#modding-general

1 messages Β· Page 3 of 1

lean mountain
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Yo so me and my friend made a car on automation but swapped the body round so its basically the automation running gear with custom body and we was wondering if anyone could give us a hand with doing skin files for it

golden urchin
#

open the body collada in blender and make materials for parts

remote heart
#

how do i make skins

lean mountain
remote heart
#

what did i do wrong? my skin wont pop up

#

update:

shut pollen
#

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

low plaza
opal sky
#

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?

shut pollen
#

check out the skin docs, colourable part specifically. covers exactly what you need

shut pollen
#

beamng documentation, skin section. the docs often fall short, but the skin part is well covered

opal sky
#

not sure what to do with import failed

#

Directory is correct

#

I fix, now its just blue

shut pollen
#

guessing you want the colour palette map, not base colour. bit distracted rn lmao

halcyon mist
#

has anyone had issues with blender models looking like this when imported?

#

don't really understand what causes it

river shard
#

Just recalculate them

halcyon mist
#

sorry, what do you mean by that?

#

just started doing this a couple of days ago

halcyon mist
#

thanks that definitely had some effect but it's still an issue

shut pollen
#

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

halcyon mist
#

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

shut pollen
#

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

river shard
lean mountain
shut pollen
#

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

lean mountain
#

Do they work for automation cars?

shut pollen
lean mountain
#

Cheers ill let you know how it goes! πŸ‘

shut pollen
#

no worries, happy modding

pine horizon
shut pollen
#

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

pine horizon
#

Okay hope it works ingame knowing my luck probably wont lol

shut pollen
#

what did you need it for?

pine horizon
#

The ministox

pine horizon
lean mountain
#

A ministox is this btw

shut pollen
#

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

pine horizon
#

what does the actual skin need to be dds?

shut pollen
#

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

pine horizon
#

Okay

#

Is this correct?

lean mountain
shut pollen
# pine horizon Is this correct?

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

pine horizon
#

thats what automation put it

shut pollen
lean mountain
#

Ohhhhh

shut pollen
pine horizon
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@shut pollen It shows in the selector but nothing on car

shut pollen
#

have you created your skin .dds files and referenced them inside of your materials file?

pine horizon
#

Honestly have no clue

shut pollen
#

"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

pine horizon
#

i dont use gimp i use ps

shut pollen
#

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

lean mountain
#

@pine horizon

pine horizon
#

im very confused

shut pollen
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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

pine horizon
#

πŸ₯΄ im lost

#

ima try change the vehicles name

shut pollen
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yeah it is an insanely long name. just pick an acronym or group name and then a short vehicle name "groupname_car"

pine horizon
#

ima call it msx short for ministox

lean mountain
#

There's 2 guys on it I'm just here for emotional support and decision making lol 🀣

pine horizon
#

so do i just rename the file after vehicles folder and it wont break it?

shut pollen
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any instance of the really long name should be changed. msx is a bit short but should be ok, can always mass rename later

lean mountain
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Is it gonna be CMP x ACSO msx? @pine horizon

pine horizon
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guessin thats all needs renamed

shut pollen
#

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++?

pine horizon
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I Use Notepad ++

shut pollen
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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

pine horizon
#

all is renamed now

shut pollen
#

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

shut pollen
#

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

pine horizon
#

Im sorry could you explain that again

#

the thing about changing the .color?

shut pollen
#

the name.color file is the design for your skin. the game uses that to colour in your design on the car

pine horizon
#

so do i put .color at the end of my skinname?

shut pollen
#

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

pine horizon
#

like that?

shut pollen
#

yep, now reference that under all of your basecolormap sections

lean mountain
#

Manz young Sheldon stylll

shut pollen
#

bazonger

pine horizon
#

idk i think i did it

lean mountain
shut pollen
pine horizon
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okay then is it all good

shut pollen
#

top one says just .color

pine horizon
#

ye i made it . dds now

shut pollen
#

load it up in game, will probably look funky as you are missing the normals, ao, etc but should be coloured

pine horizon
#

okay

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still nothing mate

shut pollen
#

did you clear the cache?

pine horizon
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il do that now

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again nothing

shut pollen
#

will have to post a pic of the .dds, i dont think you added the closing } to the skin .json either

pine horizon
shut pollen
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a pic the .dds itself, just to check it actually has something drawn on it. you defo forgot the closing bracket (important)

pine horizon
#

what bracket do i put

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its went transparent?

shut pollen
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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

pine horizon
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what line does it go

shut pollen
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40

pine horizon
#

Kay done

pine horizon
shut pollen
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shouldnt be transparent, should be solid. probably has an opacity modifier or something on that layer, idk photoshop very well

pine horizon
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i willput another skin under the same name in

shut pollen
pine horizon
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it was the one above 40

shut pollen
#

no, an actual bracket will light up red. one of the top ones

lean mountain
#

Calm g

wicked ocean
#

This is made a lot easier using the jbeam plugin for vs code

shut pollen
#

real, but np++ is fine

wicked ocean
#

that will point directly at any errors without the need for this kind of troubleshooting

pine horizon
#

both are red im not sure what to look out for lol

shut pollen
#

i thought that was the old file, what happened to the new one with short names?

pine horizon
#

oh crap yeah

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where does the bracket go here

lean mountain
shut pollen
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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

pine horizon
shut pollen
#

line 33 will probably need to be "}," and line 34 will probably have to be just "}"

pine horizon
shut pollen
#

looks fine at a glance. the red highlights matching pairs, single brackets will make trouble

pine horizon
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Okay

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ima test it again

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still no

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😦

shut pollen
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something funky is going on, toss the old files somewhere (keep for backup) in case they are conflicting

pine horizon
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they were deleted

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im confused as hell

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i really want it to work

shut pollen
#

that works just fine. what is the actual name of the .dds for the skin?

pine horizon
#

the name of the dds itsself is msx183.color

shut pollen
#

post the skin .jbeam again

pine horizon
shut pollen
#

wrong globalskin i think

pine horizon
#

Whats should be there

shut pollen
#

msx183

pine horizon
#

and that would make the skin showup?

shut pollen
#

it was looking for files under "a" when it should have been looking for skin files under "b" to put it simply

pine horizon
#

hm okay

lean mountain
#

I'm having a cheeky tug I'll be back in a second Chris

pine horizon
#

yeah nope

shut pollen
#

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

pine horizon
#

it chnages with the skin on and off

lean mountain
#

It's default is red isn't kt

pine horizon
lean mountain
#

Ohh

shut pollen
#

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

pine horizon
#

do you want me to send the mod you might be able to source the issue faster

lean mountain
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That's the best bet tbh since we don't have a clue

pine horizon
#

yeah im useless

lean mountain
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Cause your irish

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Sorry northern irish

shut pollen
#

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

pine horizon
#

All good bro i lsend it over now

lean mountain
lean mountain
#

Fuck

lean mountain
lean mountain
#

Blink manually

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Lick your lips

lean mountain
#

.

dry cargo
#

guys how do i put images on an object in beam

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for a map

warm sphinx
#

You can place any image on any object so long as you set it up correctly

dry cargo
#

im very new tbh

warm sphinx
#

Documentation is your best friend

hazy gale
#

hello I was wondering if you can put different cars configs in one vehicle folder to make it easyer to find them ingame?

plucky blaze
#

wait how do u tilt the plate placement

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i forgor

kindred cloak
ebon nimbus
#

hmm i trying to move the engine more backwards but the engine wont more no more nodeoffset 2.2

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nvm i didnt move it enough to take effect

calm kernel
#

can anyone help me with making strobes, i can't find any good tutorials/help online

tepid sable
lean mountain
tepid sable
calm kernel
#

why it look sad

jovial mica
#

probably traumatic childhood

rocky breach
#

3 polygon childhood

#

Interesting choice for Beam

tacit halo
# tepid sable ok good

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

tepid sable
thorny rune
tepid sable
#

I also made a nicer Testarossa.

thorny rune
dark finch
#

hey guys ive just exported from blender back into beamng and its made all the body panels disappear?

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any help?

tepid sable
# dark finch

Is the name of the body panels in blender the same as in the .jbeam files ?

dark finch
#

idk why i had to delete the dae file then re export it

odd gulch
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what do you say?

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its being a body kit and i will do kits (dm me for ideas pls)

calm kernel
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how can i make hydralic suspension go higher? like where in the hydralic.jbeam file is that?

unkempt sleet
calm kernel
#

thats the thing, there is none

unkempt sleet
#

there is non what

calm kernel
#

no outlimit

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its for the bluebuck

unkempt sleet
#

can you take a screenshot of the jbeam rq?

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or better yet send it here

calm kernel
unkempt sleet
#

oh thats fun

calm kernel
unkempt sleet
#

ok, so what you need to focus on is travel, thats what determines how far it can go

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try to increase the longbound value (currently it is at 2.5)

calm kernel
#

doesn't do any

unkempt sleet
#

i have never messed with anything like this, but perhaps increasing the max value in hydraulicdata might help?

calm kernel
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that might be it

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haha, it works

toxic widgetBOT
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Gave +1 Reputation to @unkempt sleet (current: #627 - 2)

dark finch
#

hey guys got an issue with the rear wing the jbeam works and seperates from the car but the mesh doesnt come off?

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any ideas on how to fix it?

rocky breach
rocky breach
# dark finch yup

Strange. Could you show the flexbodies section in the jbeam of the spoiler?

dark finch
#

i changed it and didnt save it properly so one of the groups was still wrong further down

rocky breach
#

Oh okie then

dark finch
#

thanks for making me check

dark finch
rocky breach
#

:(

dark finch
#

theres the file

rocky breach
#

yeah as I said

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the group in the flexbody is "pickup_bed" while it should be "pickup_spoiler"

dark finch
#

now its invisible

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hmmm

dark finch
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wait im dumb

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i fixed it

dark finch
#

which value do i need to change to stop the roof from folding when the nodes are attached

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its a targa roof btw

twilit python
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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.

hardy zinc
twilit python
#

Thanks.

indigo heath
#

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

tacit halo
#

since i dont know what you are doing but thats for sure not the right way

waxen frigate
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anyone know how to put a unibody car on a frame?

indigo heath
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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

ebon nimbus
#

can someone help me with this

tacit halo
ebon nimbus
#

i try to put etk digital dash to bx but its only half working

tacit halo
ebon nimbus
#

so i need to grab the lua from common file?

tacit halo
#

yeah

ebon nimbus
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this one?

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place in here?

minor moth
#

so for some reason my body is the thing emmiting the engine sounds, and not the jet engine

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i dont have it attached and if i pull it away and pull the throttle its the body emmiting the sound

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so basically what i wanna know, is there a way for me to set the sound emmision node or object for those specific sounds

ebon nimbus
#

already included the lua but still no needles

indigo heath
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use see my refrence photo?

tacit halo
#

you also need the needles mesh and code

tacit halo
indigo heath
ebon nimbus
tacit halo
indigo heath
ebon nimbus
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i managed to make it work

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but there is a small problem

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what is the right side thing

tacit halo
ebon nimbus
#

ah

ebon nimbus
#

sweet it works now

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but i cant fill the hole for left and right

gleaming void
#

is there anyway to make a skin with only main.materials?

thorny rune
#

shouldn't matter if it's stretched cause it's a flat black texture

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just the edges tho nothing else

ebon nimbus
#

i already modded the original cluster to fit this

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the texture for the bx cluster is still showing so i remove the rear parts and reconnect the vertices

thorny rune
#

ah okay then, that was just off the top of my head

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If i were home i'd be able to help abit more

ebon nimbus
#

ah

ebon nimbus
#

its ok

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new problem, im doing both rhd and lhd version

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now the rhd version dosent change the gauge skin

warm nymph
#

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.

green wolf
#

is there any way to allow decals in the vehicle decal editor to have the same material settings as the designated paint slot?

green wolf
#

i don't mind if i have to do it manually after exporting

opal sky
#

So my headlights are not appearing

calm kernel
#

Did you check materials?

opal sky
calm kernel
#

Also it could have to do with the group

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Did you export it as .dae again?

opal sky
calm kernel
#

Cntrl r?

opal sky
#

Yep

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Its prolly something to do with the JBeam, not sure though.

calm kernel
#

Did you apply rotation and all those things?

proud sierra
#

anyone know where i can find the d-series models?

opal sky
proud sierra
#

uh, could you get it for me? lol i just need the body front clip and interior

opal sky
#

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

inner heart
gentle fox
dark finch
#

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?

drowsy vault
#

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

inner heart
drowsy vault
#

alr ill try it later thx

tepid coral
#

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>})

warm forge
#

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

opal sky
warm forge
south trellis
#

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

haughty mango
#

what deos rotate 90 mean, vertical or horizontal?

south trellis
haughty mango
#

so it spawns normally THEN rotates?

south trellis
#

Every time I ctrl+r it rotates 90Β° on the Z axis

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It spawns already rotated

haughty mango
#

spawn it then press "insert"

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like the INS key

south trellis
#

Lol I don't have the insert key

haughty mango
#

what about home key?

south trellis
#

yeè

haughty mango
#

this is why u shouldnt but 60% keyboads

south trellis
#

it doesn't do that with this

south trellis
haughty mango
haughty mango
haughty mango
#

ok u got a pic?

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or screen recording of the spawning of the vehicle

south trellis
#

yes, I am restarting the game, just in case

haughty mango
#

@calm kernel prolly knows but he a lazy sigma 😭

calm kernel
#

huh

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lemme see

haughty mango
#

oh my the skibidi lord has come

south trellis
#

I never thought I would have came across this language

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My brain is not braining

haughty mango
south trellis
#

It's not my first mod so that's why it is so confusing

calm kernel
#

check the reff nodes

south trellis
#

They are good

calm kernel
#

hmm

south trellis
#

wait i'll send the jbeam

calm kernel
#

i've had that before with something i tried and i gave up

south trellis
#
        "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

haughty mango
#

well let inspector fino hav a look πŸ₯Έ

south trellis
#

we'll let him cook

calm kernel
#

try switching the left reff node with a right one (idk what going wrong)

haughty mango
south trellis
unique zealot
unique zealot
#

because they're the last nodes, it might cause issues

rocky breach
#

For jbeam this shouldn’t be an issue usually

#

But maybe checking if that works could do

south trellis
#

I'll check as soon as I'm back home

marsh charm
#

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

lean mountain
#

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

smoky matrix
marble nebula
#

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?

karmic kiln
#

"Allign with mesh" option in world editor just stopped working

marsh charm
#

im not using the 3d google map image as the map, im using it to trace

smoky matrix
#

they are some plugins for referance

#

mb bro

marsh charm
keen plover
shut pollen
haughty mango
#

or check refnodes

keen plover
brisk loom
#

is that
mutsubishi corola?

glossy hornet
#

where are the C++ bindings this is talking about? I want to try something but I need some performance for that

winter ginkgo
#

Hey

#

Can someome help me

#

i want to make animated manual gearboxnfor my car but how i can do it

tranquil crane
shut pollen
tranquil crane
shut pollen
#

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)

haughty mango
#

shouldnt be an issue as it matches my working jbeams (its prolly what was said above)

tranquil crane
#

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

signal shell
#

have u changed what fuel the engine takes?

tranquil crane
#

//fuel system
"energyStorage": ["mainTank","fueltank_R", "fueltank_L"],
"requiredEnergyType":"steam",
i already changed

signal shell
#

im not sure if the fuel type is Ste by default to only accept gasoline diesel and electric or smth?

tranquil crane
#

wait there is "fueltank_R", "fueltank_L" but i only use single tank hmm

signal shell
#

yea that wont work then you need teh same Structrue from the T sereies engine as an example

tranquil crane
#

i did finally found covet fuel jbeam

#

huh still did not work😭

#

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

wicked ocean
#

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

tender crown
#

I'm trying to port an assetto corsa map into beamng, but i'm having some trouble with textures, anyway someone can help me?

topaz cairn
#

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?

keen shadow
#

Anyone know what .dae the tailights for the Rockbasher are in?

#

They aren't in rockbouncer.dae so IDK where they are

quick axle
keen shadow
warm sphinx
#

Common and then offroad parts. Look around a bit is my recommendation

keen shadow
#

these are the only offroad folders

warm sphinx
#

Well are they in there?

#

I thought they were

pine horizon
#

How would i go about making the Covet jbeam stronger?

pine horizon
#

?

quasi ruin
keen shadow
keen shadow
#

You could add more beams or increase strength

dry cargo
rancid wedge
tender crown
keen shadow
pine horizon
marble nebula
#

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.

keen shadow
keen shadow
#

you can toggle triangle visibility with [ctrl] + [shift] + [t] (i think)

upbeat blaze
#

where should i go to ask blender questions ?

#

does it have a discord ?

#

any recomendations

shut pollen
#

the "blender community" discord is pretty big, might have answers there. second best would probably be somewhere like poly haven

upbeat blaze
toxic widgetBOT
#

Gave +1 Reputation to @shut pollen (current: #139 - 16)

toxic widgetBOT
#

Gave +1 Reputation to @keen shadow (current: #500 - 3)

marble nebula
keen shadow
#

nvm i got your dm

last viper
#

I’ve 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 Sunburst’s 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?

pine horizon
#

Anyone able to help please!! trying to put a skin on my mod and this random stuff is always on the car

pine horizon
#

its on covet files

dry cargo
#

...

#

map the body

tranquil cobalt
#

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 πŸ˜‚

#

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.

pine horizon
ancient copper
#

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

tranquil cobalt
summer vault
#

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

meager sable
#

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

keen shadow
keen shadow
keen shadow
meager sable
keen shadow
#

If they are parts for the covet then they have to go in the covet folder

#

mod_name\vehicles\covet

meager sable
#

ive renamed everythign to astra in files

keen shadow
#

You duplicated all the covet parts?

meager sable
keen shadow
#

Did you rename every instance in the files?

meager sable
#

whay you mean?

gusty vine
#

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 πŸ™‚ I'm using the example from the Documentation which is the Vivace but I'm changing all that out with my own.

gusty vine
#

Update: I've fixed the structer but it still won't work

tribal gust
#

Does anyone know the command line argument to change physics steps. It's mentioned in the documentation but not actually given.

lethal geode
#

I need help with my mod

inner heart
#

Material needs to be 4age

lethal geode
#

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

inner heart
#

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

gusty vine
inner heart
gusty vine
#

Yeah tell me about it

#

The game can't even see the main.materials

#

Doesn't show up in the material editor

inner heart
gusty vine
#

Interesting

gusty vine
lethal geode
#

What about with β€œtorquemodintake” ?

inner heart
#

same for exhaust

inner heart
gusty vine
inner heart
#

maybe the \v is causing formatting error cause \ are used to escape some characters to do special things

#

but idk json enough

gusty vine
toxic widgetBOT
#

Gave +1 Reputation to @inner heart (current: #179 - 12)

inner heart
#

idk

lethal geode
#

Ah thanks for your help tho about the other things

summer vault
#

what are we even looking at and whats wrong

drowsy vault
#

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

ember wagon
#

Can all parts go into one jbeam file?

tepid tartan
#

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

ember wagon
#

True but ctrl+f can help.

calm kernel
#

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

drowsy vault
#

you edit the info.json

#

or rename the folder inside of vehicles folder to anything you want

grizzled dragon
#

Delete it and won't happen

drowsy vault
#

no ive been reworking it for like 2 months (for myself i wont post it dont worry)

#

including the brakes

pine horizon
shut pollen
# pine horizon 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

rancid wedge
#

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?

subtle badger
#

does anyone have a UV map for the Carbonworks F4?

tacit halo
subtle badger
#

i dont know how to check tho

tacit halo
#

by uh

#

looking at the mod folder

keen shadow
dull carbon
#

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

shut pollen
pine horizon
#

just ingame from when i spawn it it does this thing

keen shadow
indigo maple
#

could someone explain how how add the needle?

coarse halo
#

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.

keen shadow
#

Idk then

twilit python
#

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.

lethal geode
lethal geode
#

Anyone know how to modified engine jbeam that can handle multiple torqueModMultX where X is any number

ember wagon
#

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

lapis tide
#

Is there a guide for making engine swaps?

#

Like swapping a different engine into the pessima

lethal geode
lapis tide
#

Pigeon engine into pessima

lethal geode
#

Go into the pigeon file and copy the engine j beamn

#

Paste it to your desktop and open it with notepad ++

lapis tide
#

Yeah

unique zealot
#

The best way for the dash too, would be to take one from another vehicle

keen plover
#

how i turn the 2nd pic to like the first pic, im dying rn trying to do this

tacit halo
#

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

keen plover
keen plover
tacit halo
#

no

#

you dont need uvs

#

you just need to create materials

wise wren
#

hi how can i install a mod?

warm sphinx
# wise wren 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 it’s not the correct folder is BeamNg.drive/current version/mods

flat hedge
#

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?

flat hedge
lapis tide
#

How can I make a custom engine swap? Im trying to make a pessima with a pigeon engine

heavy swift
# flat hedge There 's a lot of red

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.

haughty mango
#

or just use notepad++ πŸ‘

distant pendant
#

or visual studio

heavy swift
# flat hedge

Missing data, so your jbeam is invalid. what did you make exactly?

flat hedge
#

I followed beamng modding tutorial

flat hedge
#

How could i get rid off Kit_car?

flat hedge
#

OMG it work yessssssss

#

I just needed to remove the json files yipee!

#

ty @heavy swift πŸ˜‰

toxic widgetBOT
#

Gave +1 Reputation to @heavy swift (current: #58 - 38)

heavy swift
heavy swift
toxic widgetBOT
#

Gave +1 Reputation to @flat hedge (current: #968 - 1)

flat hedge
#

so I have another issue. It says that the ref nodes are missing even tho i already put them

hybrid dune
twilit python
#

Not at all.

hybrid dune
#

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

twilit python
#

Sure! That would be great. I've got a few models by the way.

#

I'll DM you.

minor moth
#

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

hybrid dune
#

and then he can import it and ill give it a texture so he can make it transparent

twilit python
#

It's meant to be static and part of the map. Just a model that's fixed in place.

dry cargo
#

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?

dry cargo
proud sierra
#

Can someone help me add a ocean to east coast?

magic grotto
#

does anyone know how to add engines into other vehicles coding wise

warm sphinx
magic grotto
#

trying to add chevys ls1 into the d series

toxic widgetBOT
#

Gave +1 Reputation to @warm sphinx (current: #97 - 24)

warm sphinx
#

Or is it a different LS?

magic grotto
#

no trying to add one with differnt cam options

#

and better sound

#

trying to get that nostalgic chevy chop

warm sphinx
#

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

magic grotto
#

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

warm sphinx
#

Just look up tutorials online

#

It should be relatively easy

magic grotto
#

those ones reqire bender and the other is looking for the dds file

#

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

warm sphinx
#

Ohh its in common

#

I see your problem now

magic grotto
#

i am in common but again i cant find it

#

What I’m running into

warm sphinx
#

Those would be the pickup engines

magic grotto
#

so where would i add the ls1 or do i have to make my own file for it

warm sphinx
#

You have to copy the file and make your own folder

magic grotto
#

so copy the jbeam and the textures from the transam

warm sphinx
#

I can't walk you through the whole process. I suggest a tutorial or documentation

#

I unfortunately just don't have time rn

magic grotto
#

ok do you know anyone else who might know

mental estuary
#

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

mental estuary
mental estuary
signal shell
#

Does anybody know the fodler name in which the carrer mode is saved?

dry cargo
# dry cargo please??

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?

warm forge
#

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

warm sphinx
#

Use terrain paint instead of the mesh roads

warm forge
#

thankyou i will go and experiment now

#

the road is still dirt any tips?

distant pendant
#

you need to make it tarmac via the terrain paint

warm forge
#

so i need to import it here correct?

distant pendant
#

yes.

heavy swift
keen latch
#

hi someone can create Citroen Xsara ?

normal horizon
#

how can i open a jbeam in visual studio

rancid wedge
#

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

normal horizon
#

@rancid wedgewhere are the car's jbeam files

rancid wedge
#

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

normal horizon
#

Thanks

#

Thanks @rancid wedge

toxic widgetBOT
#

Gave +1 Reputation to @rancid wedge (current: #239 - 8)

rancid wedge
#

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

normal horizon
#

what do you use

rancid wedge
#

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

inner heart
#

you should get visual studio code

#

it’s free

rancid wedge
#

well

#

windows editor is also free

rancid wedge
inner heart
#

you meant syntax highlighting

#

yes it have that

normal horizon
#

wait you use notepad?

inner heart
#

likely

jade lagoon
#

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

shell mesa
toxic widgetBOT
#

Gave +1 Reputation to @shell mesa (current: #503 - 3)

topaz cairn
#

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 πŸ™‚

dry cargo
#

how create a meshslap?

#

i never created a mod

#

and i have nearly no experience

lapis tide
#

How can I edit the engine placment with this method?

lapis tide
#

Because I end up with it like this

sick bridge
#

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?

shut pollen
lapis tide
#

Can I get a link please

shut pollen
dry cargo
#

looks like its been a problem to other modders too

drowsy patio
#

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)

drowsy patio
#

yes

sick bridge
#

Hmm

drowsy patio
#

i tried painting the background but it was just worse

#

everything was red

#

i mean its transparent

sick bridge
#

Ive only made one livery and it worked so ask someone else lol

drowsy patio
#

😭

shut pollen
toxic widgetBOT
#

Gave +1 Reputation to @shut pollen (current: #135 - 17)

dry cargo
#

you have to model them

dry cargo
#

idk

#

i am just saying but ye

river shard
#

they usually are made custom

drowsy patio
#

i watched so many videos and read so many forums but still nothing 😦

shut pollen
#

post some pics of how your files are set up and what the skins look like

drowsy patio
#

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

shut pollen
#

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

drowsy patio
#

oh

#

okay

#

and now i just have to save it right?

shut pollen
#

yep

drowsy patio
#

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)

shut pollen
#

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

drowsy patio
#

it's still white

#

im doing something wrong 100%

shut pollen
#

would be a bad palette then (red image). might not be getting loaded, what does your .json have inside?

drowsy patio
#

{
"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

shut pollen
#

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

drowsy patio
#

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

shut pollen
#

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

drowsy patio
#

i'll try it then, thanks for your time tho

shut pollen
#

no worries, you are like 95% done. just gotta get it over the finish line

drowsy patio
#

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

ember wagon
#

how can i install a custom horn?

normal bay
#

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

ember wagon
minor moth
#

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

normal bay
normal bay
minor moth
minor moth
#

the images could also be in the autosaves packed into the blend if you packed them anytime

normal bay
#

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

normal bay
minor moth
normal bay
# minor moth 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

minor moth
normal bay
minor moth
#

are the previews there evenm after belnder restart?

normal bay
#

so thats why im thinking they gotta be somewhere

#

even if theyre lower res i can use them as refrence well

minor moth
#

theyre just batch generated thumbs stored as data, the size they are is like 64x64

normal bay
#

thats fine i still wanna use them as refrence if thats possible

minor moth
#

i have 0 clue where theyre stored but i presume blend file

normal bay
#

i mean to access whats in there

#

not open it w blender

minor moth
lapis tide
#

Why do I end up with two 1300CC engines with this Jbeam?

calm kernel
manic beacon
#

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?

ruby owl
#

anyone know why the horizon is like this? second pic is looking from the opposite direction as the first

lapis tide
mental estuary
lapis tide
mental estuary
mental estuary
cedar salmon
#

how would i make an ad? Like the on the Taxi Carrier or on the side of the bus?

lapis tide
#

In what JBeam are the pessima transmissions stored

sterile junco
#

can someone help me uv unwrap? i forgot

sterile junco
tame stratus
#

Does anyone know what this program is and where to download it?

lethal geode
#

anyone know how where the torqueModMult is in the Engine LUA

inner heart
lethal geode
#

i wanna make is so i can add a cam in a engine and it adds power with upgraded block

tame stratus
inner heart
inner heart
lethal geode
inner heart
#

because its a bit more then blind copy and paste, but its also not asking you to advanced programming this

lethal geode
#

so if i were trying to add more torqueMod ports how would i go about it

inner heart
#

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

lethal geode
#

yes

#

Dm me its super late for me and im going to bed rn

inner heart
# lethal geode Dm me its super late for me and im going to bed rn

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],
],
calm kernel
calm peak
#

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

limpid marsh
lilac zenith
#

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.

plucky blaze
#

u need a old blender version

#

that supported .bin files or a addon for current blender

lapis tide
calm kernel
#

well at least its fixed

crystal cipher
#

Does anyone have a base D-Series model for me to make my roo-bar with?

haughty mango
#

sum where here

crystal cipher
#

I don't know the game files well enough to successfully navigate them

crystal cipher
haughty mango
#

yup no worries

crystal cipher
#

Thanks @haughty mango

toxic widgetBOT
#

Gave +1 Reputation to @haughty mango (current: #641 - 2)

crystal cipher
#

I've been looking and I cannot find a 3d model in the files

#

I'm going to ask Hilux, he might know

olive crescent
#

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

lyric crypt
#

hi guys need a help, how i post my mod to forum?

haughty mango
crystal cipher
#

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

haughty mango
#

so u dont edit the car in the zip

lyric crypt
crystal cipher
#

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?

haughty mango
#

and keep whatever u want

#

remember COPY the file into another folder and edit only THAT COPIED version

olive crescent
#

i upgraded the terain by accdent is there any other way to go back?

#

there is no textures

#

materials

warm sphinx
#

Don't think so. Usually pops up with a warning saying it isn't for me

deep hedge
#

Goodevening everyone πŸ™‚

#

greetings from denmark

drowsy vault
#

how could i make a lockable center differential

#

i swear it was ingame already but i cant find it

crystal cipher
#

There is on the T-Series

ebon oasis
#

How come the colours on my skin appear to be a lot brighter in-game, compared to the actual image in an editor?

ebon oasis
#

Alright, it seems using the Material editor to revert the material to V1, and then V1.5, worked somehow? πŸ€·β€β™‚οΈ

#

Never mind, that apparently messed up a bunch of things in the process

calm peak
toxic widgetBOT
#

Gave +1 Reputation to @mental estuary (current: #507 - 3)

deep hedge
#

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

mental estuary
mental estuary
#

I need help to make a time trial mission

fallow urchin
#

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

inner heart
fallow urchin
#

@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!

livid hemlock
#

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

minor moth
#

BC7 is a DDS format fyi

minor moth
#

since it has to be both engine and the radiator

livid hemlock
minor moth
#

for example

#

the radhose has to be engine group and rad group in the ["group"]

livid hemlock
livid hemlock
# minor moth

SO it shouldnt be lansdale engine, instead it should be lasndale frame or some?

minor moth
#

hm thats strange

livid hemlock
# minor moth this should be correct

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

minor moth
livid hemlock
#

Ok ok thanks

ebon oasis
#

Much better now 😁

ebon oasis
#

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

drowsy vault
#

for it to have correct colors in v1.5

ebon oasis
#

Yep, I already have it called that

quaint gull
ebon oasis
#

Cheers

dry cargo
#

Hello, how do I make license plates?

onyx garden
#

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

neat schooner
#

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 .-.

onyx garden
#

what do you mean by online? beammp?

neat schooner
#

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

onyx garden
#

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

neat schooner
onyx garden
#

hmm, well I'm not sure, sorry.

neat schooner
onyx garden
#

that could be it, unless you deleted the old unmodified one

neat schooner
onyx garden
neat schooner
#

somehow level editor is not saving all the files? this is the one I tried saving and exporting

#

the original has like 3.7gb

tender bison
#

Sup chat. I made a replica in automation, what's the easiest way to send it to my friend?

tepid tartan
crisp geode
neat schooner
#

I was editing the map without unpacking it

crisp geode
#

Have you removed the old version from the beammp luncher couse I read that you did replaced the one on the server,

crisp geode
warm sphinx
#

They will be saved under the version folder and then levels

neat schooner
#

my friend tried to see the changes made but it didnt showed to him, just me

warm sphinx
#

Yes

neat schooner
# warm sphinx 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 ?

warm sphinx
#

Yes that is correct

#

You can even leave it packed

#

Then just drag and drop the new stuff in there, then restart your game

warm sphinx
#

No worries! Best of luck πŸ™‚

warm thunder
#

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

dreamy dock
#

car to make im TOTALY new to thia

drifting meadow
#

Can anyone help or have some sort of guide on how to get image as textures in blender to show up in beam?

tacit halo
#

?

#

but what are you asking?

#

you have to be 13 years old to be here

#

@icy crane @native verge

icy crane
#

woop

distant pendant
tacit halo
#

wait how the fuck did he make his account at like age 4??????????

icy crane
#

oh god wtf

tacit halo
#

and also has nitro?? must be their brothers/sisters account

icy crane
#

welp off went lil bro lol

tacit halo
#

also reported to discord so bigbro will also get acc banned πŸ’€

distant pendant
#

moving the hinges to fit the s10 wasn't as bad as i thought.

distant pendant
#

cdea is just cached files to help load in the dea

#

the dea is the one you are after

tender bison
tepid tartan
#

Or like any other file sharing site

distant pendant
#

the dea

thorny rune
#

ok whatever

#

idk if its embedding for y'all but certainly not for me

fickle raptor
tacit halo
fickle raptor
#

we all know dealing with discord is a pain in the ass

tacit halo