#modding-general
1 messages · Page 5 of 1
Yep, I have that
alright
export the extra parts as a .dae file (make sure to rename them differently to prevent corruption)
Ok, into the mods folder I have for making them?
and for jbeam, name the jbeam the same in the file explorer, and then if u have notepad++ just enter the jbeam file and edit the names shown as example: sunburst_front_bumper
In world editor is it possible to add the ai route to static mesh (.dae file) and how?
Would VSC be able to replace notepad++
Don't use np++, it's awful. Yes, vscode with the beamng extension is the way to go.
Right
Also how do I start a J-Beam code?
Also will JSON be the correct language to code it in?
CAN ANYONE HELPPPP
If I could I would, but unfortunately I know nothing when I comes to Beamng mods
fair
Actually there is something that you could try, try changing the texture in blender
I don't know if it'll work but it could be worth a go
do u have any textures
i dont have any
I need help adding a colorable skin to my mod. I already have the skin textured, and It's selectable in game, I just dont know how to get the actual skin in game
Nope
ok
Sorry
eh its fine
It might be worth to get a example texture of the Internet
someone said to get a texture out of a vanilla car
and i will do that probably
That'll work
not rlly a mod, but I was looking in gameplay/deliveries, to adjust the trailer payouts a bit, and I cannot for the life of me find the 5th wheel configs. are they in another dir? (relating to career mode)
i have been trying to fix this issue for atleast 3 days up to no avail
trying to make a new middle skidplate for the bx with an actual jbeam and it always has duplicated beams even if i changed all node names and such
need to change all the node names, and in the beam section change the corresponding node name aswell
and in the triangles section chang more node names
since u connect beam between nodes
all node names are unique
unless im doing it wrong idk
or this part actually exist twice and been put on at 2 places
show its beam section?
real
was hoping this thing could have somewhat of a bracing effect for the underbody
oh
i saw it
recursive part
im guessing the parts menu ingame currently DOESNT work
no it does work it just sends a float error once i actually put it into the car
but yes, you are creating a recursive part
which is bad
you are installing the skid plate on itself again again and again
tf
(trying to explain the def of recursive but badly)
so the bx_skidplates in slots is a bad thing
so nuke your slots section
because the part already have a slot type of bx skid plate
alright
it shouldnot provide a slot of bx skid plate anymore
ok so i just made a loop basically
yes
did u change too much
no its in here but the mesh itself dont show
should only need to remove the slot its providing
this needs to be the name of a valid node group
so just bx_body
tf is node group? things like this
yeah
alright
tho since the bxbody is the node group used for the main unibody of the bx
the skid plate will not detach visually from the body
even if the skid plate node did, it will rip the body mesh off, not just the skid plate
:D
It only shows the texture of the tanker not the skin's uv
what tools are used to align these perfectly? trying to put sunburst rally lights on the bx series
Yeah, you need to change uv channel from 0 to 1
beam is using second channel for skins
Select parts of the mesh that you need in edit mode and change uv channel
I'd advise editing .dae in blender
i have done that but the actual lights is a common file in vanilla beamng which needs manual positioning
import the file, figure out where those common little thing needs to be at to match with the rally light holder in blender, and copy those numbers
u can even figure out scale etc that way
tho note to not export those common lights again
I believe you could change flexbodies used by your mod even if in vanilla beam it's a common content
and use custom .dae file
anyone know what part is what?
im looking for the air vent and the centre console where the radio and stuff sits
(mk1 pessima)
cant u import the dae and ask the actual triangles where they map to
its a pain to guess it
has anyone here worked with/made a tracked vehicle
wdym tracked vehicle?
Can someone help me decide! So I'm making s highway based of A4 in Poland and idk which one to choose
This is the highway irl and 2 options I can't decide on
The light gray asphalt or dark gray?
light gray
alr
in world editor is there a way to get road decal from .dae?
first one
Not that I know of no
okay, thanks anyway
top is the dash, the left is the door panel and the bottom right side is i have no idea
What is the best tool for modifying the jbeams visually?
when i have jbeam files in the md-series folder they do not want to work for some reason
i figured it out
it needs to be md_series not md-series
totally did not spend a couple of hours to realize
lol
i alr have it
i just feel like theres smth unfunctional about it
does anyone have any idea how to add additional bumpers to my mod
i tried using a tutorial and the whole car got teleported to nowhere and i was left with just a body
Hey guys I'm trying to make a skin for my mod, currently this is what I have. For some reason even though it's mapped to the car it maps itself to the world and when I try to change anything in the material editor nothing happens at all, any help will be much appreciated.
does anyone know how to make the tirewall jbeam file to where the tire barrier is softer
damn that road clean as fuckkk
btw, i swore i saw you make a Dominator Fore mod, but i cant find it anywhere, did you?
anyone want an apprentice modder
idk how to mod beamng, but i know lua and json, and have 2 years of experience in 3d modeling
How can I turn this surrounding part of the map into a terrain?
Sorry for the low quality picture
Thank you so much
Gave +1 Reputation to @stable totem (current: #680 - 2)
I cannot get the e-motor to appear, and I don't know why that is
Not to mention that the transmission also does not show itself (flexbody for the dif)
nvm I found the motor 
apply transform
your origin is in the middle of the motor and mesh tranform works by just placing the mesh origin at the 3d space origin
also elektrik pesima so goofy lmao
barn swap from vivace or will it be like proper electric conversion?
Yeahh I forgot, woops
Have not done any modding in forever
you could prolly yeet a 25kWh battery in the fueltank space snotfish~2
Well I just chucked the vivace specs in there for now
To make sure it actually works
No 
what did you do then 😭
Don't worry, I already had made a rear badge, rear and front bumper
Now I make a front emblem and it's like: Nah
im also badging :3
anyone knows how to make these on forums?
Hi guys. How do i make a door that automatically open and close when driving your car near it?
o, thanks
how can i make road decal invisible?
Does anyone know how i can attach the exhaust to the body? Every time I accelerate, the exhaust slams into the ground and scraps on the floor.
Or preferably, attach the engine in a way so that if i were to accelerate, the engine does not move
This is what happens, I know the engine itself is what the causes the exhaust to fall and scrape off of the ground but is there a way I can just fix the two to the body so they dont move every time I accelerate??
I don't know how to material.. Whenever I think I figured it out and I add another, all of my materials break
why is that exhaust like 18 nodes
it should be 2 per tip
and just
attach the nodes to the body
guys, how can i make scintilla gauges 60fps? Or like how can i modify the digital gauges on scintilla or cherrier. For example if i want to make custom needles
thats the Autobello exhaust by default, I just shrunk it to the fit the model exhaust. What do you mean by "attach the nodes to the body"? How do i do that exactly without messing up the jbeam
by adding breakable beams between the nodes of the exhaust and nodes of the body
also what is it that you are even making
Benefactor Panto, I dont know much about jbeaming but I try to adjust the jbeams to fit the models.
yeah nno that absolutely doesnt need that many exhaust nodes
look at the bx ehaust
its just 4 nodes for the muffler
Im assuming I can remove nodes right? What would you recommend I get rid of or do?
it's suppose to be front engine, but since I used the Piccolina, i dont have much choice. I would preferably like to use a front engine if i can
why would you use piccolina
use covet
makes more sense if its front engined
and wont use a suspension from a 60s car
instead it will use a semi modern macpherson front / torsion beam rear
the Covet has too long of a wheel base to use
just shorten it?
i mean look at the size difference, even if i adjusted the rear wheels, they'll just pop off no?? everytime i try to shorten a jbeam, the rear wheels pop off
have you ever heard of moving the suspension
if you only move the wheels the geometry gets completly fucked up
i was just about to say it, i answered my own damn question. yeah i could just adjust the positioning of the suspension jbeam
im still trying to understand jbeam stuff so im gonna make mistakes, i only recently started jbeaming stuff a few weeks ago, i'm self taught essentially
well if you dont understand jbeaming much making a panto is like the worst idea ever
theres nothing remotely similar to it
so its just gonna be hard or be awful
that is true, but to me, it's learning and experimenting
It would've been easier to use a Covet for sure, but i made too much progress at this point to change
OW GOD
i know
that is
horrific
This was my first jbeam attempt
ehh, i mean they're meant to be meshlaps
but my duumbass is trying to make them better for deforming
exterior wise, the GTA ports dont look bad, it's the interior thats awful
this for example, sure you could nit pick at every little issue, but overall the exterior isnt that bad.
apart from the design being odd
and the lighjts being 2000s game quality
its fine ig
Yooo… you’re adding a panto to beamng?
how do I define a branch in the context of the forest editor
I have this flag that I want to have properly blowing in the wind
(yeah it's from east coast)
Hi can any forum/repo admin help ? I need an admin to update my mod on the repo, Car killer is offline for a while
I have an issue with my materials again :c
All the other new ones now have separate json files because it literally won't work otherwise. I'd love to have just one single one, but I cannot for the life of me, get it to work. And I do not know why I am doing wrong.
you could just modify the fuel tank and fender so it doesn't clip? 🤯
who wanna guess its inconsistent file pathing
hey, you are learning and making progress. keep up the good work!
wigeon maybe
or cover
How can I remove the delivery limit in career? like two car deliveries at once
...i will see myself out
In my defence, it was midnight and I was frustrated 
how do i get a mods folder
Hey, does anyone has a clue on how to solve this:
https://www.beamng.com/threads/ai-following-script-path-in-mission.100662/
How do I connect the forum page to the mod itself? On the Beam Repo
ask a forums moderator
Where would one find the props for the gauge needles/where can I find gauge cluster related things?
on blender or on the code?
In the code, I want to make custom gauges for the EV Pessima
I looked through a lot of jbeams but I just cannot find it
does anyone know how to fix the proplem when i tried to download this car it didnt because when i put it in the Vehicles file i couldent see it in game'
because you put it in the mods file
not vehicle file
yes i have put them in the vehicles file but i still dont see it
You need to put the mod's .zip into the "mods" folder
I don't like beam
Why is the stuff for the gauges not in the interior.jbeam
depending on the car it might be on the dash part, or some cars with swappable gauges have it in gauges.jbeam
It is in the body.jbeam 
Means I have to make an entire body just for some gauges
Love it
what car?
"name": "pessima_gauges_ev",
"mapTo": "pessima_gauges_ev",
"class": "Material",
"Stages": [
{
"ambientOcclusionMap": "/vehicles/pessima/pessima_gauges_ao.data.png",
"baseColorFactor": [
1,
0.999989986,
0.999989986,
1
],
"baseColorMap": "/vehicles/pessima/pessima_gauges_ev_d.dds",
"metallicMap": "/vehicles/pessima/pessima_gauges_m.data.png",
"normalMap": "/vehicles/pessima/pessima_gauges_nm.normal.png",
"pixelSpecular": true,
"roughnessFactor": 0.519615531,
"roughnessMap": "/vehicles/pessima/pessima_gauges_r.data.png"
},
{},
{},
{}
],
"dynamicCubemap": true,
"materialTag0": "beamng",
"materialTag1": "vehicle",
"version": 1.5
},
"pessima_gauges_ev_on": {
"name": "pessima_gauges_ev_on",
"mapTo": "pessima_gauges_ev_on",
"class": "Material",
"Stages": [
{
"ambientOcclusionMap": "/vehicles/pessima/pessima_gauges_ao.data.png",
"baseColorFactor": [
1,
0.999989986,
0.999989986,
1
],
"baseColorMap": "/vehicles/pessima/pessima_gauges_ev_d.dds",
"emissiveFactor": [
0.358316004,
1,
0.725775003
],
"emissiveMap": "/vehicles/pessima/pessima_gauges_ev_g.dds",
"metallicFactor": 1,
"metallicMap": "/vehicles/pessima/pessima_gauges_m.data.png",
"normalMap": "/vehicles/pessima/pessima_gauges_nm.normal.png",
"pixelSpecular": true,
"roughnessMap": "/vehicles/pessima/pessima_gauges_r.data.png"
},
{
"baseColorMap": "/vehicles/pessima/pessima_gauges_ev_d.dds",
"emissive": true,
"normalMap": "vehicles/pessima/pessima_gauges_n.dds"
},
{},
{}
],
"materialTag0": "beamng",
"materialTag1": "vehicle",
"version": 1.5
}```
I have some more material issues
This is the lighting for the ev gauges, and they are fine when the light is off
Though it does overlay the original emission texture over the new one when I turn the lights on and I do not know why and I have no idea either.
did you check if the glowmap is alright in the jbeam
Instead of making a new "pessima_ev.jbeam", I added this to the already existing new body one
"pessima_gauges_ev":{"simpleFunction":"lowhighbeam", "off":"pessima_gauges_ev", "on":"pessima_gauges_ev_on"},
},```
Yeaa- I cleared the cache rq, gonna try again
just in case
I'm still using the nm and such from the original ones because it shouldn't matter
Nope, still overlays the-
Oh god no
I know where the issue is
It has the glowmap for the normal one defined in the pessima.jbeam
Literally how do I even
shouldnt be a problem
Right, true, since I am using a different mesh for the new gauges
can you send the mod over to see if i can do something bout it
I can dm it to you
modland mods arent worth using anyway, that is definitely a meshlap of a d series
also it's not the vehicles folder, you put them in the mods folder & see #mods-faq
Thanks
Gave +1 Reputation to @unique zealot (current: #100 - 25)
Does anyone know how the arrow was made in the "a run for life" scenario? I looked through the flowgraph, but couldn't find the flow that made it, and It wasn't in the list of decals to draw. Any help would be much appreciated.
Hi, I have some mods but the fifth wheel doesn't work with the base trailers, how can I make it compatible?
Hey, anyone ran into this weird texture glitch before? I'm not too sure how to resolve the issue.. They dirt/glitched texture remains even if I delete the barrier
Anyone have any ideas on how I could fix this? 😬
Regenerate the decal road edge
I.e. go into the editor, select that road and then move a node slightly
thanks @heady trail
Gave +1 Reputation to @heady trail (current: #63 - 38)
Do you know if there is a way for me to make it stay under the barriers and not keep going onto the barriers?
Turn off over objects. Unless the road itself is also an object in which case I don’t think so
It looks like you are on Spearleaf so you may just be SOL
Disable overObjects on the road object
For my proper understanding real quick.
I know my files shall not replace the original game's files, but I am allowed to make items, that replace base game ones, right?
For the mod to go on the rep
Your files cannot replace anything, whether it be file names or jbeam names.
What are you planning to do?
Oh I know my files are not allowed to replace original ones. I want to replaced the notmal pessima body with one that has an extra slot for the gauge cluster, since my ev mod has a custom cluster, which I've now made an entire new body for, just to not replace the base game one. The jbeam would still be named "e_pessima_body.jbeam", but in the jbeam, the object would replace the base game's pessima body
Adding a slot to select and change the gauge cluster
You cannot replace the base games jbeam names to replace the default body of the pessima, if that is what you mean.
Yeah, welp.. Then a seperate body it is still
Wait, I have made a mod that replaces the base vehicle "main" thing in a jbeam with a different name and it was approved
Probably a mistake. The brake glow mod did the same thing, and when it was pointed out, it was taken down.
hi guys
i have an issue, im trying to add a custom 3D model on the miramar files
but
the 3d model do not show, the folder with a new content is created and shows in game in mods section
but the model do not show after spawning, what can i do?
make sure the flexbody name and mesh name is 100% a match
yeah, i even changed new model's name to the miramar, so other files can easily find it
but as u can see
after spawning...
its nothing. im just wondering where is my fault
I even rescaled the model to match the miramar's size but it didnt help
Is your 3d model called miramar.dae perchance?
yes of course, i discovered the issue
finally model appears in game
thx for tips, im probably gonna ask a lot of more questions later haha
You should never name any file in the mods folder like one in the main game. Always give it a distinctive name, so you won't overwrite the base game things
okay, gonna remake it now
For the .dae file in your mod folder, there are basically 3 rules
- needs a name that is not the same as the original car's
- only contains the new objects (in blender, when exporting, select use "selected only")
- all exported objects have a material assigned to them
Is there a way to disable selfcollision on tires? I made wide wheels and tires, but when I steer, it collides with the fuel tank and fender.
To mount an EV motor to the normal transmissions, the powertain element for the motor just has to be "mainEngine" and it needs a transmission slot, right?
You just have to set up your controllers and powertrain components to accept whatever name you use, you can call it whatever you want. And the transmission slot is not enough to connect it to the transmission - It needs a powertrain link to the transmission - For you to do the least amount of work, I'd probably keep the default transmissions and just add a slot for it in your electric motor like you suggested, but your output needs to be named the same.
TL;DR - in your particular case, you're probably right, that's all you should have to do.
I think someone did this before and documented their work
No it absolutely dies. It doesn't wanna exist anymore if I try use base game pessima transmissions OR have mainEngine anywhere in there
I have now made a custom transmission that I fit into an adapter, which then connects up properly, but it dies on the lua when it tries to calculate the optimal load shift point 
The game may not crash, but the drivetrain just doesn't work
I think what that one guy did was just make an EV motor, and hook them up to another set of invis wheels that are also connected to the main wheels

I do not know any lua
Looking at a mod that does add e motors to cars and uses the standard transmissions... I basically did that?
But it doesn't want to work
Unless it's because my e-motor is based on the vivace's e-motor
This has already been done. It shouldn't be that hard either way - I haven't seen your error, I didn't really expect this to cause an exception, but I suspect it's possible.
There was a futuristic looking 200BX that did just this. I can't find it by searching, I don't remember what it was called; I suspect you could learn from that.
Well the code for the e-motor includes torqueReactionNodes. And having used the code from the vivace, it tried referencing nodes that aren't a thing on the pessima. Which is apparently fine if it feeds directly into a dif. But now I'm adding a transmission in between. I am gonna use normal pessima nodes and try again. because that's one of the errors in the log I saw earlier. The first error, iirc
Should have used a pessima engine as a base and just tweaked the values from there
electric motors dont really work with manuals
and they dont need a transmission since theyre precalculated with the motor
I know, though people have done it and i want to attempt it.
I have since removed the e-motor's shit logic and noticed that the torque curve was still sent to "frontMotor", desipte that being renamed to mainEngine
It wORks!
im looking to engine swap from a mod to a mod, from aries's charger to maxxie's vic. how would I do it? the tutorial i watched did not work
I wanna' put the logitech g29 wheel into the game so I can more easily see where my buttons are. That realistic with no experience in modding or modelling?
I would suggest you start with the donut series on yt ;3
The modding part is the easier one
How does one connect an electric motor, to a dummy gearbox (for seperated shift logic), which in the powertain cannot be a gearbox to a transfer case?
What is the end-goal here? I don't understand what you're trying to do.
So I have an electric motor that connects to the standard car's gearboxes.
For that I removed the shift logic from the electric motor.
I have now, since I do want a way of using the shift logic for a normal EV mode, made a sort of dummy gearbox, which merely includes the shift logic.
I had defined it as the transfer case, which worked perfectly! It would connect to the front diff and I can drive.
But the pessima has different drive train options. FWD, RWD, AWD. And I would like to be able to select a transfer case for e.g. AWD.
So I want to connect the dummy gearbox into a tranfer case, which, by beam, is defined as a shaft.
I cannot define my dummy gearbox as a manual, auto, dsg or cvt gearbox, it crashes the game. So how do I connect the dummy gearbox, which is currently set to "shaft" to the base game's transfer cases?
Or do I have to define my own transfer cases with the shift logic included for the e motor myself
Okay well, you can't really do that. The base games transfer cases assume the name of some input must be present, otherwise you get an error. The power graph is a tree structure.
So first you get the mainEngine (or whatever the name is), which is connected to a gearbox, which is connected either to the front differential or a center differential, which splits to the front and rear diffs. So you should have something like:
leftWheel
mainEngine -> flywheel -> gearbox -> front_diff -<
rightWheel
The AWD option has a center differential which assumes that a powertrain input node named "gearbox" exists. (I made up these names, look at the pessima powertrain for the correct names).
If "gearbox" doesnt exist, you have a problem, because the powertrain defined in the awd will look something like:
gearbox -> center_diff -< and so on.
So in order to have the existing power split options work with your mod, you have to supply the same powertrain input nodes that they are expecting. So your shaft has to be named "transmission" or whatever it is in the pessima, then it should work as you intend.
So in the pessima, everything goes through a "transfercase" component, which is located after any of the gearboxes of the base vehicle.
If I could define the shift logic dummy as an automatic gearbox with only one gear, it would also work, since in my current, working tree it is
mainEngine -> transfercase(dummy for e-motor shift logic) -> front dif (from standard car files)
It works, but it eliminates the option to use one of the standard transfer cases.
So technically all I should have to do is use code from a normal gearbox with a torque converter in front and merely a single 1:1 gear?
Let's agree on what the powertrain look like.
This is the pessima powertrain configuration for the RWD transfercase:
["shaft", "transfercase", "gearbox", 1, {"friction":0.3, "dynamicFriction":0.00043, "torqueLossCoef": 0.012, "uiName":"Rear Output Shaft"}],
You have the type, which is shaft, you have the powertrain component name that you've just created, which is called "transfercase", and you have the input name, which is "gearbox", so hilariously the names I made up are correct.
This configuration implies the existance of "gearbox". A powertrain component named "gearbox" MUST be present for this to work.
So your 'dummy gearbox' must be named "gearbox".
Yes, but my dummy gearbox type is "shaft", since it is the only thing that really has a value enter one side and put it out the same on the other, while able to ontain my shift logic.
I cannot connect a "shaft" type to a "shaft" type, or at least it didn't work
Now we are at this again
the top shaft is "gearbox"
The bottom shaft is "transfercase", which should in theory take an input from "gearbox"
Wait
It works 
I don't know whether you can connect a shaft to a shaft - I don't see why it shouldn't work, but I suppose this game likes to get in your way.
Ideally you should just create some custom shiftlogic for a manual transmission - Which should hardly even be necessary, unless you're using "arcade mode".
I had some config code from the transfercase still stuck to the powertain line
I am so sorry for my lack of brain and thank you so much for taking your time with my idiocy
You're welcome, take care.
Oh and on to the next joy 
I will go to bed now and succom to the Pessima EV project in my sleep
I may just try adding a rear dif slot to the dummy and keeping it as transfer case. Maybe i can cheese it like that until I figure out what the issue with that right there now is.
Hello, is there any information on adding the ability to close a custom app using an in-built close button? I would also like to add the ability to drag it around while in-game.
how to mesh slap?
Nevermind found it. This does the trick:
$scope.kill = function () {
UIAppStorage.layoutDirty = true
delete UIAppStorage.current.apps[attrs.appid]
scope.$destroy();
element.remove();
}
Now to figure out how to get dragging working
In fact all I need to do is do <md-button md-click="kill()"></md-button> . The scope variable already has these event handlers! I can also simply do <md-button md-mousedown="translateStart($event)"></md-button> to move the app around. Same with resize. Damn that was easier than I thought.
Adjustable effects for Enhanced Interior Camera coming soon!
I'm happy to pay real money to anyone who can help me wrap my stupid fkn head around making a material.json for a new model i have all the texture files, the 3d model and it even opens in beam but... for the life of me I can't figure out how to set up the files correctly 😭
What have you tried so far? Your mod needs a materials file where you define what materials in your model correspond to what textures, and whether they glow or not, as well as colorability and layers.
This is what i have i know it's probably horribly wrong but eh i tried 😅
Also not making it for a mod persay more for an object in a custom map
Does anyone know if there's a way to make your configs show up in the career mode shop but NOT on the freeroam vehicle selection?
You could do it much easier
How 😭
go to world editor - F11
open Window -> Material Editor
click New Material in the top left corner of material editor and "Create Material" window will pop up
Once there you click "Pick from TSStatic" button, then pick material from your desired static mesh so "Map to" is filled with this mesh's material name
Then fill "Material Name" (I usually just copy/paste from mapTo)
Choose a path where your material.json will be located (note that beamng will create main.materials.json if you don't have one in selected folder)
Or you can just find out how it's done in vanilla maps by clicking "show in explorer"
I'll try this in a minute sorry just driving but thank you for the reply
uhh what frame does the roamer use
@stable totem i can't copy and paste the material name it says it already exists i have like 5 different objects that all take mat_0
Hello all, is there anyone willing to teach me world edit?
Im looking to edit one of the original maps just dont know where to start
DM me if youre willing to help
its back to this now
so far ive learnt that you need blender but beam also hates blander
The thing moves with a torsionReactor at least, but still no tachometer or regen also doesn't work :/
what the dook
Then return to blender, assign new material to your mesh and export it to .dae
Then try to create material again
And I'd suggest doing this for those like 5 different objects just to keep everything well organized
What if... hear me out..... there pbr textures and i got them made by ai (this is why I'm offering $$ I'm useless 😅)
Yes. In the info file add “is auxillary content = true”
I would copy the code from the career mode covet personally
I did something similar to hide AI specific race cars with different liveries and such
Still wouldn’t really help in applying them to the game but you could probably get Ai to make a texture potentially. But licensing could be messy since most Ai programs steal their art
@warm sphinx no that stops them from showing up on the used car market afaik
I’m not too sure then. I figured it would show because the starter cars are labeled as such iirc.
I haven’t played career though, only seen things about it
I wanted to make a custom engine for Scintilla, i used the V8 as a base to make it. I finished and now my scintilla won´t let me load my custom V8 Engine.
How can I save an edited map? I built some stuff in Italy a while back, now the update came while I was on vacation and I don't want to loose my progress.
You will need to create a new wheel core part to make that work! here's how to do it:
Under the front suspension Jbeam file of the vehicle(rear if problem's with rear wheels) >
Find a part with the internal name "wheeldata_F" >
copy that part's JBeam code entirely >
give a new name to it(like adding _2 at the end of the name, both internal and external) >
set {"selfCollision":"true"} to "false"!
(don't mind about "wheeldata_F_2", It's added for my personal body structure research)
(for some reason changing selfcollision to true here affects the wheel's selfcollision as a whole, even though there's another selfcollision argument right under it that doesn't seem to work.
i think this line of code
["FL", "wheel_FL", "tire_FL", "fw1ll", "fw1l", 9999, "fh5l", -1, {"torqueCoupling:":"fh1l", "torqueArm:":"fh4l", "torqueArm2:":"fw1ll"}],
also represents the presence of the wheel nodes as a whole!)
thanks, it works now!
Gave +1 Reputation to @devout cargo (current: #250 - 9)
Oh boy those are huge
yes, 22.5x16 supersingle rims
holy
still need to do some offroad tires for them, sould probably look cool
You change any grip values yet or did they stay the same
they stay the same, as the increased surface area should keep it realistic
Looks awesome already are you planning to add it to the mod or make it its separate thing?
I don’t know how it would be done but it would be cool if you could make the off-road suspension less stiff
I figured, since it uses the D-series cab, I will keep in in the same mod. Also it's annoying to juggle many mods arround when yoo could just have it all in one
already did! I made leaf springs that are height and stiffness adjustable
That’s gonna be useful
Yeah
is it possible to transfer the physical terrain from one map to another and can u have 2 completely different pieses of terrain in the same map?
If you’re talking about what I think you’re talking about OGC 2 did it so it’s definitely possible personally I’m not sure how to though
If it’s complicated, you don’t have to explain it, but how do you add stiffness adjustment?
basically, you copy over this part from some other offroad springs (I took it from the D-series offroad leaf springs)
and next you find the stiffness and replace the number with the adjustable value like here (all adjustable values are always with $ at the start)
So it just has to be the same suspension?
To copy it from one to another
not really, but it helps you find what values should be minimum and maximum
I see
or just make them a bit morr and less than the value you replaced here
the variables are also generally just numbers that you can adjust in the tuning menu and apply anywhere in a jbeam, meaning you can put these in the offset of a node, slot, or flexbody to do all sorts of things
does anyone know how to fix snow_menu not using lighting?
I almost forgot
Thanks
Gave +1 Reputation to @rancid wedge (current: #209 - 11)
Hi! I'm really passionate about BeamNG.drive and want to set up a trigger to activate a specific action when entering an area. If you have experience with LUA and can help, I would be very grateful! Your advice will make the game even more exciting and enjoyable!
pretty sigma
can anyone tell me why there are these green lines floating in the sky are when I load in a map
ctrl+backspace
Does using a more recent version of AngularJS works ?
Is this message in response to my last post or someone else's?
it was supposed to be you, it looks like a debug thing, ctrl+backspace is supposed to remove all active debugging iirc.
nope didn't work nether in drive mode nor map editor
Can i edit jbeam files in world editor and if so how? Things like power and torque and gear ratios and more.
no
I swear you were able too unless I’m misremembering
I'm getting tired of editing notepad then doing ctrl+r lol
jbeam edit require a ctrl r no matter how hard you try
real time editing is not possible, this is the next best thing
hey is there any info i can find about powertrain system
i want to build a drivetrain for a grand marshal that has awd but the stock driveshaft calls for gearbox for power but i want to get it to pull from the transfercase instead and maybe without a new driveshaft
Install awd transfercase and front diff and set the ratios?
but the rear driveshaft is pulling power from the transmission not the transfer case
found unknown powertrain device type TorsionReactorR
you need a new driveshaft
you cant sandwitch more drivetrain device in between
Can anyone help me giving information or documentation about writing my own lua controller to control hydros of a jbeam? For example here, I want the hydros to be activated if a player presses up or down. It’s an elevator for cars.
good <whatever it is> everyone, i have a question that i fear will lead me down a very large rabbit hole
recently ive noticed a lack of good volkswagen van/bus mods, which i would kill to have. i found this one online, (https://www.beamng.com/threads/vw-bulli.25804/), and it looked really promising, but in game it is... well its the image attached. i dont, and havent made a mod for beamng, but how hard would it be to fix this? the main problems i see is that there are no wheels, and the lights arent in the right spots. the model is really good, and with a new paint job (and wheels) if i can figure that out, this would be a dream
Hello, first of all i wanna thanks devs for creating BeamNG and allowing modification posibilities and providing tools to do it 🔥
Problem: [SOLVED] while in World Editor you need to click top icon "Decal Road Editor" to make paths for AI
I am creating city map in Blender i figured out via documentation/videos how to export it to world editor how to attach different ground types, jbeam, missions etc.
One thing i cant figure out is how to tell AI to ride on a road which i created in Blender, i know that if you create road in world editor, you can check box "drivable" for AI. I tried to find that option in Inspector while my mesh is selected, but no luck.
For my needs where i am creating all stuff in Blender i need to find a way that mesh created via Blender is drivable, is there any documentation / link / video on that?
(i tried spawning AI just out of curiosity to see if they will drive on my mesh, they spawns but not moving)
not very difficult
for me, yes it is
wheels are super easy, lights are easy
you are talking to someone who has never made, or looked inside a beamng mod
if you could give me some help, instead of just saying its easy, that would be amazing
lol, ive made quite a few of mods
congratulations
sure, ill dm u
ok
Don’t just jump into it and do something a lot more simple to get the hang of modding, particularly an addon part for an existing vehicle
.
who knows how do i make an custom license plate?
i mean words that automatically sets when the car is updated?
There’s a few tutorials on YT that are pretty good
i need make mod now
i made a new driveshaft and i get error for unknown powertrain device type torsionReactorR
does not exist
i made animated object (regular .dae like road mesh), it worked out of the box but mesh (collision) is not updated while its moving (i wanted make smth like hammer that animation is looped and it wil punch car every 2 secs), someone know how to do it?
No one cares bout your copy an paste ahh mods 😂😂
cant
Hey!
I need someones help, im just trying to make a simple accesory mod to get started, my plan is to make a bobblehead for the etk-k series that can sit on the dash. ive added a slot for the bobble head to go in the etk dash jbeam. and also created another mod which contains the dae and info.json and also the jbeam for the booblehead, currently i cant even select the slot in the etk k series it doesnt give me the option to select a bobblehead, im gonna attach some pictures and hope someone can help... feel free to dm me :)...
i saw they made it as jbeam, so i need to learn a bit how to do it ;d
Does anyone know how I can make my truck mod its own vehicle instead of a d series config?
Anyone have any clue why my terrain is popping in and out of existence?
UPDATE! My vehicle is also doing the same thing, but only on this map
And certain spots on the map are worse than others
you are mixing with making a whole new vehicle and making a new part, also the file structure is wrong
you need to replicate the folder structure to point to the etkc, add vehicles fodler in your mod root folder, and then in that folder add etkc folder
then all the jbeams u make for the etkc should sit in that etkc folder, you can add more layers of folder if you want but you need atleast the vehicles\etkc
you do not need info.json, nor are you supposed to make a part with slot type main when you just want to add a part
if you want to modify a vanilla part, you can just duplicate the file that the part is from, keep the file name same and at where its originally at, relatively, then you just modify the part and done
Another update. The map does this on the unmodified version too it seems
@icy crane
yip yip
yeah its like everywhere one sec
Ah, so he's a spammer. Gotcha. Well, I wish you good luck with it! I'm going to head out and enjoy my evening on River Highway with my fav car. Peacee^^ :3
oh hey same map as I'm on rn
I'm actually on BeamMP with @urban chasm on my own server! xD
Bastion swapped Crown vic here we go lol
lmaoo
still gotta publish some mods with modular bodies and parts and almost completely redone suspensions for a few cars
why is it showing doubled
Alright thanks ill try it and get back to you!
Gave +1 Reputation to @inner heart (current: #144 - 18)
make sure to reload lua with ctrl+l and ui with f5, if the issue persists check the log, to open it press ~
thats the potential solution for that you have 2 parts applied simultaneously and potentially the doublicate of each part, but it also could be that you have a mod that adds a part that didnt change the original name so theres one modded part and one vanilla one
yeah im swapping the v6 from the bastion into the barstow
how do i change the name of it?
sorry didnt see your message, so you change the "name" under first information thing, you might also want to change the parts slot if you want them them to be separated from the vanilla parts
please ping me next time
its all good that you didnt see my message and i'll try that now
i changed the slot type and theres no manifold on the car
wait thats an error on my end
and i was wrong
hey, how do i move a flexbody?
this flexbody is in the bottom should go up on the dash can anyone help
apply transmissions in blender
alr hope i helped
can i do it in jbeam also? like this
wait
found that there https://documentation.beamng.com/modding/vehicle/sections/flexbodies/ @forest flare
yes like this
thats wrong
okay ill try
thanks!
Gave +1 Reputation to @forest flare (current: #1054 - 1)
I'm trying to make a custom flag for the Aurata, how can I change it so that the material is actually the Irish flag? Can't find anything in the jbeam at least that points to a material
The material is assigned in blender which should have the same name as the material name
Ah, thanks
Nice it works now, just need to change the compression because the colours are all off, cheers 👍
Just turns out on the other side of the flag it turns into the Ivory Coast 🤔
Hey guys, how do I put a car mod suspension on any other mod car?
There we go
Does anyone know what unit the "burn rate" of a battery pack in beam is set in?
i’d say kwh but i refuse to put money on my guess
I am a bit indecisive because you have the burnrate and the efficiency in the motors themselves
I also just found out that my battery pack should not be 15kWh pack of lead acid, but a 1kWh pack ,considering the size 
With the power of bullshit, lead acid is suddenly 10 times more energy dense..
hey ive made a mod for a figure for the dash and currently i can select it in the car and it spawns the nodes etc. but it doesnt spawn the flexbody could someone help, to make the flexbody work?
As the mesh, you need to specify the name of the object within blender
i named it body-dae in blender and in line 14 ive put it there
i dont get what u mean
Oh woops, I thought you put body.dae as the "mesh" name in the jbeam..
Does the model have textures, is it uv-unwrapped?
Actually, i may see the issue.
Is the figure in blender positioned where it would be on the dash?
no its just random
Ah
just where i modeled it
Select it all and hit ctrl + a, then select "all transforms"
Then reexport the figure as the dae and reload beam
ctrl r, I mean
trying rn
wont solve the issue but the origin should ne where the 3d cursor is
okay, i think thats cus i seperated the model
i had 1 object and then sliced them so i have 2 so i can make the body stable and the head bobble
how can i fix that
when equiping the head it also messes with the car look at the tires and seats...
ive just replaced the dae with this plain cube and the cube is also not showing in game, so the dae isnt the issue???
did i make a spelling mistake or what
does the cube have any material (even an "incorrect" one)?
i just reopened blender
and just exported the default cube and it worked
there seems to be a preoblem with my model i made, i think the speration fucked it up bot sure tho, i have no idea what im doing at all
thanks, @shut pollen @unique zealot @severe grail
Gave +1 Reputation to @shut pollen (current: #145 - 18)
lmao i just posted once and stole the rep
it may be the special character in the name or something, havent read it all + very late here and havent gone to bed. if you want to have the head bobble it is best to have it separate and just call the head as a second flexbody
guys is there a channel where i can request someone to make a mod for me?
nopers. basically nobody takes requests. in the event that they actually do, odds are it will be because you are paying them or that they would have done it anyway on their own
just post it in #mods-discussion then, but be wary of people that will try to scam you. you might not realise just how pricy mods can be
how does the flexbody know what node/beam it should connect to? does it just connect to the nearest?
by group
idk if this is the right channel but i need help fixing one mod, its good in every way but the gauges show the wrong speed and i think i need to edit this
okay so i have to give the node and flexbody the same group like this?
yeah something like that, it reads the group from the flexbodies section and connects the nodes in that group to it
alright let me cook
anyone got a idea why its not so giggily its seems like the beams dont want to compress to jiggle does somebody has an idea? line 70 and onwards is the beams for connecting the base to the ball
Does anyone know any good work truck bed mods? I can’t find anything anywhere
is there a way to move nodes in notepad++?
if you are asking for a gizmo (rgb arrows on top of each other that you can drag around) then no
im not asking for that, i mean go into the jbeam file and use the pos thing to move the node
then u can do that in any text editor
what do i do to make it apply
by punching numbers manually
save the file, then hit ctrl r ingame
im guessing you are not using the unpacked folder workflow
im in the user configuration folder of the car
then you are not using the unpacked folder workflow
ok
in Local\BeamNG.drive\0.33\mods create a folder called unpacked
ok
then in said unpacked folder, create a new folder, name it whatever you want to name your mod
then in that folder, add the usual vehicles\pickup folders or whatever vehicle u working on
then you can add your jbeam stuff in there
ok
where do i put the pos stuff in tho
because i tried next to the node i want to move and it didnt work
that should give you ability to see changes in real time
uh
in the node section, for each node, there is the xyz values
you should directly change the xyz value to move the node
i dont see that
thats beam section
what are you actually doing
are you doing suspension height thing
im swapping the engine from the serenity into the barstow and i moved all the flexbodies into place and now im trying to get the nodes into place
then you should have a nodes section
specifically here, yes
thanks
thanks
Gave +1 Reputation to @inner heart (current: #135 - 19)
there we go
Hi! can someone help me understand Torsionbars (beam type, not irl)? do they resist rotation is all axes or just perpendicular to the axis nodes?
Click here to download : https://discord.gg/4UQZgnPjsm
.gg/4UQZgnPjsm
if you don't see the link, look in the comments
tags:
fivem realistic graphics,
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fivem realistic graphics mod,
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hey guys i swapped some parts but i need help on how to import it to beamng
how does beam navigation work exactly? I wanted to mod an existing map to have working navigation but it is not using decal roads and I dont know exactly what to search in terms of trying to add one. (most things are just tutorials on how to enable navigation in the hud)
Paying $30 to get the x6m sound of a mod to another 3 car mods or $10 per car done let me know if you can do it.
check dms mate
i cant create Sun, when i click Create Object -> Sun, then it appears on sky but i cant acces it in SceneTree, when i save map and then reload game, sun is gone
If anyone has some spare time tomorrow that could help with config pack files tomorrow DM me.
mf was afk i replied
ello guys
stupid question but
all of a sudden i can't use decal road editor anymore, alt+lmb doesn't work
checking other modes
how do i download jbeam editor? this pops up when im trying to install it
how to make my own map
having an issue with the DCT Tranmission D and S mode, the debug says its shift up RPM is 2100 rpm but it just revs past and doesnt shift
when you over rev a DCT the clutches disengage which it does
yo does anyone know how to apply textures to trees in forest tool?? ive look all around google for answers but nothing comes up
Material editor
thx man idk why i couldent find anything that told me that
Gave +1 Reputation to @warm sphinx (current: #82 - 30)
Hmm
Some of the values need adjusting
can’t help much other than that though sadly
trying to port the KLJP rotary to the new bx and i cant seem to get the radiator mats to work
the .dds files have been transplanted and the materials file is set up
Where are the simplified versions of vehicles stored?
edit: was this whole logic made inaccessible to us with 0.33?
They have been moved to a separate vehicle, you have to check "Include auxiliary debug content" in the Vehicles menu, and scroll to the bottom to find them, labeled under "Simplified Traffic Vehicles"
Yes this is where the ingame option is. Im asking where the code is
Because its just calling a core game function to spawn them
which is not within beamng open source scope
Nvm thats just the spawning code. theyre in the vehicles folder
lmao this is dumb asf 🤣
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@unreal heart wsg
Hi
its probably because it used the old 200bx textures which have been deleted after a remaster
show your powertrain app and jbeam structure
i figured it out
thanks for attempting to help
Gave +1 Reputation to @forest flare (current: #705 - 2)
Nah it was a issue with one of the zenith textures
Messing around with the mat naming in blender and restarting my game seems to have fixed it
Trying to make some mods, using an existing map. Starting with something easy: delivery of a package from A to B. Is there an updated tutorial somewhere? The only thing I found were some tutorials from 3 years ago on youtube 😮
Can anyone point me in the direction of someone who jbeams vehicles
no one is going to jbeam a vehicle for you
I can jbeam vehicles
There are lots of people who do jbeam commissions lol I everyone just gatekeeping them
good luck lol
It ain’t cheap so most commissioners will only deal with serious customers
im gonna preface what im asking for help with, I know meshslaps are trash and I know what im doing is trash, im just trying to learn how the file system works and how to get things working with previous knowledge and anything the very bare bones documentation helps with
I can't for the life of me even following the documentation step for step make the body paint colorable, I've put it on the second layer and everything and still nothing
this is the first material other than the glass i've done since I wanted to take a break from the 3d work and uv mapping stuff but this paint is driving me absolutely insane
holy yappamoly
very helpful
can u unyap and like squeeze it into a sentence
why is there a badge on one of the headlights
car paint material not doing car paint color thing help thanks
just change it then
how to make a rusty skin for a car
can i see your layers? mainly the second one
i really want an answer
go grab a template from the game files and open your favorite painting software and get to work
its for a mod tho
and the mod has a pretty bad source skin
everything is white and i cant see the actual car outline yk
can i just go crazy with the paint or what
trial and test
thats the second one, the first layer is just copied from the original barstow
bad paths wont help matters either
yeah the paths are bad
for base color and ao
open advanced properties
and show that aswell
thank you USA,
You are my best friend,
You are the peacekeeper,
You are the legend!
for base color palette map
unsure what a bad path is since I just took generic textures and put them in the file to use
you are going to need a red blue or green square
each one is assign a specific slot for the slot selector
i cannot recall which is which tho tbh
i'd assume rgb 123
i believe but, can't be 100% anymore ive done too much other since i last worked on colorable stuff.
Also to clarify it looks like you took the pathing directly from your directory. You instead want to take the path defined in the materials.json or material.cs
for some reason my open file buttons aren't working anymore as well so now I gotta type stuff manually
so for instance /vehicles/barstow/barstow_main_b.color.png is the correct pathing
for the barstow main color
you can find most of that stuff via the game files here
for the barstow specifically
I just remade the material completely since the editor was hating it, swapping basecolor palette worked, thank you
all good no worries 
yeah you shouldnt use "unpacked" in the path either, its unnecessary. unless they changed the way packing works since the last time i checked, packing the mod with it pathed like that will break the mats
yeah and it did
can someone tell me how i can mirror the bumper so when i mod it on 1 side it transfers it on the other without duplicating it
on blender
mirror modifier
which is why the file dialog wasn't working and stuff too
i typically work in unpacked as it's easier but, it's very easy to forget to remove the unneeded file structure
if you already had it cut in half, check now to see if it looks correct. you will then need to apply the modifier manually or have apply on export checked
well i didnt do anything, i just got the .dae then chose the bumper and deleted all the other stuff
and now i just added the modifier
do i need to cut it in half?
yes
cutting it in half is so you only need to work on the one side, mirroring it will do the other
Gave +1 Reputation to @shut pollen (current: #131 - 20)
Gave +1 Reputation to @tepid tartan (current: #301 - 7)
can anyone help me find out why my bumper wont show up in game
nope
Colour me confused
And the plastic trim black pls
post a pic of the blender mesh names
they're fine in every way except for showing up as a flexmesh
and the front bumper is apparently just not found at all even though it's named the same way
Are they spelt correctly in the part file?
they're exactly the same
Not sure then. Did you maybe export from blender improperly/exported only one mesh?
can you show me the top of the bumper jbeam file
everything else is working completely normally so it's fine as well
where the flexbody section is
i do know there is a limit of how many different meshes can be in one DAE file. Granted you normally only see that issue during map imports
yeah seeing as im only exporting 26 objects in one dae it should be completely fine
i've also added a ton more stuff on since I first did the bumpers and they just didn't work so that also cannot be the case
Im guessing you dont want to send the whole mod with the entire model. Can you send all the jbeam for it and just export the bumpers from blender and i can try to dive into it a bit further
could be bad mesh data or something? been up too long lmao. could try making a cube, giving it any mat and then exporting that with the bumpers name instead
if you really feel like it sure why not
Long shot but is there not a missing } after the deform group?
and since the whole mod is just a meshslap honestly right now it's just a forza model sitting on top of a jenga tower that is the barstow frame
could you just send the frame jbeam and the main jbeam file (the one with no nodes in it just the slot type.)
Purely so i can spawn something in with ref nodes like the frame
well this is the original barstow file so
I should probably try putting those back
Is the other } just at the bottom of the page then I assume?
Yeah that’s a good call
at the bottom it goes on to props and so forth
yeah I put all the other deform groups back and still got nothing ingame so it wasn't that
Please when you can
i think im going to lock in bad mesh data in that case
lmao you made a slight error in exporting this for me to have a look at. i have everything but the bumper mesh in the dae
huh
so it seems that bad mesh data is it
Looks like it
because I ONLY exported the bumpers with that lmao
how are you exporting
and do you have anything like selection only on?
actually sorry ignore me
go back to 3d view
I think something might just be messed with the bumper models
do you have the bumpers selected
yes I do
try this then: create 2 cubes. names dont matter. join 1 bumper to cube 1 and the other to cube 2. delete the cube meshes and rename to the bumper names
this fixed it
yeah it is dumb as hell, just bad linked data. that process gives it new data belonging to the cubes, probably a "smarter" way to do that but whatever lmao
ugly thing slowly becomes less ugly 
thanks @shut pollen @hybrid dune @warm sphinx all in combo lol
Gave +1 Reputation to @shut pollen (current: #122 - 21)
no worries, happy modding
slowly becoming happy modding instead of stressed modding as I figure it out
i didnt do much but thanks for the appreciation
Gave +1 Reputation to @runic bolt (current: #1065 - 1)
you helped at all and it's more than enough considering the first person who responded to me today
how can i make my engine for a vehicle stronger to with stand couple more hitts from other vehicles
rn if i get hit on the side it will kill my engine
You need to find engine jbeam
There are selected nodes (with corresponding beams and tris) that act as engine bounding box
When this box gets distorted or non-manifold you get all kinds of engine damage
Try to make it stronger (beam spring/strength), along with attachment beams
But not overly strong as it can cause all kinds of instabilities, you will probably also have to increase node weight too
Hello folks
Curious if anyone might be able to help me out by chance
I have a mod here that includes Simplified Traffic configs, and they work just fine, they spawn in traffic and drive around with no issue
But for whatever reason I cannot seem to get them to spawn as Parked Vehicles? Struggling to figure out why that might be
I've copied the info.json contents of a vanilla parked car config but having no luck, is there something I'm missing?
I have a lightbar with 5 rotators. I want 3 different speeds for them. Cant use beaconSpin variables because its controlling all of them together.
How can I increase the spin in the prop line? Everything I have tried make it spin faster, but the prop skips and oesnt spin smoothly.
Increase spin axis rotation speed in small increment?
It only seems to be smooth if done in numbers like 1, 2, and 3,
But I need something like 1, 1.33, and 1.94 to get the 3 spcific speeds.
And it will spin the props, but they will then snap back to a start position and it looks very choppy.
Kinda weird, because i use at least .0 numbers in gauge needles and it works flawlessly. However they're controlled by rpm which is a whole number, so i guess it's made to be like that.
Can you send the jbeam prop part?
["beaconSpin","crownvic_fs_vseries_rotor_4", "lb3", "lb4r", "lb4l", {"x":270, "y":180, "z":0} , {"x":0, "y":0, "z":-1.94} , {"x":0.0, "y":0, "z":0}, -360, 360, 0, 1,{"baseTranslation":{"x":0.073, "y":0.073, "z":0.03},"deformGroup":"lightbar_M"}],
This?
I've tried messing with the offset and rotations, but I cant get it to work. SO I must being missing something obvious. 😂
It does this. xD
I used slowmo so it can be seen.
Ok, wait a sec i'll go test smth
I had the props in their own jbeam section as well, and I tried using variables with different names for each, but that wasnt working.
That's why I am trying to just get my speeds using the data in the props lines.
does anyone have a good tutorial on how glowmaps work? been trying to reverse engineer it for like 5 hours and have gotten nowhere
It's basically switching material on-demand to one with emission
Okay, i tried on vanilla, now i see what you're talking about.
I'll investigate some more
ok so it is a material swap
Yes.
Yes, in BeamNG sense.
It is not changing mesh material, but rather a mapped material from materials.json
😦 Thank.
Gave +1 Reputation to @mystic scarab (current: #212 - 11)
Overall material system in Beam is too complicated for my small brain, and i often keep falling and shooting my leg
same here but since it's material swapping I can make some really nice baked textures now and then have to figure out how to get it working later
priorities ya know
Absolutely.
You can switch all channels with glowMap, base/metallic/roughness/whatever + emissive
well my only question before I ask how to make the code for that is, is it supposed to be a floating mesh with the materials on it or do I put it directly onto the actual headlight
because when I look at the barstow to see how it's lights were done the whole cup of the light is just "lowbeam" and "highbeam" no base material so im confused how it's chrome when it's off
The off
They use off, on, and on_instense in glowmaps
So off uses the normal materials for when they're off.
so I have off on and intense materials all on the same object?
Correct.
Like what I have done with mine here
crownvic_headlight_L is what the material is in blender. Or on the object/model itself.
Then the glow map is just assigning different materials to that material.
The 0.49 and the 1, just tell the function to use either on or on_instense.
0.49 and under use on. 0.5 and above will use on_instense
so just to be 100% sure
"crownvic_headlight_R" is the base material and "crownvic_lights" and "crownvic_lightson_on_intense_yellow" are the swaps
No.
The base material is crownvic_lights
That is why that is set under off.
As it cant be any more off than off.
crownvic_lights, or like most other Beam cars, is the base material for the lights when theyre off.
ok sweet that makes a lot more sense
😄 Glowmaps are so fun. xD
a nightmare but fun, thanks 
Gave +1 Reputation to @spark slate (current: #268 - 8)
I use them just to have different colors of glass for one model with my lightbars. xD
xD
Since "dome_1" isnt a real function, it will never turn on, and will only ever use the off material as there is nothing telling it to do anyhting. So I just put my different colored glass materials there. xD
well considering im doing my first ever beam mod im not sure i'll get that crazy with it but that's really cool
I don't think many people do. I just wanted to save space and this is what I came up with. xD
So far a workaround that is ugly but can be used is:
- multiply "beaconSpin" controller
- set speeds in jbeam file as intended by controller usage, e.g
["fileName"],
["beaconSpin", {"spinSpeed": 250}]
],```
I know of this. But it wont work as 3 of them need to be at different speeds
That makes them all the same.
😦 And then I tried 3 variables using that, with different names, but since there is only 1 beaconSpin function, it was just ignoring the other 2.
As the outter ones need to spin at a speed of roughly 120 RPM, then the inner ones are 90, then the center is 175.
triple checking, this should be fine right
"cuda_headlights":{"simpleFunction":{"lowbeam":0.49,"highbeam":1}, "off":"cuda_headlight_int", "on":"cuda_lowbeam", "on_intense":"cuda_highbeam"},
lowbeam and highbeam arent needed in blender.
As the glowmap is telling those materials to be mapped to headlight_int
ooh
BUT
cude_headlights should be what is in blender
Or, swap them in the glowmap I mean
ah so I do need left and right
L and R only if you want them to work separately. Like police wig wags.
If you want them to be tied together, they can be the same.
well the actual headlights are left and right and I don't want to combine them into one
and police version future may be on the table so why not future proof it
That's ture.
So, in blender, you should have cuda_headlight_L and R
Then the glowmap should start with those.
Then the "off" should be something like... cuda_lights or cuda_lights_off
Yes!
This can work.
Now you just need a material made for cuda_headlight_int. Which will be used for them in their normal off state
well the fun part is that it does already exist as a base
Woah.... 😍
and I did make some quick and dirty materials for the lights but
they aren't showing up at all when I turn the lights on
Oh, you should set it up similar to mine
With just that setup, they come out like this for me.
The emissiveFactor gives it the glow.
This is why you need to multiply functions. Look
mkv?
I watched it.
I did this to newly created mod for Grand Marshal
So you needed new lua?
All of this are copies of beaconSpin, essentially
So I'll just need 3 copies?
Just for sake of different names'
im assuming I should just do the code by hand because I cannot figure out what options do what inside the material editor
I don't ever use material editor. xD
And then this
I've only ever done it manually.
So you can control your values in hbeam separately
See, this I understand.
Good thing the lua for those are simple. xD
I've tried to look into lightbar lua to understand gow to make it draw a table from jbeam and use it but i'm basically 0 at programming
Because lightbar lua pulls a whole table from jbeam and assigns values accordingly
I'm 100% sure it can be done for prop controller too but idk how to 😦
I've only used the lightbar controller for making LED lightbars.
And that is annoying.
Over 3,000 lines just full of on and off times. 😂
I thought analog gauge cluster was a good mod idea.
Oh how wrong I was.
It's 50% props and glowmaps
xD
I just want explanation of why we should use a global value for baseTranslation, but set up a freaking new coordinate system from NODES to make it spin how I'd like to
Can lua files be placed somewhere like...
fordcrownvictoria.zip > vehicles > crownvic > common > lightbars > federalsignal
Or does it have to be in a lua folder near the top?
crownvic > lua > common or lua > controller, will crash otherwise (this is tested already :D)
so .zip > vehicles > crownvic > lua > controller > .lua
Also I want to start on UI apps but I have no clue how to make them
im guess my textures are set up horribly wrong even though I assume that it should at least somewhat work
Wait, i think i found something!
Ah i just closed beam and got "eureka" moment, what a shame
@spark slate there might be a lot more simple workaround
even just yoinking the light material stuff from a vanilla car and replacing all of the names and stuff correctly and using base game textures isn't producing any result
How is the UV?
In blender.
Oh.
Maybe you messing in world editor caches a material.
And its trying to use that file.
100% the way im doing it it does not
after all 10 hours straight of material work I did today I figured it out

is "mapTo" referring to your mesh material in Blender?
my only guess is that for some reason the glass isn't letting the light through but that makes 0 sense because I can see the reflections of the chrome inside
I-
if it's two objects
can I just put
cuda_headlight_L,cuda_headlight_R
it works in assetto no clue why it wouldn't here
Map to wouldn't need to match blender as there is a glow map telling the material what to be mapped to.
so at that point do I even technically need mapto
For this use, keep it as is.
it'd have to have mapto considering even the bluebuck code has it
They all do.
What does your console say?
How? Glowmap only tells which of beamng defined materials to use and flexbody, it is not pointing to blender material in any way
nothing I don't already know
The first part is what the object material is in blender.
The other materials are just materials that can be used on anything.
The glowmap ties them together
Can throw "fullsize_glass" in there if you want and it would work as an on texture
🤔
alr i messed up somewhere
I'm looking at lua stuff and at the same time there's materials 😄
Ok @spark slate i give up for now.
I should start learn at least lua i guess.
I know there's a solution which will take a table from jbeam, convert it into actual electrics with different values and give you desired output but i don't completely understand how to do it
I got this
And it is working
You got it
I love to put stuff into values to tune on the fly, it's useful
I will walk a little and maybe will produce a better solution
Because I feel it's right on the tip of the blade but I can't quite get it
yeah I even just made new textures and emis cutouts for it to still not work
im going to bed to ask again tomorrow when I have patience, and a brain
use the US_Semi lights
just scale down
How the hell do I keep the trim just normal plastic?
If I make the entire palette red then it's car coloured if I leave it transparent, it goes white
check how the vanilla skins are set up
there are unique textures for the plastic trim, forgot what exactly
you’d probably have to keep the palette red and then just set it use the plastic trim specific textures
How do I get a camera to rotate with a body? For example if I want a camera on the hub of a wheel and I want it to rotate with the wheel
Are redefinining reference nodes for the camera the only way to go?
if someone can help me find out why my bumper wont show up in the parts meny it would be a big help, preferably in a call so i can screen share
i customized a bumper from the mk1 pessima
How exactly do I go about this? ^^'
The setting it to use the plastic specific textures
After i spawn in a map, it shows me this screen, but i dont know what to do
the skin material
check which textures are used by the plastic trim
i believe its was the opacity layer
which has the main (plastic) and alt (bodycolor) textures
I will try later
How is making an e motor work with normal transmissions easier than a skin 
ok so, i've got glow maps all set up in the jbeam, they have materials that are set up the same way as in a video tutorial, uv mapped correctly, it all looks correct and yet they do not work ingame
anyone who is a guru of glowmaps please I beg you for help 
what material did you assign to the mesh
the mesh is using "cuda_headlight_int"
it needs to be whatever is first parameter
thats the dummy material which will get overridden by the glowmap function
so cuda_headlight
yes, it's set as off in the glowmap
no thats the off state material

