#modding-general
1 messages Β· Page 3 of 1
open the body collada in blender and make materials for parts
how do i make skins
Done that already
what did i do wrong? my skin wont pop up
update:
gimp files do not work in beam, you need .png or .dds. have you looked at the skin docs at all? the skin docs are pretty good compared to the rest of the docs lmao
Does anyone know how to make a mesh colorable other than the single color in the json?
Like a way to make this use the ingame color selector instead of the base color factor?
check out the skin docs, colourable part specifically. covers exactly what you need
May I ask what the skin doc is?
beamng documentation, skin section. the docs often fall short, but the skin part is well covered
https://documentation.beamng.com/modding/materials/vehicle/skinsystem/skintutorial/ . there might be something different under the material section, but you should be able to work this to what you need
not sure what to do with import failed
Directory is correct
I fix, now its just blue
guessing you want the colour palette map, not base colour. bit distracted rn lmao
I got it
has anyone had issues with blender models looking like this when imported?
don't really understand what causes it
Simple Google search
unfortunately that isnt a magic "fix it" button, it just helps. you will have to play with the other normal recalc settings and maybe flip some faces manually. turn on the view that shows normal side in red/blue and try the different recalc options until one is mostly good, flip the rest manually
ok thanks yeah if i go underneath i can see the missing faces
ill have a look for this view
THANK YOU
they are just upside down
there is a lazy fix where you just set the material to double sided, but using that for everything will eventually bite you. best to just do it the right way now, especially for such a simple mesh
Just try flip the normals in the broken faces
Ive only just started modding so I don't know what a skin doc is sorry what is it if you don't kind me asking
really funny seeing the sudden interest in skinning, had about the exact same convo with 5-6 different guys in various servers across the last few days lmao
Do they work for automation cars?
π
you can make it work, shouldnt be too hard having seen you post pics in blender of the car
Cheers ill let you know how it goes! π
no worries, happy modding
Where can i get a .json file from?
you just make one, like a .txt. if you really need to grab something for skins, materials or whatever just pinch one from any vanilla car
Okay hope it works ingame knowing my luck probably wont lol
what did you need it for?
The ministox
think 2 of my mates posted up about it looking for help
A ministox is this btw
yeah, just grab a skin.materials.json from the covet or something, have a look in it. you could probably write your own entirely blind via the docs, but not really worth doing
what does the actual skin need to be dds?
you can make a .png and grab the "cooked" .dds file from the cache or wherever it gets put or just make a .dds (bc7 preferred i think? pinned somewhere) to start with
My special ed brain could not process a word you said π
missing a closing } at the end i think. change any instances of "covet" to your vehicle name. you have a really cumbersome vehicle name, should pick a shorter one that is easier to type and read
if i change it im afraid il like make it not work
thats what automation put it
beam only likes .dds files. you can hand it a .png and it will convert it for you. you could alternatively use that specific .dds format to start with and it will be ok
Ohhhhh
just change any and all instance of it, np++ has a mass replacer for text in files and that is what i would use to change it. vsc probably has something similar
@shut pollen It shows in the selector but nothing on car
have you created your skin .dds files and referenced them inside of your materials file?
Honestly have no clue
"basecolormap" needs to point to the .dds version of the gimp file you guys had, when you posted the pic it was still pointing to the covet one
i dont use gimp i use ps
whatever format the skin file is anyway, one of you posted a pic containing a gimp file at some point. just needs to be a .png or .dds
@pine horizon
im very confused
yeah it is a bit hard to follow when you have 3 guys working on the same thing lmao. you could also just create a dummy .dds full of scribbles to use as the basecolormap, just to prove it works if you cant find the file for the skin you already made
yeah it is an insanely long name. just pick an acronym or group name and then a short vehicle name "groupname_car"
ima call it msx short for ministox
There's 2 guys on it I'm just here for emotional support and decision making lol π€£
so do i just rename the file after vehicles folder and it wont break it?
1*
any instance of the really long name should be changed. msx is a bit short but should be ok, can always mass rename later
Is it gonna be CMP x ACSO msx? @pine horizon
guessin thats all needs renamed
you will need to change the internal file names (inside the materials file etc) too. do you only have notepad or do you have notepad++?
I Use Notepad ++
ctrl+f, switch to the replace tab, first box is where the old name goes and second box is the new short name, replace all
all is renamed now
might want to post a screen of the materials file again to make sure all is ok, then dig up the skin file you guys made
looks mostly ok, change covet to msx. you will want to name your skin .dds something like msx183.color and change what you have under basecolormap to that
the name.color file is the design for your skin. the game uses that to colour in your design on the car
so do i put .color at the end of my skinname?
no, on the .dds file you make. it would be named skinname.color.dds and all "basecolormap"s will reference this instead of msx_main_b_color.png
like that?
yep, now reference that under all of your basecolormap sections
Manz young Sheldon stylll
bazonger
idk i think i did it
Sounds like me when I see Chris mums tits
msx183.color.dds, not just .color
okay then is it all good
top one says just .color
load it up in game, will probably look funky as you are missing the normals, ao, etc but should be coloured
did you clear the cache?
will have to post a pic of the .dds, i dont think you added the closing } to the skin .json either
a pic the .dds itself, just to check it actually has something drawn on it. you defo forgot the closing bracket (important)
just "}" minus the quotes at the end below everything. assuming it has been done right this will connect with the top "{" and highlight the top "{" red when the bottom "}" is selected
what line does it go
40
Kay done
is the dds okay dunno why its transparent
shouldnt be transparent, should be solid. probably has an opacity modifier or something on that layer, idk photoshop very well
i willput another skin under the same name in
check which opening bracket shows red when you click the line 40 closing
no, an actual bracket will light up red. one of the top ones
Calm g
This is made a lot easier using the jbeam plugin for vs code
real, but np++ is fine
that will point directly at any errors without the need for this kind of troubleshooting
both are red im not sure what to look out for lol
i thought that was the old file, what happened to the new one with short names?
Dinlo
line 33. in the "old" file you fixed, you can see that the very top bracket is lit up red when the bottom one was selected. it needs to be the same in the new file
line 33 will probably need to be "}," and line 34 will probably have to be just "}"
looks fine at a glance. the red highlights matching pairs, single brackets will make trouble
something funky is going on, toss the old files somewhere (keep for backup) in case they are conflicting
that works just fine. what is the actual name of the .dds for the skin?
the name of the dds itsself is msx183.color
post the skin .jbeam again
wrong globalskin i think
Whats should be there
msx183
and that would make the skin showup?
it was looking for files under "a" when it should have been looking for skin files under "b" to put it simply
hm okay
I'm having a cheeky tug I'll be back in a second Chris
yeah nope
does changing the color palette do anything with the skin selected or not selected? i would have assumed it would default to white and not blue
it chnages with the skin on and off
It's default is red isn't kt
no
Ohh
any other ideas?
i would probably have to think on it for a bit. it could be a lot of things, but i have been looking at it for too long and i need fresh eyes lmao
do you want me to send the mod you might be able to source the issue faster
That's the best bet tbh since we don't have a clue
yeah im useless
could probably take a look, sure. might be a bit before i get back to you though. would like to finish one or two of my own skins tonight before heading to bed
All good bro i lsend it over now
Does that mean we can work on the shale version? π€π
Fuck
You know it
.
Decal editor is probably the best way
You can place any image on any object so long as you set it up correctly
im very new tbh
hello I was wondering if you can put different cars configs in one vehicle folder to make it easyer to find them ingame?
when are you gonna realease these
hmm i trying to move the engine more backwards but the engine wont more no more nodeoffset 2.2
nvm i didnt move it enough to take effect
can anyone help me with making strobes, i can't find any good tutorials/help online
Hi, the animation on the headlights of the car is not adapted and the headlights are tilted, do you know how to make them straight ?
We're not releasing I don't think since it's a league only mod
ok good
why it look sad
probably traumatic childhood
why are you putting a ps1 era styled car in a phisics simulator in which cars have full interiors, engine bays and underbody + detailed suspensions
I know there's not much point in having a PS1 style in Beamng.drive, but it didn't take me long to do and it adds diversity to the beamng mods.
clearly you've never heard of the Kerr
I also made a nicer Testarossa.
hey guys ive just exported from blender back into beamng and its made all the body panels disappear?
any help?
Is the name of the body panels in blender the same as in the .jbeam files ?
yeah i managed to fix it now tho
idk why i had to delete the dae file then re export it
how can i make hydralic suspension go higher? like where in the hydralic.jbeam file is that?
not sure if there is a longbound beam preventing it from going farther, but the first thing i would change is the outlimit of the hydro
thats the thing, there is none
there is non what
oh thats fun
ignore the rear, im testing something with a mod
ok, so what you need to focus on is travel, thats what determines how far it can go
try to increase the longbound value (currently it is at 2.5)
doesn't do any
i have never messed with anything like this, but perhaps increasing the max value in hydraulicdata might help?
ty
Gave +1 Reputation to @unkempt sleet (current: #627 - 2)
hey guys got an issue with the rear wing the jbeam works and seperates from the car but the mesh doesnt come off?
any ideas on how to fix it?
Is the node group that the mesh is assigned to correct?
Strange. Could you show the flexbodies section in the jbeam of the spoiler?
FOUND THE ISSUE
i changed it and didnt save it properly so one of the groups was still wrong further down
Oh okie then
thanks for making me check
wait nvm it still borked
:(
yeah as I said
the group in the flexbody is "pickup_bed" while it should be "pickup_spoiler"
cchanging it made it invisible
wait im dumb
i fixed it
which value do i need to change to stop the roof from folding when the nodes are attached
its a targa roof btw
Is anyone able to help me add textures to this? I made the model myself and when I exported it to a .DAE it sent all of my textures I used to a JPEG file. I don't know how to package the JPEG's to work in the game.
https://documentation.beamng.com/modding/materials/vehicle/typicalmaterials/
this should be able to help you, if it doesnt then maybe convert your material to a .dds format
Thanks.
can someone help me with blender a moment i cant explain it and its annoying because it took 30 minutes for me to get this far
have you watched a tutorial
since i dont know what you are doing but thats for sure not the right way
anyone know how to put a unibody car on a frame?
yes ive been watching a tutorial
but this where i got in the tutorial and this isnt the exact same vehicle the tutorial is showing but he is able to uh i guess move the nodes to the curvetur
can someone help me with this
uh i dont know what you mean by moving the nodes to the curvature
i try to put etk digital dash to bx but its only half working
you are missing the lua for the screen in the middle and the needles
so i need to grab the lua from common file?
yeah
so for some reason my body is the thing emmiting the engine sounds, and not the jet engine
i dont have it attached and if i pull it away and pull the throttle its the body emmiting the sound
so basically what i wanna know, is there a way for me to set the sound emmision node or object for those specific sounds
see thats the problem i cant explain it
use see my refrence photo?
yea those are 2 different things
you also need the needles mesh and code
yes i see that
you see how its kinda oval like
ah
yes
im trying to get these to follow the curve around the body of the body
i managed to make it work
but there is a small problem
what is the right side thing
the navigator screen from the etk
ah
is there anyway to make a skin with only main.materials?
load the BX dash to blender along with the cluster and stretch the sides of the cluster to fit the dash
shouldn't matter if it's stretched cause it's a flat black texture
just the edges tho nothing else
well it does
i already modded the original cluster to fit this
the texture for the bx cluster is still showing so i remove the rear parts and reconnect the vertices
ah okay then, that was just off the top of my head
If i were home i'd be able to help abit more
ah
its ok
new problem, im doing both rhd and lhd version
now the rhd version dosent change the gauge skin
i want to make a mod for engine swaps but dont know how to model it, put it in the game files, make sure the mesh shows up and have it appear in game with the cars i want. cant find any good tutorials on yt.
is there any way to allow decals in the vehicle decal editor to have the same material settings as the designated paint slot?
i don't mind if i have to do it manually after exporting
Did you check materials?
I have no materials set for it yet
Yes
Cntrl r?
Did you apply rotation and all those things?
Yeah
anyone know where i can find the d-series models?
\BeamNG.drive\content\vehicles\pickup.zip
i uh, dont have beamng atm, my hardrive broke
uh, could you get it for me? lol i just need the body front clip and interior
So right now this is my JBeam, but the mesh still does not show up, the names in the JBeam and Blender are exactly the same, I applied rotation and location, everything, but I still can't see it
does the snowplow_mount node group exist?
Try looking at the console output, what are the warnings / errors?
hey guys just starting up my game today after working on my mod yestrday and im getting a BeamNG.drive 0.32.5.0 0x00000001 error everytime i try to spawn the d series in now?
the mod is adding stuff to the d series so im wondering if thats whats causing the issue?
question to the people who know about beamng lua , is there a way i could make it so that abs can be turned off and on with a trigger
found wheels.toggleABSBehavior()
so try this ig
"events":[
["id", "title", "desc"],
["myTrigger", "str", "str", {"onUp":"wheels.toggleABSBehavior()"}],
],
alr ill try it later thx
Hello, I'm trying to override resets and respawns. I found where I can overrid how the player does the action "reset_physics" by attaching my own function to extensions.freeroam_freeroam.onResetGameplay but I cannot find where to do the same to override vehicle recovery. On the gameplay.json that recovery action has the following onDown attribute:
"obj:queueGameEngineLua('extensions.hook(\"trackVehReset\")') recovery.startRecovering()"
So I take it that each object in the world handles its own recoveries and not the BE? If so, how can I override that method so that it first passes trough on of mine to check if it should be able to recover or not?
EDIT: nvm about this, finally figured it out. Just need to create an action group with:
extensions.core_input_actionFilter.createActionTemplate({<list of actions to disable, for example, from gameplay.json>})
Hello i am really passionate about making a map about my home town but i just cant figure out how to import all the textures to a grid map so i cant start working on it. If anybody can help me with that id be thankful
I have no errors relating it
Yes
Anyine knows why every time I reload my vehicle it rotates 90Β°? I doesn't give any errors on the console and the refnodes are correctly aligned
elaborate on that
what deos rotate 90 mean, vertical or horizontal?
on the Z axis
so it spawns normally THEN rotates?
Lol I don't have the insert key
what about home key?
yeè
this is why u shouldnt but 60% keyboads
it doesn't do that with this
it's a 75%
TKL on top π£οΈ
have you tried restarting ur game? ussually the first thing u should do
yes, same thing
yes, I am restarting the game, just in case
yeah i have no clue sorry
@calm kernel prolly knows but he a lazy sigma π
oh my the skibidi lord has come
we js homies das why + we a bit freaky π
Do you need something special?
It's not my first mod so that's why it is so confusing
check the reff nodes
They are good
hmm
wait i'll send the jbeam
i've had that before with something i tried and i gave up
"refNodes" : [
["ref:", "back:", "left:", "up:"],
["fr0", "fr1", "fr0l", "fr0u"],
],
"nodes":[
["id", "posX", "posY", "posZ"],
{"group": "frame"}
{"selfCollision": true},
{"nodeWeight": 1.5},
{"nodeMaterial":"|NM_METAL"},
//centrali
["fr0", 0, 0, 0.0464],
["fr1", 0.2726, 0, 0.0464],
["fr2", -0.2408, 0.0000, 0.0464],
["fr0u", 0, 0, 0.1924],
["fr1u", 0.2726, 0, 0.2003],
["fr2u", -0.2408, 0, 0.115],
//destra
["fr0r", -0.0000, 0.1754, 0.0464],
["fr1r", 0.2726, 0.0864, 0.0464],
["fr2r", -0.2309, 0.1339, 0.0464],
["fr0rr", 0.0837, 0.1723, 0.1539],
["fr1rr", 0.244, 0.1728, 0.0464],
["fr1ur", 0.2726, 0.0864, 0.2003],
["fr1urr", 0.2471, 0.1723, 0.2003],
["fr2ur", -0.2185, 0.112, 0.0877],
//sinistra
["fr0l", -0.0000, -0.1754, 0.0464],
["fr1l", 0.2726, -0.0864, 0.0464],
["fr2l", -0.2309, -0.1339, 0.0464],
["fr0ll", 0.0837, -0.1723, 0.1539],
["fr1ll", 0.244, -0.1728, 0.0464],
["fr1ul", 0.2726, -0.0864, 0.2003],
["fr1ull", 0.2471, -0.1723, 0.2003],
["fr2ul", -0.2185, -0.112, 0.0877],
],
Seems good to me
well let inspector fino hav a look π₯Έ
we'll let him cook
try switching the left reff node with a right one (idk what going wrong)
takin 5 mins...
changed the rotation axis lol
might want to fix
["fr2ul", -0.2185, -0.112, 0.0877],
],
and
["fr0", "fr1", "fr0l", "fr0u"],
],
wdym?
the commas at the end
because they're the last nodes, it might cause issues
For jbeam this shouldnβt be an issue usually
But maybe checking if that works could do
I'll check as soon as I'm back home
How can I import lets say a 3d google map into beamng to trace with roads, etc.
i wanna make a map out of my city
Yo anyone know how to add custom skins onto automation cars? But it hasnt got normal automation body it's been swapped with a custom model
it will be sh1t quality
hello, im new to editing mods. I enjoy a mod that has so much potential, but the creator didnt do much and just made one XL cargo. I was just out of curiosity tried to use the box trailer to make 2 XL cargos to be inside the car. sadly the 2nd XL cargo is a bit too big to fit in the car. However I tried the D series 1XL plus 4x large cargo and they fit, the position is not correct and im trying to make it fit. but im struggling to find a way to select all cargo and lower a notch from the original position to the new position. Any guidance?
"Allign with mesh" option in world editor just stopped working
did you try to comprehend what i said
im not using the 3d google map image as the map, im using it to trace
oh i understand now
they are some plugins for referance
mb bro
sorry
a
apply transforms?
or check refnodes
ye ye i got it working
is that
mutsubishi corola?
where are the C++ bindings this is talking about? I want to try something but I need some performance for that
Hey
Can someome help me
i want to make animated manual gearboxnfor my car but how i can do it
can someone help what wrong with line 10 because i get syntax error
i dont think you need line 10? presumably that is the closing bracket meant for slots that you dont have
okay can you explain me, im so confused
line 10 is a closing bracket with no opening to make a pair. it looks like it would be positioned to close the slots section, which you dont have (you only have slot types, normally above the slots)
shouldnt be an issue as it matches my working jbeams (its prolly what was said above)
anyone know why the custom fuel didnt work (i used it for custom fuel tank for covet) i didnt give me any error
i put "steam" on energy type but it still didnt work
"mainTank": {
"energyType":"steam",
"fuelCapacity": 98,
"startingFuelCapacity": "$fuel",
"fuel": {"[engineGroup]:":["fuel"]},
"breakTriggerBeam": "fuelTank",
the car turnoff
have u changed what fuel the engine takes?
//fuel system
"energyStorage": ["mainTank","fueltank_R", "fueltank_L"],
"requiredEnergyType":"steam",
i already changed
im not sure if the fuel type is Ste by default to only accept gasoline diesel and electric or smth?
wait there is "fueltank_R", "fueltank_L" but i only use single tank hmm
yea that wont work then you need teh same Structrue from the T sereies engine as an example
i did finally found covet fuel jbeam
huh still did not workπ
This seem to be the lua issue like the game didnt know there was my lua file because the game didnt give me any error
I've got an AC Convert map downloaded off the forum (rt_dubai) that lags something rotten whenever tires lose traction; I've tried a few suggestions I've seen like reducing the decal scale (I think, was a long time ago) to zero, and setting prebuildcollisiondata to true, but I am still seeing some nasty frame drop when locking up the brakes or breaking traction under power and its incredibly difficult to put down smooth runs whilst thats happening
any suggestions on what else to look at would be welcome
I'm trying to port an assetto corsa map into beamng, but i'm having some trouble with textures, anyway someone can help me?
I need some Lua help. So I have multiple functions in my file, my question is: can I use the same local variable name for different commands in different functions within the file?
Anyone know what .dae the tailights for the Rockbasher are in?
They aren't in rockbouncer.dae so IDK where they are
common folder
where in common tho
Common and then offroad parts. Look around a bit is my recommendation
these are the only offroad folders
How would i go about making the Covet jbeam stronger?
?
what is the issue you are having? i dont know too much, but i found a great video showing how to port from AC to Beam
I checked offroad_acc and it had hopper and Gavril parts and I donβt think it would be in the other folders
Wdym?
You could add more beams or increase strength
lights - generic offroad lights maybe
I think I once saw them in common/lights or something
The road texture in blender is upside down, so the road is 100% black without any texture. I think the map has a low res scan of the area and a high res scan of the track itself, but for some reason the high res scan is flipped...
I think I looked in there and just saw the generic halogens that you can put on the gavrils
No clue how to do that mate
does anyone have any knoledge on why my cargo is slightly off the vehicle in game, but if i use blender the cargo is in the correct way.
would kinda be a tedious process of duplicating all the Covet parts and changing their beam strength to be stonger in the .jbeam files
probably the node and beam structure pushing it away or the hitboxes being off
you can toggle triangle visibility with [ctrl] + [shift] + [t] (i think)
where should i go to ask blender questions ?
does it have a discord ?
any recomendations
the "blender community" discord is pretty big, might have answers there. second best would probably be somewhere like poly haven
thanks im really useless when it comes to discord stuff lol
Gave +1 Reputation to @shut pollen (current: #139 - 16)
ill give a go, thank you
Gave +1 Reputation to @keen shadow (current: #500 - 3)
right so i managed to see the triangles and they are in the correct position. but the boxes where they are supposed to be, are not
send a screenshot?
nvm i got your dm
Iβve been working on adding more detailed animations for automation vehicles using the built-in exporter. I have made functional automatic shifter, manual shifter (h-pattern) and the auto portion of the DCT transmission, all working from the exporter alone. However, I have been trying to get sequential and the gear indicator working without much luck. I have attempted to base my prop animations on the Sunburstβs SQ shifter and the gear indicator. From what I can see, the Sunburst uses a function called sequentialLeverYfor the shifter and disp_N, disp_1, disp_2, etc., for the gear indicator.
Are these prop functions only available from within the transmission object or could they be called from the main.jbeam that the automation cars use for props? If they can, are they referenced differently?
Anyone able to help please!! trying to put a skin on my mod and this random stuff is always on the car
map it right
hi, guys. so, i'm trying to make a mod that will basically keep any damage done to a vehicle in career mode, so that when you end the game or put the vehicle back in the garage, you can still take the car back out and drive it with the previously applied damage. the issue is, i have literally zero modding experience aside from dragging and dropping files and editing already existing text files. im using chatgpt for instructions and it's confusing me pretty badly, so i was wondering if anyone might be able ot help me kinda decipher what's being said, or even has any idea on how to make a mod like this and would be able to help me? i do also plan to publish the mod if it goes well, and i will give you literally all the credit, cause as i said, i have no idea what im doing π
if it's any help, i'm pretty sure what it's having me do is create an lua script. so far i have some code and a persistentdamage.lua file i've created with the code given to me by chatgpt.
Its fully uv mapped already @dry cargo
is there a new ui data stream to use for nitrous? streams.n2oInfo.tankRatio no longer works
trying to update an old mod of mine
okay, i have not the slightest clue what i am doing, so if anybody would like the prompts i used to see if they could make this mod themselves, let me know. i would love to see this made, i just have no idea how to do it
yeah, pretty safe to say that trying to make something like that with chatgpt isnt going to get you anywhere
and if there was someone who knew how to make that, trying to get chatgpt to give you something usable would be as much work as just making it yourself
can someone help me ive got a model and put it on the covet done all the files(i think there right) and it doesnt show up at all ingame can someone help me
Is it mapped the same way as the texture?
Might have to go under covet folder instead of astra
Take a look at the default nitrous ui
what you mean?
If they are parts for the covet then they have to go in the covet folder
mod_name\vehicles\covet
ive renamed everythign to astra in files
You duplicated all the covet parts?
i made a new folder copied all jbeam and renamed it and got the dae and renamed and swapped the body
Did you rename every instance in the files?
whay you mean?
Hey guys, I'm really struggling with texturing my engine, I can't seem to even get it to work in game, I would appreciate some help π I'm using the example from the Documentation which is the Vivace but I'm changing all that out with my own.
Update: I've fixed the structer but it still won't work
Does anyone know the command line argument to change physics steps. It's mentioned in the documentation but not actually given.
I need help with my mod
mesh material not mapped to 4age
Material needs to be 4age
So i have my engine and my engine has options to change the camshaft, heads, intake, and fuel rail and i want them all to add power but when I jbeamn them to add power and I equip all of them only 1 adds power but they all individually are supposed to add power together
u can only have 1 torqueModMult
if u want to ask how rk engine mod does it, they use a modified engine lua that can handle multiple torqueModMultX where X is just to make them unique name
It is
odd
Yeah tell me about it
The game can't even see the main.materials
Doesn't show up in the material editor
what if u shove it in bx folder
Interesting
Still doesn't work
Ohhh that makes sense
What about with βtorquemodintakeβ ?
only 1 of it aswell
same for exhaust
i assume you refresh with ctrl r?
Yeah
i will say, that u are still mixing / and \
maybe the \v is causing formatting error cause \ are used to escape some characters to do special things
but idk json enough
Thanks for all your help, I'm gonna take a break and re try with a fresh mind
Gave +1 Reputation to @inner heart (current: #179 - 12)
Who made Rk engine mod
idk
Ah thanks for your help tho about the other things
what are we even looking at and whats wrong
Solidify ur mesh
does anyone know why this might be happening , basically when i fully brake it like doesnt brake at all
it happens at random times mostly when going straight
Can all parts go into one jbeam file?
Yes
But it'd do you better to sort things into multiple jbeams over trying to find 1 part in a sea of 40 to 50 parts
True but ctrl+f can help.
quick question, how do i make a new car name? i already made a new mod and stuff, copied the car i wanted it to be based on but now i just have two bx series in my vehicle selection
you edit the info.json
or rename the folder inside of vehicles folder to anything you want
Cuz Kenemation mod
Delete it and won't happen
no ive been reworking it for like 2 months (for myself i wont post it dont worry)
including the brakes
er how do you mean
the materials you have are designed to be mapped to the covet. your uvmap does not match the covet one. make your own materials or just use simple dummy materials for now
so when the attachment beams on my exterior roll cage break, some of the meshes just disappear. The flexbodies also don't have anything extra in the jbeam, how do I prevent this?
does anyone have a UV map for the Carbonworks F4?
there isnt one included by default like all vanilla vehicles?
i dont think so
i dont know how to check tho
If youβre in Blender and you go to the UV editor and load the texture does it line up with the panels?
Is there any way to tie textures or even sparks to brake thermals? I have a group that is modding that would love glowing and sparking brake pads
brake rotors? idk the technical term
already been done. think it uses html textures hooked up to lua that reads the temp, havent looked under the hood myself
yes it works with a skin i made
just ingame from when i spawn it it does this thing
I guess make sure it references the right texture in game (use the material editor in the world editor)
could someone explain how how add the needle?
iev tried
Recently I was thinking about making a prefacelift Bruckell Bastion mod. Would I need any programming knowledge to do that. I just need to make new front end, backend, interior and maybe wheels.
So, I had a friend model me this trailer, I loaded it into Blender. I had it in the game and it's very grabby. It grabs the wheels of the vehicles. This is intended to be a static object on the map not a vehicle.
I need help making a custom collision mesh. I couldn't make any sense of it watching a million Youtube videos.
If somebody is willing to take some time and help me, I'd greatly appreciate it.
I can credit you in the description of my map when it's done if you wish.
I suggest taking it from a existing vehicle
Anyone know how to modified engine jbeam that can handle multiple torqueModMultX where X is any number
is there anywhere a document which shows what units values of jbeam numbers are in? For example lockspring and lockdamp of the clutch and clutchstiffness
Is there a guide for making engine swaps?
Like swapping a different engine into the pessima
What are you trying to engine swap
Pigeon engine into pessima
Go into the pigeon file and copy the engine j beamn
Paste it to your desktop and open it with notepad ++
Yeah
You would want to change the dash which would mean replacing the screen, other than that its tinkering the jbeam and just modelling new parts
The best way for the dash too, would be to take one from another vehicle
how i turn the 2nd pic to like the first pic, im dying rn trying to do this
very simple
you dont
texturing a chassis is quite difficult if you dont have substance painter or have any knowhow
you better just stick to using plain colors in multiple materials
o? not understanding after spending 6 hrs doin this
so just exporting UV will do? not with all the materials? 2nd in game is color changeable in material editor but the shell isnt also
hi how can i install a mod?
Click download on the repo or official forums. Should be already put into the correct folder and if itβs not the correct folder is BeamNg.drive/current version/mods
Hey i'm trying to make my first ever mod but when i try to spawn my car in it just flies away. What is causing that isuue?
Check the console.
There 's a lot of red
How can I make a custom engine swap? Im trying to make a pessima with a pigeon engine
You made a mistake somewhere in your jbeam. Send a picture of the first line of red that you see.
It will guide you to where the error occurred. Also, please use visual Studio Code for lua and for jbeam, with the beamng extension. Will make your life a lot easier.
or just use notepad++ π
or visual studio
Missing data, so your jbeam is invalid. what did you make exactly?
I followed beamng modding tutorial
I think i found what's wrong
How could i get rid off Kit_car?
OMG it work yessssssss
I just needed to remove the json files yipee!
ty @heavy swift π
Gave +1 Reputation to @heavy swift (current: #58 - 38)
You could also write it with pen and paper, then scan it in. If you value your time, you wont use Notepad++
No, Thank you, you solved it yourself. Good job. Sometimes the error is very trivial.
Gave +1 Reputation to @flat hedge (current: #968 - 1)
so I have another issue. It says that the ref nodes are missing even tho i already put them
Do you have any existing knowledge of blender?
Not at all.
ok can you send me the model ill create a basic collision for it and send it back. it should take no time at all
why custom
the game calculates it automatically just set its mesh to be like a lowpolyass convex hull you can make yourself in 3 seconds
or even a very lowpoly lod mesh will do for collision
thats what im planning on doing
and then he can import it and ill give it a texture so he can make it transparent
It's super super grabby. The tires constantly get stuck.
It's meant to be static and part of the map. Just a model that's fixed in place.
Hello guyss, im making my own siren mod but i have an issue
whenever i toggle on and off the sirens, the sound fades out and its very annoying. How can i disable that fading?
I couldn't find any source for this. I only found something like this in old documentation but I think it's related to engines https://wiki.beamng.com/Sound.html#soundConfig
Can someone help me add a ocean to east coast?
does anyone know how to add engines into other vehicles coding wise
To make a collision mesh just copy the DAE and decimate it (found by searching in the little wrench) to 0.25. Make sure you apply the decimation π
Colmesh is the collison the others are for LOD models
(This model was for a static Piccolina I made)
trying to add chevys ls1 into the d series
Thanks!
Gave +1 Reputation to @warm sphinx (current: #97 - 24)
Is the default engine not already an LS1?
Or is it a different LS?
no trying to add one with differnt cam options
and better sound
trying to get that nostalgic chevy chop
Gotcha. You can probably follow similar steps to adding an automation engine to a car but just supplement with your own material. Not 100% sure
But there are a few tutorials on adding Automation engines to vanilla cars
well i have the jbeam code for it
just trying to figure out where to add it
and its an engine from a mod
is there a way to walk me through it
well dang
those ones reqire bender and the other is looking for the dds file
In this video, I demonstrate the simplest method on how to swap existing engines, from jbeam down to the physical model, to any vehicle.
which is just the texture files i already found the texture im triyn to find where the engine code goes in the pickup
which im looking for engine_pickup
Those would be the pickup engines
so where would i add the ls1 or do i have to make my own file for it
so copy the jbeam and the textures from the transam
I can't walk you through the whole process. I suggest a tutorial or documentation
I unfortunately just don't have time rn
ok do you know anyone else who might know
I need help, I'm trying to make a scenario, and when I follow this tutorial: https://www.beamng.com/threads/introduction-to-scenarios-creation.14700/ it comes up an LUA error when I load it, and when I press F11, it crashes the game, and when I copy a scenario from another map, it won't let me load the world editor. What is going wrong? I need a new and up-to-date tutorial, and when I look up how to make a BeamNG scenario, it comes up videos about how to use the Script AI editor, which is completely unrelated! BTW it is a race scenario I'm trying to make
please??
I can't seem to find any information online about making scenarios apart from that tutorial which does not work, as in the latest version of the game, you can't enter the world editor from the scenario!
I'll have to try it on an older version of the game to get some practice, once you tell me how to do it
Does anybody know the fodler name in which the carrer mode is saved?
managed to find a solution. normally stopSFX function lua/vehicle/electrics.lua makes audio fade out, so i modified the file to use cutSFX function but is there a way to modify the game file with a mod?
hello people i wanted to ask how do i make roads like this on my map
since my roads are elevated from the ground and puncture tires
Use terrain paint instead of the mesh roads
you need to make it tarmac via the terrain paint
so i need to import it here correct?
yes.
Wait you changed the electrics.lua file? Thats illegal, and the police has been dispatched. But for real though, you can't upload a mod to the repo with any of the default game files overwritten.
I'd suggest a different solution. You say the sound fades out?
hi someone can create Citroen Xsara ?
how can i open a jbeam in visual studio
does anybody know where these taillights might be in the files? there are 2 types of round taillights, and only the other one is in the stambecco's .dae . The square ones are in common/lights, but these round ones are nowhere to be seen..
or what other vehicles might use them. that might also lead me to the right direction
@rancid wedgewhere are the car's jbeam files
all vehicle files are in \steamapps\common\BeamNG.drive\content\vehicles\ [vehicle name]
in there are all the jbeam files for each vehicle, with some that are shared being in common
Gave +1 Reputation to @rancid wedge (current: #239 - 8)
but I never used visual studio, I guess just the regular, open the program and press open on the top left and select the file
what do you use
regular windows editor
I look at numbers and have the game running and switch between to check if positioning is right
sometimes I also use the blender jbeam add-on, but I don't think it can create new nodes, only move
but does it show fancy text colors for the jbeam code?
wait you use notepad?
likely
So i need a little help with adding collisions aka making the road drivable ive been importing a map from ac to beam and ive tried everything have the raod have collisions but nothing works if someone could help i would appricate it
Itβs in the common folder. Inside the lights folder, there is a file called βlights.daeβ which has those types of halogen lights. Hope this helps π
oh they are, thanks for the help!
Gave +1 Reputation to @shell mesa (current: #503 - 3)
I have a question. How do I make my Lua code wait before executing other parts of the code? I want to spawn multiple vehicles, but I'm afraid the game may crash π
plz help
How can I edit the engine placment with this method?
In this video, I demonstrate the simplest method on how to swap existing engines, from jbeam down to the physical model, to any vehicle.
Because I end up with it like this
I want to start making mods for BeamNG but I find blender and allat way too complicated, anyone who can explain how it works or if someone can link a ut vid or sum?
nodemove it, have a look at that function on the documentation site
Can I get a link please
yeah the sound fades out but i couldn't find any other resources for fixing it
looks like its been a problem to other modders too
hello, im making a livery and i just realised i'm too dumb to mod this game so when i put the livery on the car the stickerbomb decal is on the car but the paint of the car just becomes black, and i want to make the livery to be paintable in game, i don't know how to search this on google or how can i fix that so im asking for help here
(im making the livery in paint.net)
Did you save the livery?
yes
Hmm
i tried painting the background but it was just worse
everything was red
i mean its transparent
Ive only made one livery and it worked so ask someone else lol
π
this link covers skin related stuff https://documentation.beamng.com/modding/materials/vehicle/skinsystem/skintutorial/. you probably need to have the background white rather than transparent, also will need the colorpalette to go with your basecolormap
thank you, i'll try my best
Gave +1 Reputation to @shut pollen (current: #135 - 17)
you have to model them
they usually are made custom
i did everything as the tutorial says and it's still not colorable
i watched so many videos and read so many forums but still nothing π¦
post some pics of how your files are set up and what the skins look like
okay
i tried coloring the uv white but the car went white too
would it work if i put the uv in as a screen?
so like the stickerbomb is there but the car is black
instead of red
the .dds with the stickerbomb imagery has to have a white background, not transparent. copy the stickerbomb outline into the red image and cut it out so that the red image has a transparent hole in the shape of the stickerbomb
yep
okay i saved it, then made the background of the dds white and now the car is white too (i dont know if thats the problem, but i save it as bc1 srgb dx+ 10)
is the car now colourable? also dont think that bc1 is the correct format, could be bc7 or something. it is pinned somewhere, the texture cooker will also make the right format from a .png
would be a bad palette then (red image). might not be getting loaded, what does your .json have inside?
{
"covet.skin.hugy" : {
"name" : "covet.skin.hugy",
"mapTo" : "covet.skin.hugy",
"class" : "Material",
"persistentId" : "2c1716b6-6515-4920-a39c-202ee48ec78c",
"Stages": [
{
"ambientOcclusionMap": "/vehicles/covet/covet_main_ao.data.png",
"baseColorMap": "/vehicles/covet/covet_main_b.color.png",
"metallicMap": "/vehicles/covet/covet_main_m.data.png",
"metallicFactor": 1,
"roughnessFactor": 1,
"normalMap": "vehicles/covet/covet_n.dds",
"roughnessMap": "/vehicles/covet/covet_main_r.data.png",
"useAnisotropic": true
},
{
"ambientOcclusionMap": "/vehicles/covet/covet_main_ao.data.png",
"useAnisotropic": true,
"diffuseMapUseUV": 1,
"clearCoatFactor": 1,
"clearCoatRoughnessFactor":0.05,
"metallicFactor": 0.7,
"clearCoatMap": "/vehicles/covet/covet_main_cc.data.png",
"normalMap": "/vehicles/covet/covet_main_nm.normal.png",
"opacityMap": "/vehicles/covet/covet_main_alt_c.data.png",
"baseColorMap": "vehicles/covet/hugy/covet_skin_hugy.png",
},
{},
{}
],
"activeLayers": 2,
"dynamicCubemap": true,
"materialTag0": "beamng",
"materialTag1": "vehicle",
"version": 1.5
},
}
oh
i wanted to write it in that thing
yeah you are missing the thing that loads the palette. docs i sent earlier will have the exact line for you to use, should be along the lines of "colorPaletteMap" or something
okay i fixed the code but still nothing
its just white still
it says something like to set the uv1 layer to the colorpalette and the basecolor stuff
you will have to play with it for a bit, ngl should just steal the code from a vanilla covet skin that is colourable with non colourable sections then rename and correct the paths
i'll try it then, thanks for your time tho
no worries, you are like 95% done. just gotta get it over the finish line
i've got a last idea, is there a way to copy a color preset from beamng to paint.net?
so i can color the uv to the color of the car so it's basically done
didnt go as planned, how surprising
how can i install a custom horn?
i doubt anyone here know but how can i access these files on the thumbnails (the actual textures are lost but the thumbnails would be useful even if theyre low res
I wanted to add train horn lol
theyre in the temp directory im 99% sure
or if an object has them in their material if you expor collada it should export them too, or you can just select the image in the UV editor and click save as angel~6
no thats the thing theyre already gone
and where would bleder temp be?
open the autosave
iirc folder back when you open autosaves folder
the images could also be in the autosaves packed into the blend if you packed them anytime
hmm cant find em thats for sure. See the thing is, i was packing the mod and lost everything (i dont think theres a way to get it all back anymore since my dumbass packed through beamng and something went very wrong)
and because of that i dont even have the images in blender as textures anymore, but i do still see them on the thumbnails
im starting to loose hope cause ive been asking around about this for a while now
did you seriously not make a backup
i couldnt make backups all the time. i mean i have files backed up but sadly not recent enough. I know its my fault but everyone saying why didnt u make one doesnt help me get the mod back on its feet
how much progress have you lost?
quite a lot, mainly in textures but also w skins, lights props etc
are the previews there evenm after belnder restart?
yes
so thats why im thinking they gotta be somewhere
even if theyre lower res i can use them as refrence well
theyre not the actual images
theyre just batch generated thumbs stored as data, the size they are is like 64x64
thats fine i still wanna use them as refrence if thats possible
i have 0 clue where theyre stored but i presume blend file
and u know what can open blend files? if theres any way?
i mean to access whats in there
not open it w blender
append in blender is the only way ik
Why do I end up with two 1300CC engines with this Jbeam?
Change the name, 5th line
I have these dayton wheel mods from a mod but im trying to make them acessible on a bluebuck which they are already not. How would I got about doing this?
anyone know why the horizon is like this? second pic is looking from the opposite direction as the first
No the issue is that the engine is in the menu twice
Why is nobody helping? I'm getting frustrated!
Have you tried this? https://documentation.beamng.com/modding/gamemodes/missions/missioncreation/
I looked, but I'm trying to create a scenario, not a mission.
I tried to create a scenario on an old version of the game, and it worked fine, so it is a problem with the latest version of the game
how would i make an ad? Like the on the Taxi Carrier or on the side of the bus?
In what JBeam are the pessima transmissions stored
can someone help me uv unwrap? i forgot
pessima_transaxle.jbeam
Does anyone know what this program is and where to download it?
anyone know how where the torqueModMult is in the Engine LUA
this is node beam editor, and you should consider the https://github.com/BeamNG/Blender-JBeam-Editor instead
can i copy and paste is to make more ?
i wanna make is so i can add a cam in a engine and it adds power with upgraded block
is there a way to move single nodes with blender move tool?
u hit "tab" to go in edit mode, while selecting what object u want to edit, then you can select single node to move, and hit "tab" to get out off edit mode
do u know lua
not rlly
because its a bit more then blind copy and paste, but its also not asking you to advanced programming this
so if i were trying to add more torqueMod ports how would i go about it
i thinking about 2 things, do i go safe and lead u the dumb way that will get the job done but isnt clean
or a potentionally better way thats more complicated, but is much easier to deal with once its made
nah i shove u the code for the second one
add this chunk of code for ur copy of combustion engine lua file, between line 1875 and 1877
-- NEW CODE ADDED HERE
local torqueModMultCounts = 10
local rawTorqueMultCurves = {}
for torqueModMultIdx = 1, torqueModMultCounts, 1 do
local jbeamKeyName = "torqueModMult_"..torqueModMultIdx
if jbeamData[jbeamKeyName] then
local multTorqueTable = tableFromHeaderTable(jbeamData[jbeamKeyName])
local rawTorqueMultPoints = {}
for _, v in pairs(multTorqueTable) do
maxAvailableRPM = max(maxAvailableRPM, v.rpm)
table.insert(rawTorqueMultPoints, {v.rpm, v.torque})
end
rawTorqueMultCurves[torqueModMultIdx] = createCurve(rawTorqueMultPoints)
end
end
for torqueModMultIdx = 1, torqueModMultCounts, 1 do
local curRawTorqueMultCurve = rawTorqueMultCurves[torqueModMultIdx]
if curRawTorqueMultCurve then
for i = 0, maxAvailableRPM, 1 do
local baseMult = rawTorqueMultCurve[i] or 1
local additionalMult = curRawTorqueMultCurve[i] or 1
rawTorqueMultCurve[i] = baseMult * additionalMult
end
end
end
torqueModMultCounts = nil
rawTorqueMultCurves = nil
-- NEW CODE ENDED HERE
the torqueModMultCounts controls how many unique mult curve it will handle, so a value of 7 will do all curves fromtorqueModMult_1 up to torqueModMult_7
u can change the generated name by changing the hardcoded string for jbeamKeyName (the _ in torqueModMult_ is not required)
u then add smth like this in the jbeam, just like the normal torqueModMult curves, but again with different name
"torqueModMult_1":[
["rpm", "torque"],
[0, 2],
[7000, 2],
],
Do you have a dupelicate?
guys, hello! How can i allow the object to go under ground partially. Whenever i pull the arrow down, it doesn`t move at all
How can i change the visual speed of water? It looks too fast and i wanna make it slower
Turn off terrain snapping
Guys anybody knows how can I import .bin files into blender? I want to import 2005 Most Wanted game's cars for priv mod learning.
u need a old blender version
that supported .bin files or a addon for current blender
You the man
I did, ended up fixing it and now it's back to normal
Does anyone have a base D-Series model for me to make my roo-bar with?
game files?
sum where here
I don't know the game files well enough to successfully navigate them
Oh, that's useful, thank you
yup no worries
Thanks @haughty mango
Gave +1 Reputation to @haughty mango (current: #641 - 2)
I've been looking and I cannot find a 3d model in the files
I'm going to ask Hilux, he might know
currently trying to make a map but dont know exactly where to start i hope to get some help from people who know something bout map making
hi guys need a help, how i post my mod to forum?
really not that hard. the .dae is the 3d model
That's why it didn't show in VSC
I was seeing what all of the file types were and that one said it couldn't show
So it isn't allowing me to open it in blender now
I'm using blender 3.6
open blender then import, but before COPY the file elsewhere
so u dont edit the car in the zip

The pickup.dea has all the parts, I just need the chassis and body, is there anyway to get that without deleting the stuff I don't need?
no, just delete the others
and keep whatever u want
remember COPY the file into another folder and edit only THAT COPIED version
Yeah, I have
i upgraded the terain by accdent is there any other way to go back?
there is no textures
materials
Don't think so. Usually pops up with a warning saying it isn't for me
how could i make a lockable center differential
i swear it was ingame already but i cant find it
There is on the T-Series
How come the colours on my skin appear to be a lot brighter in-game, compared to the actual image in an editor?
Alright, it seems using the Material editor to revert the material to V1, and then V1.5, worked somehow? π€·ββοΈ
Never mind, that apparently messed up a bunch of things in the process
thank you so much
Gave +1 Reputation to @mental estuary (current: #507 - 3)
Anyone in here got good experience on adding triggers on cars, so you can open and close doors , trunk and engine room on a car ?
i got a really nice mercedes model that i would love some help on getting doors and so to work
Anyone up for that ?
I got the car. but need the trickers / doors to be working correct
No problem!
I tired to make a time trial mission, and I'm having trouble. That tutorial is no help
I need help to make a time trial mission
Β―_(γ)_/Β―
How do I fix the license plates from showing up as virtual beamng plate to going back to other plates I cleaned my cache but haven't done the texture cache clean yet because I'm affraid it will ruin my map im working on
turn off βskip generating license plateβ or smth in the settings
@inner heart Honestly now that yoy mention that I came across that setting idk if I clicked it by mistake but il check that out forsure that you very much!
Can someone help me to set up the nodes for the Radiatortubes. I have no clue which node i should connect with each other
Radiator it self deforms good enough but radpipes are crazy
V1 is prepbr and it has low saturation, use v1.5 with your color map being a BC7 sRGB DX11+
BC7 is a DDS format fyi
what groups is it mapped to in flexbodies
since it has to be both engine and the radiator
do you mean breakgroups? If so they are in the screenshot, just radhose
for example
the radhose has to be engine group and rad group in the ["group"]
SO it shouldnt be lansdale engine, instead it should be lasndale frame or some?
Maybe should you know that there is no engine in the front. In the back is the scintilla V10 and in the front is nothing, just the subframe of the scintilla
make the radhose attach to the frame then
Ok ok thanks
Ah, I was saving it in BC3 Linear DXT5, changing it to BC7 sRGB worked, thanks π
Much better now π
And is the Autobello badge here meant to be paintable? I think I might have broken it when I was messing around with the materials last night
the png has to be like whatever.color.png not whatever.png
for it to have correct colors in v1.5
Yep, I already have it called that
That looks nice
Cheers
Hello, how do I make license plates?
on the topic of making License Plates, I have something I wanna ask
So if I have 4 different License Plates, do I just copy this code a few times each of which points to a different png?
sorry if this is way too dumb of a question
Hey guys, Im having some issues with editing a map then saving and trying online.. can someone help me please!!?
I removed some of the decals from this drift course and then saved but when I try online it gets back the same .-.
what do you mean by online? beammp?
yep! it is supposed to be like that
I unziped the original file then edited and saved and ziped back again
but it didnt worked, I dont know what im doing wrong actually haha
I may be very wrong but I think that the files for your map need to be on the server, client side usually has nothing
I did that, I deleted the old file from the server and added this new one but it didnt worked
hmm, well I'm not sure, sorry.
I dont know if I should call a different name..
that could be it, unless you deleted the old unmodified one
I have a backup just in case, im gonna try that
also what happens if I change the //US values to the same ones as //EU ?
somehow level editor is not saving all the files? this is the one I tried saving and exporting
the original has like 3.7gb
Sup chat. I made a replica in automation, what's the easiest way to send it to my friend?
export the car to beamng and then grab the zip from your mods folder and give to ur friend
Did you removed it from your beammp luncher aswell
I think I made a mistake because it is the first time im trying to do this, do I need to unpack the map then edit it and save then zip it ?
I was editing the map without unpacking it
Have you removed the old version from the beammp luncher couse I read that you did replaced the one on the server,
That could be it but idk im not into modding maps
Did you repack your changes into it?
They will be saved under the version folder and then levels
do I need to import the files from Levels to inside the map folder before repacking it ? because I clicked save on Level editor then I just repacked
my friend tried to see the changes made but it didnt showed to him, just me
Yes
so the steps are Unpack map >> edit >> save it >> go to Level folder and replace saved files inside the original unpacked map folder >> repack it ?
Yes that is correct
You can even leave it packed
Then just drag and drop the new stuff in there, then restart your game
Got it!
thx man!
No worries! Best of luck π
is there a tutorial to start modding? or can someone tell me how to meshslap? i swear ong that i won't sell it for money i just want to create a car from my favorite game as a joke to my friends
Or someone just make me a rocket league meshslap for free
can I get help with this?
car to make im TOTALY new to thia
Can anyone help or have some sort of guide on how to get image as textures in blender to show up in beam?
?
but what are you asking?
you have to be 13 years old to be here
@icy crane @native verge
woop
even meshlapping is a bit of work for someone who doesn't know how to mod.
I really suggest just starting making addon parts and move from ther.
wait how the fuck did he make his account at like age 4??????????
oh god wtf
and also has nitro?? must be their brothers/sisters account
welp off went lil bro lol
also reported to discord so bigbro will also get acc banned π
Good news, The s10 body is it's own complete mod now, I've gotten all body mesh showing and working approtiately with proper jbeams, (modified from the d series jbeams)
Now I am figuring out adding interior and then will work on frame/ drivetrain.
Still trying to figure out a uv for skins
moving the hinges to fit the s10 wasn't as bad as i thought.
cdea is just cached files to help load in the dea
the dea is the one you are after
I've tried, the file is too large and god knows I'm not paying for Nitro.
Just use Google drive?
Or like any other file sharing site
the dea
ok whatever
idk if its embedding for y'all but certainly not for me
reporting people is scummy despite the rules
And you think it's a good idea to let a 10 year old roam the hellhole discord is ? It's also against the discord TOS to not report then so uh yeah
yeah but subjecting somebody to deal with the support team is against any good person's morals
we all know dealing with discord is a pain in the ass
Uh yeah but we ain't sure it even is big brothers account
