#modding-general
1 messages · Page 4 of 1
Does the J-Beam addon for blender 4.2 also work with blender 3.6?
Id rather not have to download a new version of blender because I use 3.6 for DCS modding
try it
id imagine not
also you might be able to get an old enough version but i think the jbeam editor released originally when we were on 3.8
blender jbeam editor doesnt work on 3.6
and even the 4.2 addon is janky, takes about 20x times for it to export correctly lol
download blender 4.2 and 3.6
...
yeah well
it wouldnt override the old one since if you arent using steam blender you can have 2 installs at the same time
Right, how different are the 2?
not a lot
I'll have a look
main changes are that autosmooth is a modifier now, the addons menu is a tad different and some other stuff has moved place but thats really the most noteworthy stuff
You've been working on a project for a while
yes
Is official map creation guide fully outdated? I need to copy east coast as another level.
some addons could break since there was a change to some python variables after 3.6
unless yk its been updated to 4.x
True
They will ban you and it's a gamble if you'll ever talk to a human or see your account again
Usually it's a bot response, then If you ever want a follow up, they'll just repeatedly close the ticket as resolved instead of actually responding
How do I get skins to work correctly in Substance?
I've never done any modding before (only skins) and I'm trying to add taxi signs to other vehicles such as the sunburst, pessimas, cherrier etc. for my first mod pack. I also need to know how to resize and rotate the sign. Does anyone know how I can do this?
add in position and rotation arguments into the flexbody, best option for finding the values is by placing it in blender then copying those values
does anyone know what plate font this uses?
scaling the textures to 200% on the y axis should work
as substance doesnt support anything other than square textures afaik
nvm thats for exports
it should stretch the 2:1 texture in import
you have the moonhawk mesh exported with the wrong uv layer
substance painter also doesnt support more than 1 uv layer
so you need to remove the 1st layer when you export the mesh for use in substance if you want the skin to map to it correctly
Hey I need some help, Im trying to add 2 Tandem Axle's to 1 frame on the T-Series but they wont work, anyone know to help fix it?
every time i go to spawn the mtlfiretruck it dosent spawn does anyone have a fix?
Is there a map file for me to change the compass direction? Need it altered for my map I'm making.
skins use the 2nd UV map so you need to select that one as the main one
Can someone assist me with an engine swap mod?
Not sure if this falls under modding but how could I add these road markings onto the road?
Decal editor 🙂
Where could I find that?
Its on the tool box on the top. Little circle with a slash on one side
Silly me, thanks.
Gave +1 Reputation to @warm sphinx (current: #94 - 25)
😄
No worries mate best of luck 🙂
It should be in the ZIP file for the vehicle of your choice, once you get into the folder with the name of the car. For some of the older vehicles, the file naming convention for it is "[vehicle name]_skin_UVs" although with the newer vehicles the filename of the template may vary slightly.
does anyone know why my UI widget doesn't show any of the the elements I specified?
angular.module('beamng.apps')
.directive('singleMotorTorque', [function () {
return {
template:
`<div style="height:100%; font-family:Consolas,Monaco,Lucida Console,Liberation Mono; background-color: rgba(50, 50, 50, 0.9)"">
<div style="display:flex;">
<div style="width:5%;background-color:rgba(50, 50, 50, 0.9); margin-left:15px; margin-top:10px;transform: rotate(180deg)">
<div style="height:100%;width:100%;background-color:#00008B;" id="FL"></div>
</div>
<div style="width:5%;background-color:rgba(50, 50, 50, 0.9); margin-left:10px; margin-top:10px;transform: rotate(180deg)">
<div style="height:100%;width:100%;background-color:#FF0000;" id="FR"></div>
</div>
<div style="width:5%;background-color:rgba(50, 50, 50, 0.9); margin-left:10px; margin-top:10px;transform: rotate(180deg)">
<label caption="RL"/>
<div style="height:100%;width:100%;background-color:#00FF00;" id="RL"></div>
</div>
</div>
</div>`,
replace: true,
restrict: 'EA',
link: function (scope, element, attrs) {
scope.$on('streamsUpdate', function (event, streams) {
//document.getElementById("gas").style.height = throttleVal + "%";
})
scope.$on('app:resized', function (event, data) {
canvas.width = data.width - 130
canvas.height = data.height - 20
})
}
}
}])
this is the app.js
The only things that work are the ones in the app.json file
thanks this helps a lot!
Gave +1 Reputation to @earnest sand (current: #61 - 37)
I get and error in the console that says "app not found : singleMotorTorque" what does it mean?
I even made it following the tutorial but still doesn't show even the simple button example
my mod folder structure is userfolder/mods/unpacked/wheel_torque_ui/ui/modules/apps/wheel_torque_ui
I now have the basic example as follows:
app.js
angular.module('beamng.apps')
.directive('wheelTorqueUi', ['StreamsManager', function (StreamsManager) {
return {
template: '<button ng-click="hello()">Click Me</button>',
replace: true,
restrict: 'EA',
link: function (scope, element, attrs) {
scope.hello = function () {
print("ciao")
};
}
};
}])
app.json
{
"name": "Single motor torque",
"author": "Pippo",
"version": "0.1",
"description": "Mostra ripartizione della coppia tra i motori di un veicolo",
"directive": "wheelTorqueUi",
"domElement": "<wheel-torque-ui></wheel-torque-ui>",
"css": {
"left": "0px",
"height": "250px",
"top": "0px",
"width": "250px"
},
"types": [
"ui.apps.categories.vehicle_info"
],
"preserveAspectRatio": true
}
The app is visible from the menu and the json properties actually work
I'm sure this has been asked many times before, are there any Tachnometer templates?
Or at least guides/tutorials on editing, I have basic knolwedge of Angular JS and great HTML and CSS knowledge.
is there a way to bind lua script to keybind? and it runs it?
I have an error in the jbeam, do you know why ?
line 81 missing closing bracket?
Try adding a closing bracket after Line 118 :)
Yep seems they’re missing that
Gave +1 Reputation to @desert panther (current: #77 - 29)
Thanks ❤️
Didn't mind the ping much :)
You suggested line 118, I tried line 81, both can probably work 🙃
anyone know how can i implement a lockable transfercase (lockable center diff)
Me and my friend are looking for someone to help us with textures, dm for further disscusion
can anyone help me understand how to implement rockers for a cantilever suspension in an autobeam car i'm trying to put together?
this is what i have internally so far; at each wheel there's a placeholder rocker (orange), spring (green), and dampers (yellow), and up front are the steering tie rods (dark blue). the wishbones and pushrods are the other silver bits. does this placement look okay, with each spring and damper being as big as they are and roughly in the same positions in the back?
💀
the car is above the road here
ask in automation server not here
why my app isn't showing anything??
I just have a button in it shouldn't be that hard
this are the files, I can't see anything wrong with them
I would just check in the lua script if the keys are being pressed
Take the default one and modify it
didnt work
I was searching on how to do custom key bindings but couldn't find it
I know it can be done but I don't remember how
I'm just going crazy with this
normal lua doesnt work with it
it doesnt recognize anything
what should your lua code do?
probably also depends on which lua VM you are making a script for. is it GE Lua or V Lua?
GE lua
i want to bind car change to keybind for example
couldnt get it to work unless i run the spawn cmd in beamng console
how did you try looking for the keypress?
looking at some lua functions inside the general lua files that have some keybinds you may find how it is done there
i couldnt find any docs to start with
normal lua
what code
look at the gamefiles
the lua folder and try searching something in there
Is there any way for me to make there be a really high rev limit and set the throttle to 1?
Its in the ecu
Or i might just not be understanding what you're doing
How do i do that?
how do I do that?
i think what you are trying to do is only possible in Lua?
kinda got it working
idk how to do that tho
idk how to make it throttle on its own
I got a ecu with no rev limiter now
What are you trying to do???
set the throttle to 100% now
I made one of those survival meter things. I based it on g forces, and it just doesn't look right. you can smash roof completely in and still have 90 percent. I am thinking about using bent/broken beams and g force. does this sound like a better solution? I think i will give each one its own weight. EDIT: after some further research i may actually be able to detect if the drivers area has been breached.
Modding in this game is so hard
its easier and more complicated at the same time lol
with jbeam you could only do it statically, are you just trying to make a vehicle drive straight or why do you need throttle at 100%
Diesel runaway
fair enough. when would you want that to occur, like randomly?
randomly
yeah you need to make a lua mod, i would have to look into how myself aswell, but it would mean some real programming, not just jbeam.
but im pretty sure you can set throttle values in lua pretty easily
I know lua but not how to run lua from a jbeam
and making like some sort of random timer in lua shouldn't really be an issue either
take a look at the docs. i have only worked with GELua until now and no Vehicle lua yet, so idk rn how to implement something you could select in a vehicle
They are two different VMs so they only communicate a bit together
i guess you could make a module in GELua and make it apply throttle randomly using this
try looking at existing mods that do similar stuff, that is how i learn most of this stuff and how i started at all, i think that helps the most
that shouldn't be hard in comparison
why does this not work?
idk, i don't see the whole code. Try opening the console ingame to see if there are any errors that may tell you more
you dont need to, you can just do Ctrl + L, that reloads all Lua (makes new mods appear) and then Ctrl + R to reload the vehicle to get the new parts.
can I increase exhaust bangs from a ecu?
yes
i made a mod for that, which is an additional modification-mod. You can take a look at how its done there:
https://www.beamng.com/resources/backfire-afterfire-mod-now-customizable-and-mod-compatible.6475/
I was wondering if you could do it without lua just in the ecus jbeam
yes you can
the lua i have in there is just to generate the mod for every existing vehicle automatically
ah
you need to find the template.json file
should be in "generalmodslotgenerator/Afterfire.json" or something
just gonna copy the code for now
if you end up releasing the mod and not changing that, please add some credits and a link tho
It backfires on idle with idle roughness🤣
I won't release any mods I make for now
yes, if you don't reduce the ammount lol
you can reduce the ammount in the tuning menu
lol
how do I add twostep to any car?
they usually come with race ECUs
you just have to use the two-step controls to set it up
Can anyone help with materials for a mod? It is just supposed to be a black texture
Why won't my starter run if the idle rpm is set to high?
How do I convert a file to J-Beam from blender?
use the blender plugin
probably because the starter then lacks the power to get it running
How do I change that?
tweak around those
can you remove sticky walls (guard rails) while in blender?
you need to make a simpler collision mesh to get rid of sticky things on maps
Can someone help make a mod for me?
Well edit a mod
you need to be more specific and detailed, "can someone help" isnt enough. writing and then removing the part about how nobody helps here isnt helping your case lmao
the rgb values over 256 maybe? cant remember what the last one does, too far from pc to check lmao
beamng color settings
use them in cloud settings in your user folder
What does population mean
Number of productions?
Also why is the top speed only 104 in the file but shows 230 mph in beam?
spawn chance on roads and in dealer in career mode
m/s
where is the beam navigator files at?
nvm got em
So is higher population higher chance?
yea
Ok Cause I’m trying to make a vehicle show up more
it’s not a 0 to 1 range styled chance
Wym
it’s more like the number of occurrences in the big pool of occurances
That just makes it confusing
there’s no way to do real 100% spawn chance with it
What if I put it at like 1 billion
Dawg too deep I just wanted to make it higher on a car
say u only have one vehicle of population 100, call it X, now X have a chance of 1, add another vehicle with population of 100, call it Y, now both X and Y have 50% spawn chance, now add another vehicle, Z, of population 2, then the chance of Z is about 2%, 2 out off 202 of the total population
Hold on a second
So would you find that in the vehicle folder of the vehicle, I want to increase the population of
oh u need to know where to change it?
Yeah
it’s in the info.json file
Ok thanks
Gave +1 Reputation to @inner heart (current: #163 - 14)
I can’t find it
other info.json files?
make sure u check the vanilla vehicles, modded vehicles might not keep that number or not have the number on a sensible scale
oh, more like info_*.json
I’m in the pickup folder
pickup.zip?
because the pickup folder might exist in 4+ places
Man nvm this is too complicated
idk where u at
all i wanted u to do is go to your game dir, in content/vehicles, open pickup.zip (u picked it) and find any info_*.json files
not the pickup folder found in common.zip, not the pickup folder found in local/beamng/0.32/vehicles or temp/vehicles
“latest”💀 that ain’t game dir
not og content
…
do u have a built config that u want to change the spawn chance
or no u don’t have a built config yet
Well my game has had a stroke multiple times so I’ve had to move it around and mess with files
There’s flowgraphediter,gameplay,gametelemetries,levels,mods,replays,screenshots,setttings,temp,track editor and vehicles
I didn’t know it was configs I thought you could do it for the whole car
you do it per config
Breh there’s like 100 d-series configs
realistically you only want to touch the configs you made
but if you want to change the vanilla configs ig u just do it manually
probably only actually touch the config u want to actually change
I touch
Hmm
Yeah idk too much
Is there any similar tutorials like the formula bee tutorial but instead its for a normal car like d series or scintilla? Like using normal car parts other than a go kart parts which both is very different
I might try one more tomorrow and if it fail I switch to making body kits
I did it some fixing for 5 hour straight and the result is always game breaks or car got massive bug
nope
I want to change my suspension hight with a button instead of menu
ui button, trigger box or another button? i was literally about to go to sleep lmao, will have to sort you out when i wake up if nobody else has
Like a button on my keyboard
Idk if its possible
I want to do it on toms sema lift because i like it and it is unlocked
i dont think tom would like you messing with his stuff. you arent in his discord either which is hella sus
Idk, it wouldnt be released and only i would use it
i moved all my sticky objects to their own .dae, but they are either sticky or have no collisions when set to collision mesh.
You could ask him?
Is it possible for if statements in jbeam?
no, im not going to ask if a random user i dont know at all can mess with his stuff. frankly it reads like you have a leaked copy you want to edit, not a good situation
you actually have to make simpler versions of the mesh to use just for collisions, not separate them from the .dae they were in. typically just big rectangular shapes that vaguely match up with the visual mesh will do. i think track broseff may have mentioned something on this topic the other day, sorry i cant provide a super detailed explanation as im not home
I don’t
Any ideas why my mesh looks like this?
The game is paused and I just reset so it's not the nodes moving
They all converge on node f7l which is weird because I don't reference it in that jbeam file
hmm
it seems to be because I deleted some nodes
no, jbeam is pretty much the same as json and "only" for defining objects, so not coding any program. That is what lua is for.
How do I make a part do lua?
personally have not done that before, but i think its some lua script you make in the lua/vehicle folder and then it probably checks if a certain part in the jbeam is there before executing its code and otherwise it just doesn't
you can also always ask in the lua help section of the Modding For Dummies Discord, they can probably help you better with that
What do you want it to do?
Sorry for such a late reply but do you know how to do that?
i am trying to learn this also and i believe this is how. the directory is wrong, but should still apply.
would anyone happen to know where i cant get a UV for the drift version of etk k-series? im not sure wwhere else to ask lol
i think you can use the streams to control the throttle with electrics.values.throttle = 1.
Hello there!
I’m new to making mods and I want to create a map of my local Industry Area and city.
Who wants to help me since I don’t have any experience.
Please DM me if you are interested in helping me!
Btw I do not want to make the entire city, only a part of it.
anyone knows why could "align with mesh" terrain tools not work?
every other terrain tool works perfectly
I cant seem to find the engine mounts for the covet in the DAE file?
sometimes they arent just modeled
the covet has em modeled in the engine model itself
Is this 2 circled names must be same?
my car wont spawn at all since the car would have the car fly bug
prob have problems with flexbodies
my fueltank wont move, ive changed the jbeam to be further back and up and moved the fixture in blender and exported everything correctly but it still wont move
apply transform? i think u didn’t move the actual verticie, just the mesh object
how do i apply transform??
im not that good at modding yet, i just do it a little for fun now
select the object, apply - all transformation
im assuming in blender then??
yes
lemme just find that lol
it’s in the "not so top" top toolbar
oh it worked, thanks!
Gave +1 Reputation to @inner heart (current: #153 - 15)
gonna look pretty nice
Are you making a car from scratch?
Or are you modding an existing car?
Check if you got all the right directories and filenames in all jbeams, jsons
Im making a autobello with bolide chassis but made as a new car not a config of existing car
Yeah
It might conflict with the original one somewhere in filenames or directories
You can send me your bolide autobello if you're sure filenames and directories are ok
I will take a look and try to help
no it don’t need to be the same
you should, for sanity sake, but you don’t need to
does console say anything
id move it through the node offset so itll have any modded fueltanks too :)
Do you know why the parts you made when put in another cars flexbody it will be invisible in the game but if you put a vanilla part (like a part from autobello.dae) and put in another car flexbody it will look normal?
and i did the name normally like autobello_bonnet_s
it usually happens when you miss or misspell some of the mesh(flexbody) names in jbeams/jsons
misspell? i did it like 5 times and still invisible, and for jsons you mean what? Info.json?
even after 200 times it's still possible to misspell something in filenames or directories 🙂
don't worry
can I take look at the files?
thats not at all how its done lmao
i ended up doing it like this bngApi.engineLua('extensions.load("damageDetection")'); bngApi.engineLua('damageDetection.checkDriverAreaForDamage()'); in my case i am trying to run lua from a javascript file
does that work
it runs the lua file, yes.
the lua proly doesnt work tho snotfish~2
nope, still learning how lua and beamng interact. ill get it.
beamng lua is not at all like generic lua
it might sound stupid but if you try see how the career mode start level detects youve crashed the covet maybe you can adapt that to whatever youre doing
I've been looking at the "detailedDamageApp" ui app i think it's called, it doesn't even use lua, so i dont think i have to either, but more lua info out there. im just trying to check beam posititons and see if they intersect an invisible hitbox really
anyone know's what causing this issue?
high quality mod
hi
i want to add monitor on covet dashboard and i see some chats in beamng site
but that doesn’t help
somebody can help me to add monitor on covet dashboard
Is there a tutorial for making a map of a real life place? I would like to make a map of an area in Wales, thank you
can somebody help me please
hi fix the transmission of the 1 gear
you can fix that in beam ng
and the code
u mean the ratio?
yes
still the same );
the rear differential causing this problem but i don't know how to solve it
okay i check that tomorrow to help you fix this problem
is there a beam lable or something that gives the wheel debug the information it needs to give caster and sai? Mine's only showing 90.000
hi fillman
oh wait, I didn't label my pressure wheel nodes correctly
hi
hi
can you open this in your mod
transaxle
and fix this "gearbox": {
"uiName":"Gearbox",
"gearRatios":[-1.90, 0, 2.53, 1.44, 1.03, 0.725],
"parkLockTorque":1800,
"oneWayViscousCoef":25,
"friction":1.20,
"dynamicFriction":0.00125,
"torqueLossCoef": 0.017,
"gearboxNode:":["ta1"],
Check a vanilla vehicle ( ideally a recent remaster) to ser what the stock values are
and this "Tara_transmission_4A": {
"information":{
"authors":"BeamNG",
"name":"5-Speed manual Transmission",
"value":1330,
I’ll try hold on a minute
anyone knows why could "align with mesh" terrain tools not work?
every other terrain tool works perfectly
try safe mode
ok this one worked but the AWD transfer case or Rear differential not working
it works in vanilla maps, but doesn't in my map mod
Invisible on beam
hmm, weird
I could look into and try to fix the issue if you send me zipped mod with the .blend file
is it possible to edit terrain blocks separately?
does beamng even support multiple terrain blocks in one map?
my only guess now is that every block must have its own separate .ter and .json file
only supports one terrain, if two or more worked then i would have expected spear leaf island to use a second terrain instead of a mesh. fingers crossed it gets added in an engine upgrade
I cant
discord would just give a upload failed message without any reason
Google disk mb?
oaky let me tell you
"slotType" : "Tara_transmission",
"slots": [
["type", "default", "description"],
["Tara_flywheel","Tara_flywheel","Flywheel", {"coreSlot":true}],
["Tara_transfer_case","Tara_transfer_case_AWD", "Transfer Case"],
["Tara_differential_F","Tara_differential_F", "Front Differential"],
],
"powertrain": [
["type", "name", "inputName", "inputIndex"],
["frictionClutch", "clutch", "mainEngine", 1],
["manualGearbox", "gearbox", "clutch", 1],
fix this
yes but i not sure
hey everyone... what are you up to today 🙂
Basically a human
🙂 🙂 🙂
learning how to detect beam positions. Not having much luck.
hehe i know that feeling
got some problems with the game myself, regarding scripting, but hope to find some who can help some day, till then i am doing some refining on the car , rounding corners on interier and so on making it look abit better
I am loading a lua file as an extension and calling a function that returns data to the UI, but i think i am in the wrong VM because for example obj:getCurrentVehicle() logs obj is nil
I am opposite, I know nothing else except code lol!
well code in general, I am just getting into learning how beamng and the code interact.
okay
well let me know if you want small challenge 🙂
sounds like your brains are diffent the mine hehe
What you got?
well there is a mod called TaxiDriver 1.1.1
all it does is generate routes for playing taxi
but the point is
its made for two maps East and west coast usa
so when you start the senario, depending on wich, it loads the that map from the game
with me so far
so the taxi mod does not contain any maps per say, but it loads the default maps that comes with the game. east coast use and west coast use. one in each senario
yea
well somthing in the taxidriver mod, tells it what map to load right
problem is. East coast usa and west coast usa. does not have any Street lights at night. but i found an Eastcoast map that is modded for street lights, so been trying to find where in the taxi mod it defines What map to load, but i cant find it and change it to load the east coast usa with street lights
i thought i found it , but that wasnt it
its this one it makes 2 senarios, one for east coast usa and one for west coast usa
and as you see the mod is just 1 mb, so someware in the mod ,its telling it to load the original east coast and west coast
i think you will have to copy the east coast folder and then rename it to the name of the map you want, and inside that folder edit the json to point at the night map instead of regular east coast usa. might be some other chages needed also, but i think this will creat a third scenario for your desired map. maybe i will dl the map and try it, be nice to clear the mind of my mess for a while
hmm it's 1 gb, my internet probably not stable enough for that
this one also with the json also edited for the new level
i assume you can select this part in the part tree, then the only problem is what are the group name used by the bonnet’s nodes
flexbody maps a mesh to some group of nodes, but if those group of nodes have 0 nodes (node group name not used) then it will not show up
well as it is now by standart , there must be somthing in the taxidriver mod code, that tells it to load exatly the East or west coast map that comes with the game
i think it has to do with the folder names. if the scenario is in east_coast_usa, its going to load that map for example. this is just what i suspect though
hmmmm i see
can a prop have multiple functions? like the same prop doing two different things?
Doing multiple things? You can apply a single Electrics value to a prop, and then control that Electrics value to your liking. If you mean a prop doing multiple independent things, like moving in two directions independent of each other, then no.
And by no, i mean that you can force the prop to do what you want with lua, but then you have to write a bunch of code.
Gave +1 Reputation to @heavy swift (current: #57 - 39)
Can you be specific about what you want the prop to do, that makes it easier to give an answer
active wing, speed dependent and will swing up on braking. I had a feeling that I was correct on the one function per prop. Just wanted confirmation
Active aero is possible, but a prop doesn't have any jbeam, and can't generate downforce, so it might not be what you're looking for. Jbeaming a wing might be a better option.
it was just as an animation. but yeah again I said as much
No worries - Without a bunch of lua code; One function per prop.
How do I make my bumpers chrome like the other colorable skins?
And also how to I get the gray spots to show up normal and not colorable?
didn't work
Hey so I have a mod and the suspension are shit and their ain't any option for editing damping in the tuning section
is GIMP a suitable program for making custom paint?
does anyone know how i can add axle whining sounds?
Up to personal preference, for simplicity I use paint.net with add-ons
can anyone help w me importing an object from blender to beamng? i’ve watched tutorials but they js don’t work and whenever i try to import smthn it’s js invisible😭
can you show me what you have in blender and the jbeam
okay 1 sec
the mesh name in the jbeam needs to be the same as the one in blender
also i’m talking about an object for a map, like a house or smthn yk?
hm, im not too familiar with that, have you tried this tutorial? https://youtu.be/68-KuRia83Y
okay i’ll try this tutorial rq, thanks🫶
my skyboxes arent coming up in my scene tree?
You want sun_sky not a skybox iirc
yo, does anyone know how to put a decal on a map, like to trace the decal with the terrain or something?
why does the md series engine have slots2 instead of just slots like other engines?
I'm not overly smart and I need some help putting all the materials from both the maps (West Coast and Hirochi) into one main.materials.JSON
I tried numerous times but then all of the textures break. I've got no clue how to do so. I need materials from both maps for a map I am making myself.
Any help would be appreciated.
Here's both default main.materials.JSON unmodified except the name.
because it get more feature?
yeah I just found it under the documentation, just had never seen it before and didn't know if it was used differently
how do I add custom assets to the Static Mesh Browser on the Road Architect tool?
anyone know how i can connect 2 roads together with the new road architect?
nevermind figured it out
i think the tseries engine is a common jbeam, but since the v8 doesnt work on the MD i think theyve used slots2 so that the Tseries can select it but the MD cant
Does anybody know what they changed with the frames on the update? Because certain mods are broken and mine that I worked on on the frame. I had to redo it to fix it.
can someone help me? I'm trying to change the driveshaft mesh from the t series one to the d series one, and I somehow ended up with 3 none of which are in the right place
guys how i can learn jbeam ???
i learned how to model cars but still dont know how to understand jbeam coding or from ware start
Hey, I made this skin, but the brigsby parts and fender flares are white. The skin doesn't apply there. How can I solve this?
theres probably a special part of the UV just for the brigsby stuff?
or maybe it uses an entirely different material?
hi... How would one make a custom lightbar??
I found these codes for the modparts (brigsby, etc) which is working perfectly for the Baso skin.
I tried to adjust for my skin, but I received a completely white coloured car
pic of your skin? like the flat texture
I got it working, but thanks
why is my extension not able to access v? it's running from lua/vehicle/extensions so it should be in the vehicle VM shouldn't it?
log(vec3(v.data.nodes[wheel.node1].pos));
attempt to index global 'v' (a nil value)
hey, i got somewhere. local pVehicle = be:getPlayerVehicle(0); log(pVehicle:getField('JBeam', ''));
You don’t, it looks sick like that
Does anyone know how to make mods
nah
good luck getting help here lol
why is my rotation argument not working
ive been trying to rotate these boxes just like i did with the straps but it just wont work
its literally all i need to do and then i'm all set
really hope someone finds a way to help
use pre-rotated variants
check common\cargo\trunk_loads for possibilities
I'm pretty sure there was no way to rotate the nodes and everything altogether though you can offset the placements! I also think you're rotating only the flexbody and not the internals with the ropes!
I think this is the solution!
In case you couldn't find the pre-rotated variants, you can straight up make your own by copying the file path and creating a new customized JBeam file altogether!
As long as the internal name of the file path is the same, the system detects both as the same and you can access the internal trunk_loads file contents like mesh in your modded JBeam from a completely different file path!
whatevername(name doesn't matter here)\common\cargo\trunk_loads
drag this file path into the "unpacked" folder under the "mod" folder, and you're probably good to go!
(Start by adding customized JBeam in "trunk_loads" !)
Is this caused by shading error or what?
thank you, but I would say it's better to see a Marlboro Evo replica 
Gave +1 Reputation to @small widget (current: #167 - 14)
How is the vanilla sbr custom bumper bugged when i made the other bumper while it has different jbeam name, different names in jbeam file, and different dae name and the vanilla sbr dae on beamng steam file?
Well something is overwritten. Are you sure all names are different, and that no files / jbeams are overwritten?
In a tutorial i only need to rename the very first file name on every jbeam file and on flexbody
It should be in the V-lua afair, but since youre doing be:getPlayerVehicle, that might not be the case. Did you solve your issue?
maybe because i made the dae file name similar (which ig could corrupt cars?) when i exported but i renamed it
Also do corrupted cars can be fixed without deep clear cache?
You can overwrite several things. You can quickly solve file-overwrites by putting all your mod stuff in 'yourmod/vehicles/sbr/your_name/', then you know you dont overwrite anything in the sbr folder. But you might have identical jbeam names, or some of the objects in the dae might be the same.
You shouldnt need to clear cache, but sometimes it helps.
If you dont receive replies, then i suggest the modding for dummies-server. Overly generalized questions and begging is typically ignored.
i did cache clearing and it works without corrupting, but now this is the problem
Is this a no texture?
and theres also missing bits
Rookie mistake but my mesh is visible from a few sides and isnt from the other sides?
how come and how do i fix it?
dont mind the no texture im still making one
I looked through your mod files
In bolide_body.jbeam you gotta add all the parts with blender mesh names
I added one fender and one of the hoods and it appeared in game
Though I'd make this mod differently, because you still have bolide jbeam and so the collision from bolide_body.jbeam
Can you show this mesh in blender with face orientation turned on?
So red are facing inside the mesh
Just flip these faces
@fiery ember
thank you
Gave +1 Reputation to @stable totem (current: #1001 - 1)
sorry for all the questions im quite horrible at modding but how do i prevent my faces from wobbling around?
pure example
how does it look in blender?
This particular part
or do you mean it's moving very rapidly in game?
@fiery ember
Yeah guess then it's a beam issue
I think it's somewhere among these values in corresponding jbeam
@fiery ember
alr thank you
how does one put two textures into one single part
trying to make half-stripped interior
what do you mean? apply 2 materials to the same mesh and youll have 2 textures
or assign 2 different meshes each with a different material to the same jbeam part and youll also have 2 textures
You can assign material to a mesh in blender
stripped material seems to disappear in blender which is why im kinda doubting if it works ingame
ok ill give it a try
nope doesnt work still
nvm figured it out
I was able to get the node positions, but It's not really what I was after.
--dump(be)
local vehicle = be:getPlayerVehicle(0)
if vehicle then
local vPos = vehicle:getPosition()
local nodeCount = vehicle:getNodeCount()
for i = 0, nodeCount - 1 do
local nodePos = vehicle:getNodePosition(i)
if checkHitbox(nodePos, vPos, 2, 2, 2) then
print("Node in hitbox: ", nodePos.x, nodePos.y, nodePos.z)
else
--print("nope")
end
end
else
print("No vehicle found.")
end
end```
can't get my file to run in vehicle VM even though i have it in unpacked/mymod/lua/vehicle/extensions/
I am loading it from a UI javascript with
```bngApi.engineLua('extensions.addModulePath("lua/vehicle/extensions/")');
bngApi.engineLua('extensions.load("damageDetection")');```
the only thing I can think is that since I am loading the extension from the UI vm it's not loading it how I want, but I don't know, because the documentation only says the folder matters.
Correct me if i'm wrong but there's no example of an electric engine and a Manual Gearbox in BeamNG or a Mod is there?
don't think it's possible
Thats what It's seeming Like which is really annoying
Anything is possible
if you have deep lua and powertrain knowledge yeah
otherwise the game just won't make it work
I might be able to do it? But the Electric engine would be a Combustion with ridiculously high ratings
bruh
Wuh?
can someone remind me about the fixes for wobbling nodes?
i know that increasing weight is one of them
add more beams, or more beamspring and beamdamp
okay, right. thank you
How to see the nodes on the junctions to link the roads / connect the roads?
i'm trying to change the wastegate max pressure on the fly with a lua script
but when i update the values :
electrics.values.turboBoostMax
electrics.values.BoostMax
it has no effect on the max boos pressure of the turbo
any ideas how to change the BoostMax pressure on the fly ?
thank you!
Gave +1 Reputation to @inner heart (current: #148 - 16)
where can I find comprehensive LUA API docs? I'm having a hard time finding any kind of documentation.
I need some kind of list of available functions and I don't know where to find that. The wiki is very superficial unless I'm missing something
https://wiki.beamng.com/Lua:Reference
well this is what I need. Apparently this is not yet in the new wiki or it's well hidden
but if that hasn't been updated in a while, what do I turn to?
A detailed API documentation is outside the scope of this documentation.
well shit. The official docs apparently don't even include what I'm searching for.
u have to ask ppl for it
yes it sucks
bruh...
how can anyone even work with that
stumbling in the dark for basic hints
I'm not well-versed in Lua because I'm a JBeam artist, but there's some unofficial documentation like this! https://github.com/Rc-Cookie/Unofficial-BeamNG.drive-Lua-Documentation
oh nice thanks!
Seems to be dormant since about a year ago, but something is better than nothing 😉
Gave +1 Reputation to @devout cargo (current: #328 - 6)
huh well. The repo description wasn't lying. This really is made for just the vscode extension
what does this mean?
Why does my traffic vehicle spawn SO MUCH???
Is it the "Population" that determines this? I've tried to get it to spawn less, but it keeps putting itself in traffic like... 9 times. 😂
hello how can i make a map along with my friend
hello can anyone help me move these props? They are in correct position on blender but not in game
adjust them in engine jbeam
lmaooo
cant help sorry
you guys make mods on blender????
crazy how realisitic it is
all i can make on blender is a chair😭
using nodeoffset doesnt help
yes we work on blender most of the time
how long does a mod take, like that one?
its not hard but for some small things like this one is a little bit hard to find the solution from my point of view
theyre props they have their own offset
if you have it actually jbeamed as a prop it will move acc to the coordinates you give it
How do I connect an engine jbeam to the car so that it doesn't just fall out?
Darn ): Gonna have to disable it for now.
Is there a lua call to remove all 2d decals like leaves or branches?
i think u need the engine mounts jbeam
thank you i fixed it
Gave +1 Reputation to @minor moth (current: #91 - 26)
I'm trying to attach the electric motor from the Vivace to the Autobello Piccolina. The only engine mounts file of the Autobello is in the "sbr_engine" folder, is that the one I should use?
there should be a folder frot the autobello engine mounts
if the motor is still not attached you have to change the nodes inside the folder
Is this the correct place?
@lofty basin I did manage to do something but the engine's mesh appears below the actual jbeam and the engine is shaky for some reason
So i started making a JBeam and this happens when i spawn it
It works now, I turned self-collision off 👍
...
why a frame?
no like
in props you can set position
in engine jbeam
does anyone know how to put textures on a meshslap
i have made a dom 3 mod and need a tutorial
help lol
I ran into a bit of a problem.
Im currently working on a map, and the sunsky is "old", doesnt looks as good as wcusa or italy, and looks like the ones on older maps. Any tips or help?
prob wrong sky gradients
any idea how to fix that? maybe like copying it from other maps?
can you show sunsky?
oh dang
give me moment
set:
sky brightness: 40.000
mie scattering: is okay
sunsize: you choose
colorize: 1.000
rayleight scattering: 0.003
exposure: you choose
brightness: you choose
flare type etc: you choose
Gradient files
day: (just paste these)
colorizeGradientFile: art/sky_gradients/default/gradient_colorize.png
SunScaleGradientFile: /art/sky_gradients/default/gradient_sunscale.png
ambientScaleGradientFile: /art/sky_gradients/default/gradient_ambient.png
fogScaleGradientFile: art/sky_gradients/default/gradient_fog.png
night:
nightGradientFile: art/sky_gradients/default/gradient_ambient.png
nightFogGradientFile: art/sky_gradients/default/gradient_fog.png
alright, everything looks good except for the sunrise's for some reason
here
disable this
and wait i gave you wrong night gradients
nightgradient: /art/sky_gradients/default/gradient_nightColor.png
nightfogGradient: /art/sky_gradients/default/gradient_nightFogColor.png
Kinda pink-ish, but looks waaaay better!
not that I am aware of
alr
can you send me your sunsky json file? I will load that into beamng and see what is the problem because i honestly dont know XD
lmao, alright, gonna send it over in a second
pretty sure this is the file (I think)
np, alright
replace and should be fine @karmic kiln
is it supposted to be like that...?
for me works fine
thats really weird
did you copied that into: AppData\Local\BeamNG.drive\0.33\levels?
I might have copied it into wrong directory
should it go directly into "Micro World" or some other folder?
micro_world > main > MissionGroup > your folders idk
but from what ive seen you've got most of the stuff outdated there (tod, clouds etc), youll have to fix it yourself
for some reason its now stuck on 12:00
idk might just leave it be untill I figure out how to update stuff like TOD etc. Thanks for trying to help tho
Hello
Would like to start making mods, what would be a good software to do it on
I have two problems with the Road Architect Tool. 1: The textures are broken and appear and disappear in sections 2: The terrain shape does not save. When I save the level and reload it, it goes back to original. I will send a screenshot if needed.
you have to move the engine with nodeoffset
i fixed it thank u
Gave +1 Reputation to @tame prairie (current: #287 - 7)
Yeah I used the pos thing and it works now, thanks for the help!
Gave +1 Reputation to @lofty basin (current: #1012 - 1)
Is there a size limitation when creating a mod? Will the performance be low with a large volume, how to increase it in the mod?
hey how can i make a 3 lane with 2 ways on road arhitect(3 lanes on a way 3 lanes on the other lane)
and how can i change the fricition on the road because it is very grippy and i don’t like it
I need to get my head around it, so please help me
can samone tel me how to make a bigger snorkel on my car i cant find it out cus al of the tutorials ar from 2017
can samone tel me how to make a bigger snorkel on my car i cant find it out cus al of the tutorials ar from 2017
I am making a dash with more than one screens with .html files and genericGauges.lua. I found out that the lua supports different names of configrations and tried to use different configration names like
configuration_velocity and configuration_rpm, but it doesn't work. Still, one of them stayed "no texture". How can I solve it?
upload_2024-9-22_21-30-21.png upload_2024-9-22_21-30-45.png upload_2024-9-22_21-30-58.png
upload_2024-9-22_21-31-24.png
can samone tel me how to make a bigger snorkel on my car i cant find it out cus al of the tutorials ar from 2017
HOW CAN I FIX NO MAYERIAL ON A MESHSLAP
caps
I need a fix. I am not gatekeeping my dominator 3 mod
This is the problem
Can u guys help me decide?
I AM STILL LOOKING FOR A FIX!
As of 9/22/24
Can someone tell me how to create car model plz
Oh my god dominator 3!!!
I unfortunately, do not know how to fix this as I am not a modder, sorry:[
so I am putting the short MD-series flatbed on the D-series, what file do I need to carry over to make these lights and the taillights appear colored? they are referanced from the common folder I think, as they are not in the MD's .dae
It appears you are missing the GlowMaps for your Jbeam file, for the lights to appear normally, try copying it from the main Jbeam from the MD-Series files and see if that works. 👍
oh that's in the main jbeam? I'll give it a go!
To my knowledge the glowmaps appear in the main jbeam file, apart from the lights jbeam themselves
found it, so just copy it over and delete the lights that I don't need?
First try to copy the segment over and temporarily delete the unnecessary code to see if anything changes
oh good idea!
thanks for the help, glad it was an easy fix!
Gave +1 Reputation to @shell mesa (current: #371 - 5)
You’re welcome, glad that it worked. 👍
ive been wanting to implement something , would anyone know how to do this , basically i wanna make it so you can disable abs with a trigger , and make it so its off automatically once the rear or center differential are locked , and make sure it cant be turned on if its off by the differentials being locked
and also to add to that , a three way ASB system , so one unit for both rear wheels and singular abs units for each front wheel
Well the worse thing happened. My memo card died
But that does not mean its lost
aw :[
Well it will take a week or less
This is my first mod so it may be shite
Im doing it for the beam ng community
Any ideas whats causing these physics spikes every 3-5 seconds with lots of ai or in beammp?
nodes
The spike is red no? Just a tiny node topping on top
But yeah more or less the same thing. players teleporting
its called stutter
well yes and no
if its a slight nanostutter that sometimes snowballs to a huge hitch'
I figured it out already, this is the cause
happens to me on VK sometimes when i get a memory leak
well yeah its basically teleporting like 100+ nodes across somehwere else so it makes sense
That functionality could use optimizing
As in maybe not load the whole car at once
Idk
Because those stutters send you to a wall in vr
it has to
well not in particular but not shoving everything at the thread at once could cause issues ig
can someone tell me what to use to make map mods like fully custom maps? idk if this is the right channel but whatever
blender and f11
my tires keep popping when i drive onto this ramp i made in blender do i need to maybe add more faces?
Do you use visible mesh collision?
Can you show this mesh wireframe?
i used visible mesh collion final i think and i closed blender by accident so i cant show the wireframe but ill make a new one rq😭
you could import .dae that's in your level rn
heres the wireframe
well i made a better sized one this time so ig its better this is my first actual working dae file in beam so ye
its still popping my tires
😔
How far is this ramp under the ground?
I'd suggest you bury it more under the ground
aaa okay
Maybe even more than I did here
You're welcome 🙂
Hi, regarding the BeamNG LUA - is there a standard way to get a reference/pointer to the currently active camera (regardless if it's driver, orbit, chase...), so I can manipulate it's postion?
something like this obj:queueGameEngineLua("be:getObjectByID("..tostring(objectId).."):queueLuaCommand('SetDirVec(\"'..tostring(core_camera.getQuat() * vec3(0,1,0))..\":\"..tostring(core_camera.getPosition())..'\")')")
thanks!
So is there a way to fix certain parts that go chrome when I join specific maps they arent pbr yet ik they should be but most of the truck is non pbr and its just one part on certain maps and theres times where Ive made other maps and it was fine then I changed the ground texture and it made the parts chrome is that what the issue is and how do i fix it?
Hi guys, im trying to play a camera path via a trigger, anyone know how i can do this? i found the core_path file, but im unsure of how to use it.
Nevermind, i figured it out! thanks anyway. Here is the code for anyone that wants to know, or point out things that i might have missed / misunderstand
if data.subjectID ~= be:getPlayerVehicleID(0) then
return nil;
end
if data.event == "enter" then
guihooks.trigger("toastrMsg", {type="success", title="Trigger", msg="Entered the cool trigger"})
local path = core_paths.loadPath('/levels/italy/camPaths/scenicCoast.camPath.json')
if path then
guihooks.trigger("toastrMsg", {type="success", title="Trigger", msg="Path loaded successfully"})
else
guihooks.trigger("toastrMsg", {type="error", title="Trigger", msg="Could not load the path!"})
return
end
local initData = {}
initData.useJsonVersion = true
initData.hasIntro = true
initData.path = path
initData.offset = 0
initData.reset = initData.reset or (function(this) end)
initData.getNextPath = initData.getNextPath or (function(this) return initData.path end)
core_camera.setByName(0, "path", false, initData)
guihooks.trigger("toastrMsg", {type="success", title="Trigger", msg="Path Started"})
end
end```
Anyone able to point me in the right direction for replacing these fences which were removed in the newest update? I've tried to copy/select them but it would appear the fences are in a group called "fencing.dae" so I cannot select just a part of it to copy/paste, I have located the fence post in the Asset Browser "pole_fence2.dae" but cannot find a spawnable version of the wire used to connect the poles. -TIA
how the fuck do I use architect tool, it's so dissapointing
because the beamng documentation is explaning shit
how do i import terrain, i cant get it to work and the documentation seems to be completely outdated
ive got a heightmap, clicking "import" does nothing
anyone knows how to increase reflections resolution?
is it just me, or did 0.33 break the auto performance calculator
In graphics settings scroll down till you see this, Some vehicles dont have support for detailed mirrors though, just a heads up.
Thanks!
Gave +1 Reputation to @quaint bridge (current: #441 - 4)
I believe I fixed it!
I had to move my traffic configs to their own vehicle folder simple_traffic so the game sees them as part of the new traffic vehicle..and it now spawns in appropriate quantities!
Just had to make duplicated meshes and textures so it'll spawn looking normal.
Small issue, my mesh isnt showing up ingame eventho its assigned and theres no errors
leap of death map is not working on this update 😦
How do i de select something in map editor
left mouse button in the tree on the left
No i ment when i select multiple things, it selects the skybox
Are we no longer allow to fetch("http://localhost:9876") from CEF/JS/ui apps anymore in 0.33?
I noticed that after the update that request got aborted by BNGCefClient::OnBeforeResourceLoad, but fetch("http://youtube.com") and a few other sites from the allowlist I saw floating around seems to still be allowed. I did confirm that said localhost port is reachable with Postman.
If that ^ is supposed to be blocked from JS/CEF thread, then what is the (post-0.33) recommended way for a UI app to communicate with an external server/process on local network? Should I loop the call through Lua somehow?
Apparently GE lua can still make that same request to localhost.
http = require "socket.http"
res = http.request("http://localhost:9876")
print(res)
This printed out the expected response from my server just fine, but I am really not looking forward to adding lua part to my project.
Can someone help me add a bridge and paint a road onto this map?
Hi
Is there a way to save/load preset for AI traffic behaviour that I set in traffic ui app?
I can't get my start trigger to be on the ground
even though in world editor it's not there
could someone help me with this?
Have you reloaded the LUA? (Ctrl +L)
Hello I need help with the volvo 740 mod because after the update the mod broke. Does anyone know how to fix it for the new update. I can spawn the car but it gives me error and gas doesn't work.
where did you get that mod from
modland
it's called v760v3
why
Because I wanted a volvo
well thats a crap mod
Not from ModLand tho
and that was the best volvo mod
well the mod isn't from modland it's made by lo productions I think
same to you it was from lo productions
is modhub good?
No
dlcfun?
If it’s not from the forums or repo it’s not good.
Sounds like a virus website
if its not beamng.com its shit
well as I said the mod was made by lo productions
who the fuck is that guy
Him?
yep
So it’s a leaked paid mod?
Nah I think the volvo was free
one of his free
he has like 2-3 free mods
This is the volvo mod
Hmmmmmmmm
Then I’d recommend getting it from his official site not a third party one
He likely would post frequent updates there too if he’s respectable
Such as fixing things after a update breaks them
Idk
But get mods from the official web
well i am poor lmao
Well then the paid version wouldn’t have that issue
You don't need to pay
he was 8 euro for it
god that looks like complete ass
You’re not entitled to anything regardless of financial status lol
8€ for that????????????????????????????????????
pain
ok and?
It looks like that irl
It’s ok at best. I think it’s the same mod my buddy has on a drift server
it looks nothing like a volvo 240
Because it's a 740
It’s not one lol. It’s a 740
especially those horrid glass textures, oversized wheels, tall roof
well yeah i meant 740
looks pretty bad compared to this
well better than this?
Regardless; complaining about bugs in something you pirated is wild.
thats an automation mod, made in automation, those are 2 completely different things
and again its probably just a meshslapped pessima mk1 wagon being resold for 8€
vantablack plastic
My bet would be LeGran lol
a classic of crappy mods
oh yeah a rwd converted legran
sounds like that true
well the configs and steering is quite good
best drifting car ngl
I’ve used it. It drives suspiciously like an I Series suspension setup
With a legran body
widefap steering
It could be
well it has 0m606, B230 and D24
yeah then its defenately an I series or legran since widefap wouldnt add custom suspension to a crappy mod, meaning it has to be a vanilla suspension that has been stolen
In general real car mods are ass. Because no manufacturer will have the available data needed to make it an accurate mod
well it sounds and drives good
no they are generally complete crap, specially paid real life car mods
So does the I Series 
It’s just not a Volvo
I don't pay real life car mods : )
you pirate them?
@torpid shore by any chance could i have the mod to check if its using stolen code from this mod
There’s a reason that modern BMWs, modern Chargers and S Chassis are weirdly popular mods. Because they are all just reskins of vanilla content
sure should I send here or dms?
dms
well anyone wanna help me make it work after the update?
Like is there anyone who know how to get it working again?
It’s a pirated mod homie. The paid version probably (hopefully) works fine
well how can it just stop working after an update?
updates break stuff, due to adding, removing, or changing stuff in the vehicles or the ingame functions
well do you know how to fix?
A good quality mod shouldn’t break after an update because it shouldn’t reference content outside of itself ideally
There’s some mods from 10 years ago that still work
okayy
Well maybe it's bad but I really want the volvo working again
do you know how to fix?
then pay for it
Now if the paid one is broken then that’s a problem
do you know how modding works maybe you can help me edit the files isntead?
crappy volvo mod vs etki
notice all the camera positions are the exact same
the only reason this drives good is because, the etki is one of the better driving vanilla cars that are pretty easy to handle
Called it

yes but you still have a crappy leaked paid mod so no one will help you
Sooo just use the ETKi. Same car lol
probably kimaqs etki wagon mod
(Also why it broke. They gave that car the minorest of updates a few months back)
Probably
You don't get the sounds and the looks
i do get it mate
but it will just drive like this mod
since its this mod
and your crappy modder over here was stealing this mod for his own shitty paid mod that probably has not that good of a sound
Do you know how to fix?
Yes i know how to fix it
wanna help real quick is it easy fix?
Yeah probably
no
i dont help people using crappy leaked mods sorry
I understand it's bad but I just want to drive the car like I've done the past years
just drive the etki wagon mod
anybody have any tips or tricks for fixing my mod? My level Leap Of Death dont work after the update. I get this error from the beamng.log: 32.49924|I|GELua.levelLoading| Level loading: '/levels/Leap-Of-Death/'...
32.53265|D|engine::SFXFMODProject::acquire| SFXFMODProject: Opened project '/art/sound/fmod/desktop/ambient_maps.assets.bank' in 0.03316309999999589 seconds. Preload sample data = false.
32.61267|D|engine::SFXFMODProject::acquire| SFXFMODProject: Opened project '/art/sound/fmod/desktop/ambient_maps.bank' in 0.04186750000000217 seconds. Preload sample data = false.
32.66171|D|GELua.core_vehicles.main| Loading default vehicle
32.73709|E|GELua.levelLoading| Could not find level: /levels/leap/main.level.json
Thing is the level folder never had a file in "/levels/leap/main.level.json" The level folder has always been named "/levels/Leap-Of-Death/", and I cannot find any references to this file in any of the .json files in the map folder.
And after the "Could not find level" error I get this error: "32.73712|E|GELua.| Cannot setCamera, camera not found: gameCamera"
I'm at my wits end now. this is really frustrating.
and main.level.json is not present in any map zips that I've seen. Where is this error/folder/file info coming from?
If any devs might be reading this, I'd be really grateful for some help or advice, just trying to keep this map alive for the coming versions.
hey everyone, i'd like to know where the transmission components for the sunburst are, i've tried searching for them in the common folder and even in the car's .zip file but nothing came up :|
is this right path for md-series tires idk if there is something obvious i missed
I am currently carrying over some skins from the D-series to the MD-series. Why won't any of them cover over the hood and other MD only parts?
it's like the base game does it, so yes
okay
does anyone know where these are defined?
I can't remmeber where exactly keys are bound, and because its prefixed [Us_semi] I assume its custom to the vehicle, so I thought it would be nuder content/us_semi.zip but theres no lua file there
ok nevermind i found it us_semi_default.interaction.json in us_semi.zip
only problem is now that I've realised, the splitter, rangebox and 4wd are triple-bound to the same functionality? which is confusing becuase they have seperate bindings in the menu
Does anyone know anything that makes the engine stop breaking or overheating?
set brake thermals to false, set engine overtorque to infinite
time for my question
Does anyone know what's wrong here? It looks fine to me. Its supposed to be a custom control config for the T series
{
"toggleRangebox_Ranger": {"order": 2.51, "onDown":"controller.getControllerSafe('splitboxControl').nextDriveMode()", "title": "Rangebox Toggle", "desc": "Switches between available Rangebox modes" },
"setRangebox_RangerLow": {"order": 2.52, "onDown":"controller.getControllerSafe('splitboxControl').setDriveMode('low')", "title": "Rangebox Low", "desc": "Sets Rangebox to Low" },
"setRangebox_RangerHigh": {"order": 2.53, "onDown":"controller.getControllerSafe('splitboxControl').setDriveMode('high')", "title": "Rangebox High", "desc": "Sets Rangebox to High" },
"setRangebox_RangerModeAxis": {"order": 2.54, "onChange":"controller.getControllerSafe('splitboxControl').setDriveMode(VALUE > 0.5 and 'high' or 'low')", "title": "Rangebox Axis", "desc": "Rangebox Lever Axis" },
}
For some reason the custom controls aren't showing up in the controls menu
did you reload ui and lua?
how do you reload the lua seperately? either way its not a lua file, its a json file since its just an input actions file
either way rebootring the client from scratch doesnt work
wait I think I found the problem
it wasnt located under vehicles/us_semi
I'm just a moron 😄
gonna test it real quick
Yeah it works fine but now I have a strange issue where...
it works fine
except after saving your custom controls associated with that input actions file, it spits out incohesive unrelated errors AFTER you reload the vehicle. (i.e. the binds work perfectly fine and all until the vehicle is reset)
has anyone had such a bizare issue
I thought it was a beamng bug not accepting weird inputs because the json literally stores raw input of some keys like asterisk... as al iteral asterisk [*]
I thought it was just beamng's not sanitizing input data but apparently its much worse than just that, even if I bind a regular key combination (e.g. alt s) it still causes errors after vehicle reloading
arent u in mg
no u must be imagining
Have you edited them for md
Yes, the front fenders are a bit higher up on the MD, so I changed that
As far as I know, that's the only difference
hmm it kinda seems stretched but cab on the md is the same as d-series
It's on multiple skins, all the MD exclusive parts always stay color 1
First I thought they might be on a different image file, but the vanilla stripes skin even uses the file from the D-series files
Yeah somthing don’t add up
I know it sounds weird but you could try to make a skin for just the hood and see if it shows up properly
Oh you mean a skin that only colores the hood?
Or I make a skin that makes everything be color 2 and see if that does anything
Hey, I was wondering if anyone had some up-to-date docs on not just the jbeam-accessible variables, but also the functions of vehicle controllers and engines? I'm trying to make a custom gearbox mod but i'm spending all of my time digging through the source lua code to find the functions I need
Can i edit outside of the map?
Edit what?
Is there a possible way to get the UV of the small tanker of the MD-Series?
How to make mod?
Reminder
I don't know how to code at all.
I don't know how to use blender.
I don't have any experience at all.
My IQ is around 118~120 as I remember.
Engilsh isn't my first language.
- Don't brag about any useless stuff like IQ
- Learn by doing
- Look at mods to figure out how they work
- Read Documentation
I tried blender but it shows the texture's uv no the skin's
what's its folder name in content/vehicles?
found it, sry
What exact parts of the tanker mesh you need UVs from?
@frozen gyro
im not braging… it low then average
Terrain
Anyone able to point me in the right direction for replacing these fences which were removed in the newest update? I've tried to copy/select them but it would appear the fences are in a group called "fencing.dae" so I cannot select just a part of it to copy/paste, I have located the fence post in the Asset Browser "pole_fence2.dae" but cannot find a spawnable version of the wire used to connect the poles. -TIA
No. Only the terrain block can be edited
That connection between fences like that doesn’t exist as an object. I assume the open fence there might be a small hint at a map expansion to that area in future
Why do you need it closed off?
Can i extend it
For a server I play, to prevent players from going up into the unfinished area
Not easily no
Use a mesh road and make an invisible wall then would be my recommendation
I will look into that, I appreciate the assistance ❤️
hello together,
someone is maybe able to explain me something about Openable stuff like Hood, Doors etc. ?
I made a custom jbeam structure with hinges and all what's needed
but i can not really figure out on which beams those arguments and forces get applied by pressing the triggers
i researched in the docs but seems like there's nothing about it or i just oversaw it. would be nice if someone can explain it, thanks
thanks @warm sphinx
Gave +1 Reputation to @warm sphinx (current: #84 - 28)
i can explain
but its a bit hard because im on my phone and i dont have anything to use to explain
my latest guess was it interact on the beams which are used for pop opening but not too sure
no problem i'm thankfull for any help so i can fully understand
How do I convert an object from blender into Beamng?
i need to fix the no material/no texture problem (idk which one is it) but i can't find any good solutions, help!!
yeah its a no material one
Clear cache
Clearing cache works on mods
Just try it and lmk how it works after
alr imma do it
should i do deep clean or the first normal option
Deep
ok
If that doesn’t work you will probably have to wait for update or add a texture yourself
im the only person working on the mod
its not really mine
Ok
im like a second owner
yh
Did cache fix it?
You will need to add the texture in beamng
how to do that
Idk how to do it so you will need someone else
Please can I have some help with this?
elaborate pls
I'm trying to add a bumper to the D-Series but I can't work out how to get the J-Beam to work and how to add the model into Beamng

