nah that one i used i remmeber
it also flagged other stuff with red which wasnt actually an issue
missing middle comma like this?
probably
and these
yeah those too
yeah those are the missing middle comma
no json parser would like that
except for beamng's json parser
which is pretty modified
to deal with cursed things like that yeah
appearently they also have extra middle comma
and the game just suck it up
oh well that thing do whatever they want, but missing/extra middle comma deserves a highlight, a yellow highlight
and other cursed syntax i remember seeing from vanilla jbeam files but cant remember where
can anyone help me texture a part?
Forgot how to bake normals, etc. for custom trunk lettering.
I know, a skill issue, kind of, but could somebody help me?
I used smartnormap using the baked color textures
how do i add already existing texture to bumper i imported from other car
i want the textures it normaly uses on this bumper
i have the same problem
already did this
i have no idea how to work with materials, and can't find any good tutorials
Without the "smartnormap", but I'm almost there with baking. Do you know maybe how to get rid of these pixelated sharp edges?
i forgot the exact name, but when u click on n after uve baked a texture on the uv map window u can find a menu. There u can see a few more menus, then u can click around til u see something called "mipmap" or something that relates to jaggedness
im sorry its very vague lmao
anyone know what shiftEfficiency does for the automatic transmission since there is no explanation for it
umm
Where did the "Metalic" go?
glossy
Thanks
iirc thats not metallic
its not?
yea i think glossy is diffuse+ rough and metallic
In this Blender tutorial I will show you how to texture bake metallic maps.
● Texture Baking for Beginners: https://youtu.be/Se8GdHptD4A
● Texture Baking Tutorial Playlist: https://www.youtube.com/playlist?list=PLsGl9GczcgBvJPh7D_ITafvmTW7ZzQTEr
● Procedural Rusty Metal Tutorial: https://youtu.be/iaPf5GDBfTs
● UV Unwrapping for Beginners: https:...
useful toutorial
i see
Thanks @minor moth
(I got a bot command, let's see what it does)
womp
baconzez: 17 Reputation (#129)
ril
Car flips every time i hit "insert". I guess it has something to do with refnodes; anyone got the same issue fixed?
Flips in forward-backward direction*
I'm quite new to modding, and I'm having trouble getting my blender map into beamng, could someone explain to me how to do it, or recommend a tutorial for it?
I started to watch this, but I'm not quite map modder and i can't tell if its any good. there's a playlist of those.
https://www.youtube.com/watch?v=i29o6vAqw_Y&list=PLcVe50VACZvnhMDFBUQ469eZwBANwGOpU&index=3
BeamNG.drive // Custom map // Easy way to start.
how to make your own custom map in BeamNG.Drive the easy and fast way. I will show you how to start your very own custom map in BeamNG.Drive. make sure you subscribe for the new videos working on from this one.
UPDATE:
As it stand this way is sort of broken. read my messages in the comments. mu...
ye but I made it in blender, not the beam editor, because I want to convert it into assetto corsa as well
found this in vehicleController.lua , this function isnt talked about anywhere and i wonder does it even work and what does it do
Can someone please tell me/link me a tutorial on how to properly uv unwrap stuff in blender, cus i want a custom bumper to work with skins and stuff but it doesn't uvunwrap coreectly
Hi
I need help
i made few rims but i need someone to make jbeam coding bec idk know how
Making them appear ingame or jbeaming the wheels? Cus i can edit the jbeam file for you tomorrow
ok np i can send u the files
But is it just making them appear ingame?
I want to make an enclosed stacker car hauler with a vertical lift, but I have no idea on how to start. How I do start a project like this for beamng?
I think the smart parking brake is when you drive and press the parking brake button the parking brake releases when you don’t press the button anymore
definetly not that since thats already a game function
But for every function there’s Lua somewhere
Is the vehicle controller you had in a mod or is it in the game files?
game files , and it clearly says its disabled unless defined in a jbeam if you understand lua
its set to true if its not defined, else use the jbeam value
so, its enabled by default
unless specificly disabled
I tried to follow it step by step, but I don't know what exactly is the order of these videos and he seems very un-prepared for recording a video.
How do I import road decals from other maps so they actually show up in the decal material picker?
Oh, not okay
If you will find a nice tutorial can you please share
I'm bad at searching for some reason...
I tried to.
Either it’s an issue with the model, or the jbeam.
just looking to lift my truck mod, but i cant see a value to change in the leaf spring jbeam file
anyone know which value it is?
so how to reduce these spikes
😢im poor in modeling
Could you show the polyflow?
u would want to check how other leaf springs does it, specificly, what beam needs the precompresion stuff, since u basicly need to pre-compress the leaf spring so it lift the truck up when spawned in
just normal bx
i think theres sth wrong with jbeam cus i swapped some pessima nodes
thats not jbeam
yeah some parts look a bit too dense
and why is it triangulated
vehicles from beamng are triangulated
yes but at least take the time to untriangulate them before
since modelling with tris is bad practice
yeah, its literally one button in blender
although its not 100% accurate
alr i will try that
What are you making 👀 (i love the bx and jbx)
nodes are weight and collision.
Beams are springs.
triangles are for collision with other vehicles and aerodynamics
so engine models dont need triangles?
triangles in jbeam is not the triangles in modeling
ill just look up a tutorial
As far as i remember, engine needs to be an enclosed volume, so you need at least 8 nodes (cube) which will be enclosed volume with tris, this is how engine integrity and collision is checked in beam
I can show you basic example if you need, DM me
looks like you havent marked any sharp edges
Go to edit mode press 2 on your keyboard to go to edges and select your "sharp edge" press ctrl E then mark sharp
How can I fix this weird velecity?
a bx sedan
awesomesauce
Lol I'm not joking I started making that as well, good luck to you 👍
Is there a way to connect road meshes so i can make good junctions?
Any idea how can I fill this area?
slowly learning lua, is this a correct way to check if ignition is on or off?:
if electrics.values.ignition == true then
slow down
Hello, I have a quick question. Under what file name is the autobello stambecco in, so I can import it into blender?
midtruck.zip is what you're looking for
Thanks
Gave +1 Reputation to @mystic scarab (current: #225 - 8)
Hi guys who can please learn me how to convert a dae file to a dts file
u need torque 3d i’m pretty sure
I tried using it but it wouldnt even import dae to extract as dts
I'm interested why you need a dts. This is some stuff for map modding?
presumably to make it harder for people to access
Would BeamNg even be able to read a DTS object file? I’ve never tried it but my assumption was that world objects can only be a DAE. Less familiar with cars
cached.dts files still work, but with the upcoming engine stuff im not sure that they will keep that functionality
I need it to encrypt the model to have some privacy so that no random person can change or take the model for any other thing
It works with any dae file you have, but so far, even after I tried torque, it has not succeeded in reading the file, although there are many who convert it to dts and it works, but it seems that I did it wrong
I want to try and make an enclosed stacker car hauler with a vertical lift, but I have no idea on how to start. How I do I start a project like this for beamng? Especially like a trailer, because I cant find a video on making a trailer for beamng
have u looked at cdae
should be enough hassle to stop most ppl, and for those who really want to crack ur stuff that they manage to deal with cdae... dang ig u should consider smth on an entirely different scope??
So im looking to reposition the exhaust fumes but im struggling to find where they are located within the jbeams, anyone able to help?
I think cdae needs dae, like a lot of people who do this thing, I've never seen anyone use cdae alone
I don't know if there is anyone who can decrypt or break cdae, but in general I am looking for a strong way to protect the file and I will try cdae alone
yes, i will tray
find the very end of the exhaust jbeam ingame then take note of the node name
i got it, preciate it
to anyone who is more knowledgeable than me when it comes to doors be able to tell me whats happening here? the trunk opens then shuts itself right back closed
what happens when you flip the car on its roof? does it open further?
it opens when its upside down but not right side up
weak strength then? looks like the beams cant quite hold the weight up
dts is an unsuported format and is just there because of torque3d, its not even allowed on the repo. i wouldnt use it since the devs are taking out t3d stuff so that they only have the stuff they use (beamng is now its own engine essentially) and i imagine that dts is gonna die soon
What's the name for Ibishu BX files?
bx
you need a gas strut in the moddle
not at the edge
since then it has more leverage
with a gas strut youd aim for only like 50 force opening it and not a long time so it opens smooth
but for it to open try add a gas strut between dd2ll and the closest node on the body to it thats slightly lower
does anyone know how to add buttons that are black because im using add alpha blend mode and black buttons are invisible (white ones work fine)
hi
can anyone pls send me .zip with a blank map?
I want to create my own map, but can't find any templte 😦
There’s a template map in the base game. There’s also multiple forum posts about “loaded” template maps with a bunch of assets and terrains
does anyone know how to import terrains into a custom map
My recommendation would be to just make them yourself with the terrain editor. You can pick the materials and all of the textures you want.
Otherwise you may be able to cut and paste certain lines of code from the terrain.terrain file
i wanted to take terrains from east coast but it just became red when i put them in the game
That’s a no texture issue, you can apply texture in the terrain editor. A main reason the ECUSA textures likely didn’t work is interference with PBR and non PBR materials (I’d recommend making your map non PBR until you are basically done with the map)
ok thanks
does anyone know how beamng switches from DX11 to Vulkan with the different buttons so that I can recreate this?
ok i did that and still nothing
it opens further but still shuts back
reduce open force time to 0.1 and force to 40
remove the bottom beams
and make sure no beams are stiff enough to pull it back down
thats how far it opens with no low beams and the settings you said
increase strut precompression :p
still no noticeable change
ok i got it working
works good to how i wanted it to
Looks amazing! Is it a lore car or a real mini?
im trying to figure out whats wrong with my asset browser, when i double click on somehting to place it nothing happens
does anyone know whats wrong
does anyone know how to bake for my upcoming mod? (ferrari f50)
Send a screenshot of what you’re clicking. Sometimes there’s some non dae files that look like you can interact with em but you can’t
oh wait i need to be clicking on the .dae files insted od the .cdae
thanks
Yert. No worries
hello everyone i wanted to ask, does anyone know how i would connect the front halfshafts directly to the front hubs from the transmission , im not sure if this is the correct way to do this but the audi rs7 c8 does not have a front differential so im not sure how to do this correctly (it might have a front differential built in the transmission but i cant find any info)
do u meant the real thing dont have a front differential? cause nope it looks like it does have a front driveshaft that goes to somewhere (like a front diff?)
it definitely would have a diff of some sort there
transaxle sort of thing
the hood works just fine without the mesh?
i dont think vert count is relevant for this sort of crashing, you can have huge numbers before you would totally crash. maybe something funky in the model data, did it come from the same source as the rest of the models?
a different source wont cause issues, but different standards of models might mean something inside that mesh doesnt play nice
does it crash when exported into its own .dae and not the main one?
:3
maybe the mesh is corrupt
check the game crashdumps
would probably be the explanation
it should tell you what went wrong last
tbh im not sure theyre somewhere in the userfolder
doubt it would be that obvious, usually games will just mention what loaded last and you figure it out from there
that would be the relevant part of the log, yeah
the name has a % sign
and -
you cant use those
rename it to like bonnet_high_mesh
do you have a mesh called bonnet_high?
broken mesh data then, i think?
well, you have to fix the mesh data, and that is out of my area of expertise. not sure what part of it is broken. could probably sit here until we knock it over but that might be a long time lmao
i mean it looks like it but i searched everywhere and theres no actual proof of it having a front diff
i would like to say that it does but i want it to be proven so i can be sure
found some diagrams
how would the car work without a front diff buddy
magic
...
okay i guess it doesnt have a front differential, its likely powered with magic
or use common sense and put a front diff in it
or the vehicle in question is a rear wheel drive
if you just google it it says the zf box used in the rs7 has both the front and centre diffs built into it
sorry im stupid 👍
thats interesting
i almost thought it shouldnt line up
but i look at that pic i sent and it does
i actually did see this pic before but didnt think anything of it
the bad mesh data probably got dropped somewhere between all of the exporting and reimporting. good to hear you got it sorted
now i gotta find out what type of differential it is 😔
for the rear ik its torque vectoring and i already got all that sorted out but for the front idk
ig u can just ask the transmission
ok very helpful
genuenly, if its built into the gearbox, its more likely u find stat of it along with the gearbox
well, the gearbox assembly
well according to some vids i watched the front always gives same power to both wheels
its could likely just be like an open e diff then with like brake torque vectoring like on the bastion but idk fr just scour through google and random audi owner forums posts
since it is the latest version of quattro im pretty sure its an open diff with EDL
yeah its correct
Guys
can someone explain me pls
I imported .dae 3dmodel, but it doesn't appear in asset browser of the world editor. Though it has created a main.materials.json for this .dae
Refreshing directories and assets, regenerating asset data doesn't do anything
What am I doing wrong?
hey guys, I'm having problems with my map, only the night sky skybox is showing, not the daytime skybox. This happened since a few updates ago
Front diff is right there in your pic bro
So this enlarged part of the case is the diff case
Or you already figured it out in discussion?...
This part roughly looks like some torsen stuff, but i am not sure
the front diff is a open diff
but it does have a center torsen diff which i already have setup
forgot to say thanks to everyone who helped lol
i had the pics saved but had no idea what i was looking at
^my exact thoughts when I see some complicated multilink suspension
When I first saw Honda Clarity rear multilink, I didn't understand anything
Now I look at it and don't understand kinematics either
vivace has mulktilink
doesnt look like this but its still multilink iirc
ots on the FPV and its called independent wide suspension
Multilink is the most diverse type of suspensions and can be crazy different by design.
However, I'm a double wishbone fan...
torsionbeam 
By the way, torsionbeams and torsionHydros
You had some business with them?
Can't get torsionHydro to work as steering link
I checked in with Stambecco jbeams and everything looks veeery similar, should work
But it does not...
is your steering rail set up properly
and are the nodes aligned on the specified rail
generally rx5r and rx5l or similar have a beam between, then 2 nodes like rx6r and rx6l have a beam in between themself, and they slide along the 2 rx5 nodes beam
and the have a hydro from rx5r to rx6r and vice versa
iirc thats how steering generally works
you are getting it wrong my dude
and well a node going to the hub
which part? the location of the hydros?
and what car is this for
if stambecco looks similar use it
There are two basic steering systems in BeamNG
The one being steering rack, the one you describe, made with the rails/slidenodes and hydros
And steering link, made with torsionHydros, which act like a torsionBeams, but change angle on-demand (not length)
and what youre tring to make is a steering link?
hm lemme look at stambecco suspension rq
I need the steering link (for a kart, because kart obviously isn't a hydraulic steering)
Stambecco has a steering link too
whats stambeccos internal name
But I'm not sure which part i got wrong, because in Stambecco it works flawlessly, and in my kart it is not 🙂
(i already did the steering rack and so on, but if i can get torsionHydro to work i'll go back anytime)
midtruck
the size difference between a kart and the stambecco is probably huge
try calculate the scale difference of the 2 suspensions and reduce the hydro values by that amount maybe?
Well, the beam lengths in front steering is not THAT huge
Maybe kart is 2/3 of Stambecco or so
is the track about 2/3 of stambecco too?
It's the vertical plane where differences are big - hubs, suspension links not related to steering, etc
50% and more
Hm, let me check
wait so basically its st6 that pushes fh1 by rotating along with st4 and 5 as its rotation axis?
and then the goofy other triangle is the one actually doing the hydro stuff?
I'm still loading bng
As far as i remember Stambecco steering is 2 torsionhydros complementing each other
Or wait
what in the fuck is this lmao
thats so goofy but yeah i think i understand
i think theres actually a way for you to do something similar
I'm not sure if i'm correct in showing the way it moves
if its a go kart you can just have rigid links sontrolled by a swiveling beam that theyre attached to (like some irl go karts)
lemme draw it up rq what i mean
Kart to Stambecco comparison
Not super big of a difference
Here's Stambecco steering and definition
blue are standard nodes, so generic nodes that have collision, purple is the node youll use as a hinge poiint for the brown beam, thac can swing on the axis of the purple node, the green nodes are non collidables with hydros going over to the middle rack node that you can give a rail to between the orange nodes, and the purple beams are hydros you can use to control the pivot
basically a very grossly oversimlified version of stambecco with very few actually rotating parts
and put the green nodes slightly above the top edge of the front tires
the orange inline with the 2 steering rods and blue in the center of them
and about the same height as the link on the hub
purple slightly above so the beam is a bit longer and let brown be expandable (bounded might work) but not flex
as long as the blue node the brown beam rotates stays snapped to rail it shouldnt invert i suppose?
well there goes my idea to bin 
average day with jbeam
That's the whole point of conversation 🙂
It's not like "steering not working" or "i cannot design it", it's "torsionHydro refuse to work on kart and idk why" 😄
real
"but it works on Stambecco goddammit"
i might actually try my idea for shits and giggles if i get time
wonder if itd actually work
irl gokarts do the same thing but its just not snapped to rail
anyway glad it steers now 
Well here you can see how it is intended to work
So this is why i draw the scheme above 😄
But it's possible i get torsionHydros plane of movement wrong
BUT it does NOT explain why they don't move at all
^ this
Also from past experience, I guess it should be the dumbest mistake possible ever, or the most counterintuitive way of how it should work, no third way
I was really puzzled by another thing few days ago, and after killing ~2 hours on figuring it out and getting answer from a person who knows, I was extremely frustrated
Example: you see usage as this:
["func", "mesh", "idRef:", "idX:", "idY:", "baseRotation", "rotation", "translation", "min", "max", "offset", "multiplier"],
["steering", "steer_01a", "fru2r", "fru2l", "fru4r", {"x":45, "y":0, "z":0}, {"x":0, "y":0, "z":1}, {"x":0, "y":0, "z":0}, -1000, 1000, 0, 1],
],```
thats wgat i drew up lmao
yea steering wheel
you have to have 3 nodes as ref
You go to docs and see this:
oh prop translation has been fucked for ages
So the logical (for me) way is to add "baseTranslation" to header and use same dictionary pattern as "baseRotation".
Right? Right?...
unless they fixed it idk
No, because screw you! You use it like that:
{"baseTranslation":{"x":0.197,"y":-0.02, "z":0.02}}
In properties without changes to header
yeah thats how you always use a variable for coords?
if theres a variable it has to be locked off in brackets
and its values if multiple too if it only had one sure use ""
I thought it'd be:
["func" ....... "baseRotation", "baseTranslation", ........],
["steering",........ {"x":0, "y":0, "z":1}, {"x":0, "y":0, "z":0}, .......],
],```
no lmao
that makes some sense sure but no
Instead:
["func", ......., "baseRotation", ..........],
["steering", ...., {"x":0, "y":0, "z":1},..... {"baseTranslation":{"x":0.197,"y":-0.02, "z":0.02}}],
],```
That is what BeamNG doc implies - both optional values with absolutely same properties except for measurement units ofc (eulers vs meters)
Props are so cursed
I have a mod which is basically gauges with needles
needles and gauges, gauges and needles
I had some pain with it and still it wasn't that bad
Offtopic: i accidentally almost passed under Stambecco in kart lol
is there some sort of debug where I can read error messages when the game cant load a map?
I make changes to my map, any change, however small, and I cannot load the map afterwards.
I'm trying to fix Leap of Death, but any change I make, makes the level unable to load.
i tried to make interior lightning but its always outside of the car , in the interior everything looks fine
Using light props? Have you tried fitting the light cookie to the car interior only using the debugger? You probably wont get away with no bleed at all though.
yea light props
maybe theres a better way to do it? not sure
i mean i know i can bake everything but that would add like 50 more textures
it would look like 100 times better but not worth the performance hit
I've got a peculiar problem, the level editor deletes all files from the /main folder upon saving the level after doing changes. Including the items.level.json file and the /main/missiongroup folder. Does the game save the level files somewhere else? The level files are currently located in C:\Users***\AppData\Local\BeamNG.drive\0.32\levels\leap-of-death\main
or does the game save edited level files in the steam game folder?
why light props?
unless you want shadows cast you can use emmisives
you mean a texture?
use the null textures from common and use a null texture for emmision
and then just set the colour you want, it has to be v1.5 material tho
but i need shadows tho
and also the light im trying to make it wont even work with a texture
since its hidden away from your view but with props u can make the illusion that there is a light
idk then
bake ambient lighting to interior texture and set to glowmap 👍
.
if you already have like 50 textures just for the interior im not sure how much of a performance hit there would be other than taking up more disk space
because youd just be doing a material override not like theyd both be used at the same time but idk what the performance implications of that would be
tho having like 50 textures is already a problem lol
Dont cast shadows, thats absolutely terrible for performance. Also, lower the light range. Use the debugger.
Youll find it at: #modding-general message
That should help you adjust the light to your liking.
i already did move all my props lol
my problem is theyre just glowing outside of the car
Then decrease their length and the width of them so that they stay where they're supposed to be.
Also, I suppose we can just come out and say that Beam's lighting and shadow maps are terrible.
yeah this is true
they should add atleast a simple thing where the lights dont clip
If you have the map in your mods folder, only the changes are saved in the mentioned levels folder in the userfolder. So you would have to copy over the changes to the unzipped original map. I normally unzip the maps I want to work on to the levels folder and delete the original one from the mods folder.
the only thing that's in the mods folder is this BeamNG.drive\0.32\mods\unpacked\Leap_Of_Death\mod_info\ME9V3UJ2D, with a info.json and an Icon.jpg. Nothing else, neither before or after a save.
Could this have anything to do with it?:
"11276.97329|I|GELua.editor_main.editor| Saving level: /levels/leap-of-death/main
11277.00061|I|GELua.editor_main.editor| Copying directory '/levels/leap-of-death/__main' to '/levels/leap-of-death/main'...
11277.03242|W|GELua.core_levels.| info.json missing: /levels/GridMap/info.json
11277.03316|E|GELua.core_levels.| No entry point for level found: /levels/GridMap. Ignoring level.
11277.06340|I|engine::ResourceManager::reloadResource| File changed [/levels/leap-of-death/main.decals.json]
11384.22823|W|GELua.core_levels.| info.json missing: /levels/GridMap/info.json
11384.22887|E|GELua.core_levels.| No entry point for level found: /levels/GridMap. Ignoring level.
11384.26101|W|GELua.core_levels.| info.json missing: /levels/GridMap/info.json
11384.26161|E|GELua.core_levels.| No entry point for level found: /levels/GridMap. Ignoring level.
11399.20777|I|GELua.editor_main.editor| Deactivating editor..."
funny thing is, I cannot for the life of me find any references to GridMap in any JSON files my map folder. None.
Did you start with gridmap as a base for your map? Might have sth to do with that
I've maybe used Gridmap assets or textures some time ago, but that is years ago. This wasn't a problem until 0.32 came out though.
working on a hybrid car and could like to know if someone can help me edit/add drivemodes that turn the engine off or limit boost preasure lmk.
The gridmap errors just mean that it doesnt have a spawnpoint
Happens when the levels are validated
It's not something you're responsible for
The map has two spawnpoints.
The gridmap?
No, the map I'm trying to work on, that's what I'm trying to fix, it deletes the entire contents of the /main folder when saving in the level editor. what I pasted is from the beamng.log when I tried to save the level after making changes.
It's the Leap Of Death map.
Sorry but where do I need to write my scenetreefoldername?
how do i make this not have a jbeam but still function, or how can i move it with the jbeam?
how do i make materials?
open world editor and press material editor and then press new material, call it something, and name the object you want to have that material the same material name in blender
https://www.youtube.com/watch?v=sc6sYzQIY_8 basicaly this
If you run into any issues trying this out on your own, feel free to leave comments asking for help and I'll assist you!
HUGE SHOUTS OUT to Dark for teaching me how to do this!
Dark's Tiktok: https://www.tiktok.com/@6dar6kie6
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Join the Discord Server! https://discor...
is it any different for engines?
no idea
cant
a
What do you need that for? If collisions are the issue then you can just make the nodes have none
i want to put it here
Oh, you could just use node offset or move the nodes
Hi
Can anyone explain me what .ter file is and what is it doing to terrain in a level?
ill move them with blender, and then make it connected to different nodes
Yeah that should work, otherwise just use node offset, its not really properly but it should work fine
also, is there any way to change the colour of the light?
its probably in the files as a rgb or smth
id recommend also changing the texture color
Yes, that is possible in jbeam, but as @golden urchin said, its recommended to also change the texture.
Refer to this for the light props:
#modding-general message
make sure to copy the color value so it isnt mismatched
it is either the textures or the terrain shape
having trouble with making some offroad suspension, what value needs changing when making leaf springs make the car sit higher
how do i export a jbeam for an engine mod? (from blender)
do you have the jbeam editor addon?
yes
just go to export and it should be at the bottom
jbeam is the collision right?
ye
so i can also make a box frame thing around without faces and make that the collision?
theres multiple ways a leaf spring is implemented in the game, do u know which vehicle ur leaf spring come from atleast?
"also"?
im new to this ok?
yeah its the miramar
hi
i did not to intend to insult or mock your skill set in beamng modding in any way shape or form
im simply confused by the word "also", since what you described in the "also" is THE intended and almost sole purpose of the plugin, therefore you might have use the plugin for something it is likely not meant to be used
have a nice day
-please pick a name
uh lemme checkand see if i understand it
but in short there would be a single (or a few?) beams that responsible for the "spring"
ive just aimlessly changing the precompression values and each one either does nothing or just breaks it
so precompress those few beam with some certain value and it should do it
how can i make that collision apply to the engine?
make a simple jbeam around it and give it some coltris
how much triangles?
this enough?
it needs to be a cube
Its way easier to take an existing engines jbeam and modifying it to your needs, for example here the one from the semi
with 2 mount nodes and an exhaust
(Could also be more afaik but not needed)
so 4 engine block shape nodes, 2 mounts and one exhaust
how do those differ?
You dont need triangles you need to attach the beams to each other and make the nodes collidable
he said coltris (triangles)
did it
so leaf structure beams needs to be extended with precompression with value greater then 1, my example used 1.1
Its mostly in the jbeam that, as far as i remember, you cant modify in the blender editor
leaf spring have a precompression of 0.67
can the jbeam be in the same model as engine?
I use the blender plugin just for positioning and edit the "code" manually
Way too many nodes
so separate
the leaf struct needs a "beamPrecompressionTime":0.2 also since its quite violent
Yes
And for the engine to work the jbeam "code" needs to be edited a lot if you try to make it from scratch which is very much work just fiy
oh, and the shock absorber needs to be extended also
i just removed them here
like so?
ohhhhhhhh
Yeah
ive got it now
thannks for the help bro
i used bus engine code (its for the bus)
👍🏼 try taking a look at the bus engines jbeam box and check if its similar
otherwise use that?
You dont need to but you can
thanks for your expert opinion
Np
there might also be more bounds u need to extend but idk, it still feels funny, but gud luck ig
@gentle fox do you know how to easily create those diagonal jbeam/blender vertices?
what is this kind of engine jbeam?
what
what is blud doing with tango jato?
tango is a dance right?
twingo for beamng
your mod or someone elses mod?
mine
car looks good
wip and im putting jatos on it but the inputmap doesnt work
why is the jbeam so small and why is it this weird shape?
its not weird
and what engine is that
wentward
me when the
is there someone who can help me?
@gentle fox so it does need triangles?
connect corners
yeah but how do i do that without going over every single one
it is 19.1L 💀
Is the double underscore and single at the back a typo or normal?
No, sry im not a big blender pro
ill recolour it soon, now working on custom exhuasts
its the game that does that
Well it needs triangles if you need stuff like aero and such, so im not sure 😅
collision
Oh okay
idk if it will even work since its too long 😐
True, but for the smaller engines its not as important i guess
still is
Try looking at the semi engine and maybe enlarging that one
i cant bc blender doesnt load it
Maybe i just remember it wrong but i just dont remember the etk k series or the scintilla having triangles 😅
Weird
and another issue is the exhaust being on the wrong side (as far as i know)
Thats an easy fix, just flip it
then the flywheel is on the worng side
You can just flip the exhaust nodes or change the "isExhaust" part to a different node
i get that, but then the engine is still 2 times longer.
ill size it down maybe that helps
now its half the length
i could change some things and put it in the T-series
Well it does look more like a semi engine than like a bus engine
the engine is from a tank
its a derivative of the russian kharkiv v-2
the engine i made is the kharkiv v-6 which is half of the v-2 which is a v12. i cant find a lot of images unfortunately
Oh okay, so that explains the enormous size
i can scale it but it wont be as tall
if i make the model same size i can use original jbeam?
I'm a bit stuck with refnodes.
Setting up usual order ["ref:", "back:", "left:", "up:", "leftCorner:", "rightCorner:"] flips vehicle backwards every respawn. Setting "back:" node to some forward node spawns it correctly, but camera obviously gets messed up. Where am i wrong?
the kharkiv v-2 is a 38.8L V12 diesel still used today in russian tanks
I think it'd be more correct to call it "soviet V-2 engine", since it is not being produced in Kharkiv anymore, and Kharkiv is no longer soviet or russian 🙂
Is there a way to modify the driver cam with lua during runtime? I tried to overwrite the camera data in the vehicle object but that does not seem to do anything.
Maybe look into "Enhanced Camera Chase" mod? This may give you some ideas i guess.
Thanks, I'll take a look at it.
Well you can scale the jbeam in any direction, that is more what i meant, not really scaling the engine mesh
i fixed it another way, i knew my model was longer than it is in real life but didnt want to fix it. now i chose to fix it and i am almost done.
i think they are called transmash v-2 nowadays
but since my V-6 engine isnt in production anymore (as far as i know) i prefer using the soviet names
Hello I'm trying to make a map and I added a custom mesh made by myself and the colMesh and all the stuff like a vanilla mesh and the colmesh it show in the shape editor but it doesn't work why ?
the engine wont fit then
Well yeah, true. It might need some modification of the vehicle you want to put it into
(If you want to make it realistic)
how do i make wires in blender?
its fine now
Can anyone explain a fix? Ive messed with node weights, damp, etc and its still shaking
I cant even see whats supposed to be shaking. I see your drivetrain oscillates, maybe thats the cause.
Its in the trunk
Up your video quality
found out how to do it : P
thought this was a straight 8 for a second 😞
its a I6 diesel from a tank, a straight 8 is a cool idea for a mod. maybe in the burnside.
u just understand what beams represent what
and then notice the rear suspension jbeam have a bounded beam and limits travel anyways and u make a new suspension just to nuke the bound
yeah i know
but that just looks like something that would be unstable
crazy high ride height
is the texture exported in the right color space
idk
Does anyone know how to adjust the amount of exhaust smoke other than the particles modifier in the engine jbeam
Quick question, where do you find these sample files?
I've scoured almost every single corner of the game files and can't find them
who knows the sound config for a V10? not scintilla
in the gameengine.zip
beacon doesn't get affected by window
why is it inside the car?
cus its swag
fuck it, ima make one that on top of the car
after im done with everything on my list
maybe you can make a disco lamp from it
kinda
blender is crashing when i want to apply a texture image
try applying it ingame
i decided to use just color
doesnt look very good though
it needed to be a square, silly me
do the uv's
somethings wrong with blender then
does it do it in other rpojects
idk, ill just use color again
hey guys with visual editor how do you get the code to be in different colours?
im just getting this atm
prob somewhere in settings
install the jbeam plugin
I think those are in the Art-> sound folder, but they are probably encrypted/secured by password
I think the plugin is just for visual studio code, but you could use json syntax highlighting
@gentle fox do you know somewhat about jbeam/nodes and beams?
Im not an expert but yeah
do you know how i could make this pendant move like in this clip? (photo is from bx, clip from jbx100, old bx mod)(maybe i could just jank the code from that one)
found it out, haven't jbeamed it yet tho
can you export a model with materials in .dae? because blender is crashing whenever i export .dae.
i can jbeam it for you
its literally 3 nodes
send so i can try, im bord
Oh sorry, didnt see the message. Yeah its just 3 nodes and some damping from what it looks like
Jeebus wth are you listening
So i have an engine in engine simulator that id like to record and transplant into beam, but not sure where to begin, i have somewhat of an idea of how blend files and how the sounds should be recorded but am just a bit unsure
begin with recording sounds & an idle, then grab some samples and guess the rpm ranges (very important). i dont know a lot of other stuff but there should be tutorials on youtube
yall, i need some help, you might remember the old nfsmw 2005 map that someone ported, its missing some areas and in general has some issues. i actually have the full map, but i have no idea how to port it myself
hey, anyone know how to fix this
why is it invisible
this is the engine in blender for reference
prolly normals
what do i do to fix it
did you apply scale and stuff?
well i did it and it didnt work
they dont look inverted but idk
i never had this problem before
and this is an old mod that im revisiting
press ctrl +n I think and recalculate normals outside
ctrl + n is nodes
in blender
ohh its shift and n
yeah
i googled
no way same!!!
just select the object then recalculate yeah
idk how to fix that
oh okay
I barely know blender myself 😔
I checked the nodes on the rail more than three times, but the nodes move between the blue rail and the red rail. (Must stick to blue)
How can I fix it?
Is it possible to add some locale strings via mod package?
all of the sudden when i paint terrain it stopped changing colors when i change materials does anyone know whats happening
Did you recently convert your terrain to PBR?
Or start a new project that uses PBR terrain
i dont think i recently converted it to pbr and im not sure how to do that thanks though
tried that already
I’m not to sure why you can’t paint then. PBR terrains is usually the reason for the inability to paint.
Are you editing a vanilla map or making your own from scratch?
Thanks for the help I’m using the base game template map with a mod thing that adds the assets from ecusa
where can i find what all the groups in my car are called?
Double sided rendering I think
i am making a bmw ix1 from blender i need a dev that can help me i got 500-200$
that was weird. i exited the game without saving to see if i accidentallu clicked something and it seemed to work
I just remembering them looking all the jbeams. Seems like it will be easier using any text searching across the files (git, winrar, etc).
@calm kernel hes wrong there is absolutely NO way to find all the groups. ur not sigma enough 😤
sorry pookie bear 😜
ahh yes indeed
grr
ima head to sleep now cya tmrw fino
cya specy
how to fix wheel placement
on the body’s jbeam you can add a node move on the suspension rear slot
may i ask what a node move is?
never had to move a wheel position before so i aint got a clue on where to start with that sorry
check the docs for a more detailed explanation of nodemove. basically it moves the relevant nodes by a specified distance. you can push the whole system into place
ok i figured it out luckily, thanks alot guys
no problem
btw if you say thanks in a reply or mentioning them it gives them credit
see
thanks @dry cargo
Gave +1 Reputation to @tame prairie (current: #298 - 6)

thanks @shut pollen
Gave +1 Reputation to @shut pollen (current: #155 - 14)
🫡
Good day or night there 👋 Is there a way to import 16K maps into BeamNG? I did it but it immports like a giant straight rectangular prism, rectangular cuboid or rectangular parallelepiped 3D rectangle?
how do i make custom config options
like i wanna put some ladders and wood planks leaned up against the cab of a d series in the bed
like this
wow at the thumbnail looked like a picture... except for this
shopping cart
I think that happens when you have refnodes wrong?
Oh wow... I never thought you were doing a car with this... I encourage this avangarde stuff 👏
sorry u js not that sigma 😭 🙏
I had a silly moment and thought why not make driveable shoppincart
wrong refnodes
i think its cus in both mods there was "ref0"
fucking stupid refnodes keep breaking this shit aaaah
That's innovation... Very creative...
You're actually creating some sort of shoping cart racing game!
im trying to make a skin for the bx, ive got the part coming up in game but it has no texture, i also have a dds in the folder
I managed to make mine work by making a blank skin in the livery editor and replacing the single textures
well ive gotten to here without using the livery editor
and i need to have a simple to install skin that isnt dynamic textures and such
why the etk i series windows are black from inside
picture perchance?
yeah lol i wish i could just slap a ladder from the h series on there
if u added tint then u did sum wrong witht he _int thingy in jbeam
if u didnt add anything then its prolly a broken mod/s
okay then it is broken mod thanks!
Does anybody know how to save an edited material to the map? I’ve edited an asphalt material for my track because it was transparent, I changed it and sent the map to a friend. He set it up in our BeamMP server and it’s still transparent for everyone but me. So, it’s only saved for me. Any fixes?
this is my etk interioir 🤑 🗣️
when u save the thingy in world editor it saves for UR pc
there should be a save file idk ive nevr messed with it
I know it saves to just my PC. How can I make it save to the map?
perhaps it is saved to temp > levels
I will see.
i think this is all correct but??
In here is just a file for some trees and one of the building asset's I'm using.
oh then i do not know further sorry man
All good.
using pngs >
but looks fine but i js skimmed it
wdym using pngs?
i just followed a tutorial on youtube but its not new enough for the BX changes
ill try change the image to png instead
idk if theres a difference its js preferance
idk how to skin ffs
FIXED
World editor saves to the /levels directory in your userfolder
I get that part.
What happened is the texture for the asphalt was transparent, I went into material editor and fixed it, but it only saved for me and not my friends when I sent them the map.
How do I save the edited material to the MAP and not MY PC.
Copy the changes from /levels into the mod
I've done that.
Did it also prompt you to overwrite?
Yes.
Ye that's why I want you to check it in safe mode
is there any way to change the cover photo for your mod in the showcase channel?
you can edit the first message, remove the image, then link the image u send in the chat
where tf is the "driver" node supposed to be, i cannot find it even if it shows up under "pickup_interior"
probably either in the frame or body jbeam
it’s the driver camera
ive cecked both and it still isn't there
that's all just glow maps
when i rip the cab off, the driver cam follows it, meaning it must be in one of those but I cannot find it
and also the name in the debug menu being the interior
can someone help me with automation animating steering and gauges
How can I add a working odometer that doesn't reset and a fuel gauge to an existing mod?
I am trying to add custom Bus Routes and Bus Stops to WCA. The route itself works perfectly fine (wca.buslines.json) both in the mods folder and in the root folders. It's getting the BeamNG Triggers to load in as a mod which I am struggling with. I could add them directly to the root WCA, that has worked perfectly fine in the past, but I want to be able to share this mod to the forums. From my understanding, which I'm starting to doubt, is that if you want to make a modification to any part of a default map, you need to replicate the path where whatever you want to mod would be stored. For the busline.json file, its "levels/west_coast_usa/buslines". This is what forum user "_4n" did with his mod which worked. But I can't seem to get the to work to load in the triggers. Any help?
Here is the folder for reference
i followed a tutorial on importing terrains, my game crashes when i hover over them in the file explorer
hi I'm looking for an up to date tutorial on how to create license plate designs
How can I add a working odometer that doesn't reset and a fuel gauge to an existing mod?
There are some mods that do this, maybe try looking at how they do it and try to replicate that
I tried but I didn't really understand how to do it, I tried copy pasting from one mod to another but that obviously did not work
anyone able to help with getting the engine in the right place?
Anyone know how to make colourable parts?
I want to do colourable engine block, valve cover and timing cover
But had no experience in doing uv maps or anything with materials
sure, it isnt terribly hard. is this for an engine you are making or for something from beam? you can pretty much just reference the skinning docs
kinda
it is based on bolide engine
right now its only the block is original except for its been extend
should be easy then, depending on the material setup. you can add a slot for skins that just swaps between different materials, or move the flexbody into a new core slot and use a materialoverride in that "new" part
hmmm can you teach me how do i do that?
skins are one of the few things that the docs actually do cover. materialoverride can be reverse engineered from t series files (fuel tank ones were the easiest, i think?)
ah ok, ill see what i can do
if you hit a roadblock let me know, gotta head to bed shortly. ive just played with both systems for an upcoming update to #1268255959919104010. skinnable mudflaps and colourable shocks using materialoverride, so it is pretty fresh in my mind
where the hell is pigeon's fuel tank in jbeams?
I'm desperate and I can't find a single mention of it, please help
common folder, pigeon
i moved the int_strw node to the other side of the cab, now why does the steering wheel do this
thank you!
Gave +1 Reputation to @shut pollen (current: #145 - 15)
someone know how i can make some changes to this two ?
Any idea how to make a custom billboard? I am making my own map and I'd like to have a custom design on a few of the billboards.
edit texture/assign material in blender
i mean idk if that works for maps
Any alternatives to Blender? I don't know how to use it.
how u making map?
umm if u save it as a .dae or wtv works in blender then i can help u out. i noly know how to work with blender and js cant with the mats editor 😭
Ok.
there isn't really a way to do this in world editor (last i checked)
So, if anyone knows how to make good looking sky, please ping me and let me know how to make it look better. I tried playing around with sunsky in world editor but it never looked good, or similar to vanilla maps.
(A photo from one of my WIP maps)
you need a tiny bit of fog
yea no fog aint helping here
by editing the corresponding textures
fog most certainly will help depending on where this is supposed to be set.
italy runs at 0.25 fog density
which is why you don't see the border of the water
it's a haze
when you remove it, it looks like this
fog off
fog 0.25
so im creating a realistic head movement mod, how would i create a keybind the game? like special functions thing?
not really about the fog, what I mean is that the sunset for example isnt as good and it even turns pink/purple for some reason. And the reflections arent as good, unless the reflections are caused by PBR terrain
I'm unsure what specifically you're referring to with the sunset "isnt as good". The pink/purple thing, though, check and see if it's caused by this option in the "theLevelInfo" thingie. It was set to a purpleish pinkish colour for me by default for whatever reason.
it might also help, counterintuitively, to change the look of the water. Yours appears very grey and flat, might be better to add some green or blue into it. Add some clouds and a bit of distant fog, + trees should make it look significantly better
probably the same issue, should check if just changing the linked mesh data fixes it
there is an option in the launcher. i would just add the folder to quick access or whatever for the next time
there is also an option on the mod menu
you probably dont need to do all of this debugging again tbh. just do the same fix as last time
if im reading this right, you only have a normal map assigned. this makes it bumpy, not coloured
Hi guys, I'm here for a bit of a technical question. I have an algorithm for a launch control used in an electrical race car that controls the motors by telling the inverters how much current they should give the motors. Is there a way to do this in beamng with LUA? I have everything set up so that I can read wheel rpm and control the motor with throttle in LUA but idk if there is a way to use current. Any suggestions?
I dont think beamng currently simulates any electricity related things, so thats gonna be not possible
Headlights on some cars will still work even if you rip off the entire fascia lol
Electric engines work differently tho.
But im not sure how exactly they are coded, have not had a look at it yet, but im sure you could probably find it in the lua somewhere iirc @south trellis
thanks, i'll try to use rpm than
should I set rpm to be a limit and than keep the motors from spinnig faster?
like changing the max_rpm value?
so let's say the motor has to spin at 5000 rpm, if I set the max_rpm for that motor to 5000 it should be fine
or maybe just check if they are spinning faster and remove throttle? I don't like this solution since it probably makes the car shake from the throbble being like on/off
Otherwise probably modifying the power itself would also work
I think just reducing the power output would be ideal
you mean the torque?
Yes
the problem is that I have no idea how much torque is sent. The algorithm can either send current or rpm to the motors
Anyone knows why with electrict motors the brake engages automatically?
is there a way to remove this?
Probably because you have one-pedal-drive enabled. The motors cant brake properly below a certain rotational speed, so i guess the car just applies the brakes.
How do I disable it?
I have two pedals and nothing is binded to accelereator & brake in the settings
It does it with electrict vehicles only tho
Yes, only electric vehicles have one pedal drive. Press the menu button and click regenerative braking, then turn it off
it's a mod I made can I just remove it?
Oh ok done it
"maxRegenPower":0,
"maxRegenTorque":0,
I just set those
Thanks @heavy swift ❤️
Gave +1 Reputation to @heavy swift (current: #56 - 37)
I promise this is the last question (maybe), is there a quick way to measure the time over 75m?
like a drag race
Someone please help me with a working odometer
I want to add a working odometer that doesn't reset to a mod that doesn't have it
Any possible way?
I have 2 other Mods that have this feature
What
What what?
Nothing
yo anyone know how to do skin files for a custom shell but automation running gear for me and my mate we have the skin and stuff we want to add on but we cant get our head round the proper files
thats how far we got but we are stuck on actually adding it on
can someone do the files for us as were very confused
oh, I am not very smart
🤷♂️
how do i fix blender giving 0 kb collada files?
YO