#modding-general

1 messages · Page 5 of 1

tame elm
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make a separate vehicles folder and not in the same zip file as the car

crystal cipher
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Yep, I have that

tame elm
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alright

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export the extra parts as a .dae file (make sure to rename them differently to prevent corruption)

crystal cipher
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Ok, into the mods folder I have for making them?

tame elm
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yeah

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in the folder inside the vehicles folder

tame elm
warped snow
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In world editor is it possible to add the ai route to static mesh (.dae file) and how?

crystal cipher
heavy swift
crystal cipher
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Right

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Also how do I start a J-Beam code?

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Also will JSON be the correct language to code it in?

tame elm
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CAN ANYONE HELPPPP

crystal cipher
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If I could I would, but unfortunately I know nothing when I comes to Beamng mods

crystal cipher
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Actually there is something that you could try, try changing the texture in blender

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I don't know if it'll work but it could be worth a go

tame elm
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change it to what

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i have no textures to replace it

tame elm
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i dont have any

ancient light
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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

crystal cipher
tame elm
crystal cipher
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Sorry

tame elm
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eh its fine

crystal cipher
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It might be worth to get a example texture of the Internet

tame elm
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and i will do that probably

crystal cipher
spice radish
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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)

onyx plinth
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i have been trying to fix this issue for atleast 3 days up to no avail

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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

inner heart
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and in the triangles section chang more node names

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since u connect beam between nodes

onyx plinth
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unless im doing it wrong idk

inner heart
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... OH

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the game thing u put on the parts twice

onyx plinth
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WAIT WHAT

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a caps

inner heart
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or this part actually exist twice and been put on at 2 places

onyx plinth
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i used the default bx series skidplate then renamed everything as such

inner heart
onyx plinth
inner heart
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real

onyx plinth
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was hoping this thing could have somewhat of a bracing effect for the underbody

inner heart
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oh

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recursive part

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im guessing the parts menu ingame currently DOESNT work

onyx plinth
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no it does work it just sends a float error once i actually put it into the car

inner heart
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but yes, you are creating a recursive part

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which is bad

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you are installing the skid plate on itself again again and again

onyx plinth
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tf

inner heart
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(trying to explain the def of recursive but badly)

onyx plinth
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so the bx_skidplates in slots is a bad thing

inner heart
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so nuke your slots section

inner heart
onyx plinth
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alright

inner heart
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it shouldnot provide a slot of bx skid plate anymore

onyx plinth
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ok so i just made a loop basically

inner heart
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yes

onyx plinth
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ok let me test

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ok it doesnt destroy my game now

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but now it doesnt show up oh well

inner heart
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did u change too much

onyx plinth
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no its in here but the mesh itself dont show

inner heart
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should only need to remove the slot its providing

inner heart
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this needs to be the name of a valid node group

onyx plinth
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so just bx_body

inner heart
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tf is node group? things like this

inner heart
onyx plinth
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alright

inner heart
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tho since the bxbody is the node group used for the main unibody of the bx

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the skid plate will not detach visually from the body

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even if the skid plate node did, it will rip the body mesh off, not just the skid plate

onyx plinth
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simply incredible

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thank you so much man

inner heart
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:D

frozen gyro
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It only shows the texture of the tanker not the skin's uv

onyx plinth
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what tools are used to align these perfectly? trying to put sunburst rally lights on the bx series

stable totem
stable totem
stable totem
onyx plinth
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i have done that but the actual lights is a common file in vanilla beamng which needs manual positioning

inner heart
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u can even figure out scale etc that way

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tho note to not export those common lights again

stable totem
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and use custom .dae file

next owl
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anyone know what part is what?

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im looking for the air vent and the centre console where the radio and stuff sits

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(mk1 pessima)

inner heart
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its a pain to guess it

worn loom
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has anyone here worked with/made a tracked vehicle

stable totem
worn loom
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a vehicle that uses tracks

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like a tank or all terrain vehicle

limpid marsh
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Can someone help me decide! So I'm making s highway based of A4 in Poland and idk which one to choose

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This is the highway irl and 2 options I can't decide on

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The light gray asphalt or dark gray?

frigid quiver
limpid marsh
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alr

warped snow
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in world editor is there a way to get road decal from .dae?

warm sphinx
warped snow
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okay, thanks anyway

rocky breach
tame elm
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What is the best tool for modifying the jbeams visually?

urban chasm
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when i have jbeam files in the md-series folder they do not want to work for some reason

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i figured it out

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it needs to be md_series not md-series

tame elm
urban chasm
tame elm
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lol

river forge
tame elm
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i just feel like theres smth unfunctional about it

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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

proper veldt
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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.

austere robin
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does anyone know how to make the tirewall jbeam file to where the tire barrier is softer

lime notch
subtle hinge
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btw, i swore i saw you make a Dominator Fore mod, but i cant find it anywhere, did you?

worn loom
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anyone want an apprentice modder

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idk how to mod beamng, but i know lua and json, and have 2 years of experience in 3d modeling

zinc forge
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How can I turn this surrounding part of the map into a terrain?

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Sorry for the low quality picture

toxic widgetBOT
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Gave +1 Reputation to @stable totem (current: #680 - 2)

severe grail
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I cannot get the e-motor to appear, and I don't know why that is

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Not to mention that the transmission also does not show itself (flexbody for the dif)

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nvm I found the motor SCstare

minor moth
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your origin is in the middle of the motor and mesh tranform works by just placing the mesh origin at the 3d space origin

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also elektrik pesima so goofy lmao

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barn swap from vivace or will it be like proper electric conversion?

severe grail
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Yeahh I forgot, woops
Have not done any modding in forever

minor moth
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you could prolly yeet a 25kWh battery in the fueltank space snotfish~2

severe grail
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Well I just chucked the vivace specs in there for now

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To make sure it actually works

minor moth
severe grail
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I make one badge

minor moth
severe grail
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No dogger

minor moth
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what did you do then 😭

severe grail
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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

minor moth
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im also badging :3

severe grail
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I got no clue wth happened dogger

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Ohno, I deactivated the mod
No change SCstare

karmic kiln
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anyone knows how to make these on forums?

cobalt herald
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Hi guys. How do i make a door that automatically open and close when driving your car near it?

karmic kiln
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o, thanks

warped snow
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how can i make road decal invisible?

idle sapphire
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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.

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Or preferably, attach the engine in a way so that if i were to accelerate, the engine does not move

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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??

severe grail
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I don't know how to material.. Whenever I think I figured it out and I add another, all of my materials break

tacit halo
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it should be 2 per tip

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and just

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attach the nodes to the body

tender barn
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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

idle sapphire
# tacit halo why is that exhaust like 18 nodes

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

tacit halo
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also what is it that you are even making

idle sapphire
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Benefactor Panto, I dont know much about jbeaming but I try to adjust the jbeams to fit the models.

tacit halo
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yeah nno that absolutely doesnt need that many exhaust nodes

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look at the bx ehaust

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its just 4 nodes for the muffler

idle sapphire
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Im assuming I can remove nodes right? What would you recommend I get rid of or do?

tacit halo
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uh just take the exhaust jbeam off another car

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is the panto rear or front engine

idle sapphire
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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

tacit halo
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why would you use piccolina

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use covet

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makes more sense if its front engined

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and wont use a suspension from a 60s car

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instead it will use a semi modern macpherson front / torsion beam rear

idle sapphire
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the Covet has too long of a wheel base to use

tacit halo
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just shorten it?

idle sapphire
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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

tacit halo
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have you ever heard of moving the suspension

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if you only move the wheels the geometry gets completly fucked up

idle sapphire
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i was just about to say it, i answered my own damn question. yeah i could just adjust the positioning of the suspension jbeam

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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

tacit halo
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well if you dont understand jbeaming much making a panto is like the worst idea ever

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theres nothing remotely similar to it

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so its just gonna be hard or be awful

idle sapphire
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that is true, but to me, it's learning and experimenting

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It would've been easier to use a Covet for sure, but i made too much progress at this point to change

tacit halo
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OW GOD

idle sapphire
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i know

tacit halo
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that is

idle sapphire
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horrific

tacit halo
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also i wouldnt port gta5 cars at all

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they are uh not really detailed

idle sapphire
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This was my first jbeam attempt

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ehh, i mean they're meant to be meshlaps

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but my duumbass is trying to make them better for deforming

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exterior wise, the GTA ports dont look bad, it's the interior thats awful

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this for example, sure you could nit pick at every little issue, but overall the exterior isnt that bad.

tacit halo
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apart from the design being odd

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and the lighjts being 2000s game quality

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its fine ig

small widget
weak mason
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how do I define a branch in the context of the forest editor

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I have this flag that I want to have properly blowing in the wind

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(yeah it's from east coast)

serene dragon
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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

severe grail
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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.

keen shadow
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you could just modify the fuel tank and fender so it doesn't clip? 🤯

inner heart
distant pendant
past blade
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How can I remove the delivery limit in career? like two car deliveries at once

severe grail
dry cargo
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how do i get a mods folder

junior rapids
topaz salmon
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How do I connect the forum page to the mod itself? On the Beam Repo

minor moth
severe grail
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Where would one find the props for the gauge needles/where can I find gauge cluster related things?

tacit halo
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on blender or on the code?

severe grail
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In the code, I want to make custom gauges for the EV Pessima

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I looked through a lot of jbeams but I just cannot find it

onyx canyon
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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'

ember cliff
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not vehicle file

onyx canyon
severe grail
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You need to put the mod's .zip into the "mods" folder

severe grail
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I don't like beam
Why is the stuff for the gauges not in the interior.jbeam

tacit halo
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depending on the car it might be on the dash part, or some cars with swappable gauges have it in gauges.jbeam

severe grail
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It is in the body.jbeam SCstare
Means I have to make an entire body just for some gauges
Love it

tacit halo
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what car?

severe grail
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    "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.
tacit halo
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did you check if the glowmap is alright in the jbeam

severe grail
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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"},
},```
tacit halo
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that should work

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uh restart your game

severe grail
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Yeaa- I cleared the cache rq, gonna try again

tacit halo
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just in case

severe grail
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I'm still using the nm and such from the original ones because it shouldn't matter

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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

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Literally how do I even

tacit halo
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shouldnt be a problem

severe grail
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Right, true, since I am using a different mesh for the new gauges

tacit halo
#

can you send the mod over to see if i can do something bout it

severe grail
#

I can dm it to you

unique zealot
toxic widgetBOT
#

Gave +1 Reputation to @unique zealot (current: #100 - 25)

dense lagoon
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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.

modest shoal
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Hi, I have some mods but the fifth wheel doesn't work with the base trailers, how can I make it compatible?

indigo yoke
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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

indigo yoke
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Anyone have any ideas on how I could fix this? 😬

heady trail
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I.e. go into the editor, select that road and then move a node slightly

indigo yoke
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thanks @heady trail

toxic widgetBOT
#

Gave +1 Reputation to @heady trail (current: #63 - 38)

indigo yoke
warm sphinx
#

It looks like you are on Spearleaf so you may just be SOL

heady trail
indigo yoke
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🤦‍♂️ Thanks guys ❤️

#

thanks @warm sphinx @heady trail

severe grail
#

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

heavy swift
severe grail
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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

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Adding a slot to select and change the gauge cluster

heavy swift
severe grail
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Yeah, welp.. Then a seperate body it is still

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Wait, I have made a mod that replaces the base vehicle "main" thing in a jbeam with a different name and it was approved

heavy swift
severe grail
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Man I just wanna add a slot Cry

vague hatch
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hi guys

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i have an issue, im trying to add a custom 3D model on the miramar files

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but

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the 3d model do not show, the folder with a new content is created and shows in game in mods section

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but the model do not show after spawning, what can i do?

distant pendant
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make sure the flexbody name and mesh name is 100% a match

vague hatch
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yeah, i even changed new model's name to the miramar, so other files can easily find it

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but as u can see

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after spawning...

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its nothing. im just wondering where is my fault

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I even rescaled the model to match the miramar's size but it didnt help

severe grail
vague hatch
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yes of course, i discovered the issue

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finally model appears in game

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thx for tips, im probably gonna ask a lot of more questions later haha

severe grail
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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

vague hatch
#

okay, gonna remake it now

severe grail
#

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
rancid wedge
#

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.

severe grail
#

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?

heavy swift
# severe grail To mount an EV motor to the normal transmissions, the powertain element for the ...

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.

knotty stag
severe grail
#

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 SCstare

#

The game may not crash, but the drivetrain just doesn't work

knotty stag
#

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

severe grail
#

I do not know any lua

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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

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Unless it's because my e-motor is based on the vivace's e-motor

heavy swift
# severe grail I do not know any lua

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.

severe grail
#

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

minor moth
#

and they dont need a transmission since theyre precalculated with the motor

severe grail
#

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!

hardy dune
#

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

burnt turtle
#

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?

severe grail
#

I would suggest you start with the donut series on yt ;3

#

The modding part is the easier one

severe grail
#

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?

heavy swift
severe grail
#

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

heavy swift
# severe grail So I have an electric motor that connects to the standard car's gearboxes. For t...

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.

severe grail
#

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?

heavy swift
#

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".

severe grail
#

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 SCstare

heavy swift
#

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".

severe grail
#

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

heavy swift
#

You're welcome, take care.

severe grail
#

Oh and on to the next joy cat_dead

#

I will go to bed now and succom to the Pessima EV project in my sleep

severe grail
#

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.

tacit onyx
#

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.

silver tide
#

how to mesh slap?

tacit onyx
#

Now to figure out how to get dragging working

tacit onyx
#

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!

thorny timber
#

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 😭

heavy swift
thorny timber
#

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

split abyss
#

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?

stable totem
thorny timber
#

How 😭

stable totem
#

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"

thorny timber
#

I'll try this in a minute sorry just driving but thank you for the reply

ember cliff
#

uhh what frame does the roamer use

thorny timber
#

@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

robust star
#

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

ember cliff
#

say why is my body going like this

#

nvm fixed her

#

so wth

ember cliff
thorny timber
#

so far ive learnt that you need blender but beam also hates blander

severe grail
#

The thing moves with a torsionReactor at least, but still no tachometer or regen also doesn't work :/

ember cliff
#

what the dook

stable totem
#

And I'd suggest doing this for those like 5 different objects just to keep everything well organized

thorny timber
#

What if... hear me out..... there pbr textures and i got them made by ai (this is why I'm offering $$ I'm useless 😅)

warm sphinx
#

I did something similar to hide AI specific race cars with different liveries and such

warm sphinx
split abyss
warm sphinx
#

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

oblique wing
#

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.

rare field
#

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.

devout cargo
# rancid wedge Is there a way to disable selfcollision on tires? I made wide wheels and tires, ...

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)

devout cargo
# devout cargo You will need to create a new wheel core part to make that work! here's how to d...

(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!)

toxic widgetBOT
#

Gave +1 Reputation to @devout cargo (current: #250 - 9)

knotty stag
rancid wedge
dry cargo
rancid wedge
#

still need to do some offroad tires for them, sould probably look cool

knotty stag
#

You change any grip values yet or did they stay the same

rancid wedge
silent pendant
#

I don’t know how it would be done but it would be cool if you could make the off-road suspension less stiff

rancid wedge
#

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

rancid wedge
silent pendant
wicked breach
#

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?

silent pendant
silent pendant
rancid wedge
#

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)

silent pendant
#

To copy it from one to another

rancid wedge
#

not really, but it helps you find what values should be minimum and maximum

rancid wedge
#

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

forest flare
#

does anyone know how to fix snow_menu not using lighting?

toxic widgetBOT
#

Gave +1 Reputation to @rancid wedge (current: #209 - 11)

ionic folio
#

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!

ember cliff
wicked breach
#

can anyone tell me why there are these green lines floating in the sky are when I load in a map

mighty silo
#

ctrl+backspace

valid pilot
#

Does using a more recent version of AngularJS works ?

wicked breach
mighty silo
wicked breach
ember wagon
#

Can i edit jbeam files in world editor and if so how? Things like power and torque and gear ratios and more.

unreal heart
#

I swear you were able too unless I’m misremembering

ember wagon
inner heart
#

jbeam edit require a ctrl r no matter how hard you try

#

real time editing is not possible, this is the next best thing

urban chasm
#

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

ember wagon
#

Install awd transfercase and front diff and set the ratios?

urban chasm
#

found unknown powertrain device type TorsionReactorR

inner heart
#

you cant sandwitch more drivetrain device in between

sturdy lark
#

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.

brittle parrot
#

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

signal adder
#

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)

brittle parrot
#

for me, yes it is

forest flare
#

wheels are super easy, lights are easy

brittle parrot
#

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

forest flare
#

lol, ive made quite a few of mods

brittle parrot
#

congratulations

brittle parrot
#

ok

unique zealot
proud sierra
#

.

twin oracle
#

who knows how do i make an custom license plate?
i mean words that automatically sets when the car is updated?

warm sphinx
twin oracle
#

thx

tardy gust
#

Does anyone know where I can get a cupra born mod

#

Plsss

dreamy dock
#

i need make mod now

urban chasm
tacit halo
signal adder
#

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?

mortal echo
cyan jacinth
#

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 :)...

signal adder
#

i saw they made it as jbeam, so i need to learn a bit how to do it ;d

surreal kernel
#

Does anyone know how I can make my truck mod its own vehicle instead of a d series config?

exotic ruin
#

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

inner heart
#

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

exotic ruin
spare dune
#

@icy crane

icy crane
#

yip yip

spare dune
#

Sorry mate, I wasnt sure if you seen this

#

This

icy crane
#

yeah its like everywhere one sec

spare dune
#

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

spare dune
urban chasm
forest flare
#

still gotta publish some mods with modular bodies and parts and almost completely redone suspensions for a few cars

jovial acorn
#

why is it showing doubled

cyan jacinth
toxic widgetBOT
#

Gave +1 Reputation to @inner heart (current: #144 - 18)

forest flare
#

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

jovial acorn
#

yeah im swapping the v6 from the bastion into the barstow

#

how do i change the name of it?

forest flare
# jovial acorn 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

jovial acorn
jovial acorn
#

wait thats an error on my end

#

and i was wrong

cyan jacinth
#

hey, how do i move a flexbody?

#

this flexbody is in the bottom should go up on the dash can anyone help

forest flare
forest flare
cyan jacinth
#

can i do it in jbeam also? like this

#

wait

forest flare
forest flare
cyan jacinth
#

okay ill try

cyan jacinth
toxic widgetBOT
#

Gave +1 Reputation to @forest flare (current: #1054 - 1)

ebon oasis
#

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

calm kernel
ebon oasis
#

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 🤔

midnight thicket
#

Hey guys, how do I put a car mod suspension on any other mod car?

severe grail
#

Does anyone know what unit the "burn rate" of a battery pack in beam is set in?

inner heart
#

i’d say kwh but i refuse to put money on my guess

severe grail
#

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 Cry

#

With the power of bullshit, lead acid is suddenly 10 times more energy dense..

cyan jacinth
#

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?

severe grail
cyan jacinth
#

i named it body-dae in blender and in line 14 ive put it there

cyan jacinth
severe grail
#

Oh woops, I thought you put body.dae as the "mesh" name in the jbeam..
Does the model have textures, is it uv-unwrapped?

cyan jacinth
#

no its not

#

no idea what that is tbh

severe grail
#

Actually, i may see the issue.
Is the figure in blender positioned where it would be on the dash?

cyan jacinth
#

no its just random

severe grail
#

Ah

cyan jacinth
#

just where i modeled it

severe grail
#

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

cyan jacinth
#

trying rn

unique zealot
#

wont solve the issue but the origin should ne where the 3d cursor is

cyan jacinth
#

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

shut pollen
cyan jacinth
#

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

toxic widgetBOT
#

Gave +1 Reputation to @shut pollen (current: #145 - 18)

shut pollen
#

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

cyan jacinth
#

thats what im trying rn

#

thank to all of you, stupid problem

fading pawn
#

guys is there a channel where i can request someone to make a mod for me?

shut pollen
fading pawn
#

i will pay

#

i will pay ofc

shut pollen
#

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

urban chasm
cyan jacinth
#

how does the flexbody know what node/beam it should connect to? does it just connect to the nearest?

shut pollen
#

by group

shell bronze
#

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

cyan jacinth
shut pollen
#

yeah something like that, it reads the group from the flexbodies section and connects the nodes in that group to it

cyan jacinth
#

alright let me cook

cyan jacinth
#

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

reef epoch
#

Does anyone know any good work truck bed mods? I can’t find anything anywhere

jovial acorn
#

is there a way to move nodes in notepad++?

inner heart
jovial acorn
#

im not asking for that, i mean go into the jbeam file and use the pos thing to move the node

inner heart
#

then u can do that in any text editor

jovial acorn
#

what do i do to make it apply

inner heart
#

by punching numbers manually

inner heart
#

im guessing you are not using the unpacked folder workflow

jovial acorn
#

im in the user configuration folder of the car

inner heart
#

then you are not using the unpacked folder workflow

jovial acorn
#

ok

inner heart
#

in Local\BeamNG.drive\0.33\mods create a folder called unpacked

jovial acorn
#

ok

inner heart
#

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

jovial acorn
#

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

inner heart
inner heart
#

in the node section, for each node, there is the xyz values

#

you should directly change the xyz value to move the node

jovial acorn
#

i dont see that

inner heart
#

thats beam section

#

what are you actually doing

#

are you doing suspension height thing

jovial acorn
#

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

inner heart
#

then you should have a nodes section

jovial acorn
#

ooh i see it

#

should be this part right?

inner heart
#

specifically here, yes

jovial acorn
#

thanks

jovial acorn
toxic widgetBOT
#

Gave +1 Reputation to @inner heart (current: #135 - 19)

jovial acorn
#

there we go

fast bolt
#

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?

rugged saddle
crude moat
#

hey guys i swapped some parts but i need help on how to import it to beamng

unique grotto
#

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)

glossy compass
#

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.

signal adder
#

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

steep current
#

If anyone has some spare time tomorrow that could help with config pack files tomorrow DM me.

glossy compass
inland remnant
#

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

shell bronze
#

how do i download jbeam editor? this pops up when im trying to install it

dry cargo
#

how to make my own map

compact forge
#

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

wooden marsh
#

My shit looks like that, can you help me please?

candid scaffold
#

yo does anyone know how to apply textures to trees in forest tool?? ive look all around google for answers but nothing comes up

candid scaffold
toxic widgetBOT
#

Gave +1 Reputation to @warm sphinx (current: #82 - 30)

rocky breach
#

can’t help much other than that though sadly

ebon tangle
#

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

tropic sail
#

Where are the simplified versions of vehicles stored?
edit: was this whole logic made inaccessible to us with 0.33?

viral juniper
tropic sail
#

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

lime notch
toxic widgetBOT
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lime notch
#

@unreal heart wsg

unreal heart
urban chasm
forest flare
forest flare
urban chasm
urban chasm
toxic widgetBOT
#

Gave +1 Reputation to @forest flare (current: #705 - 2)

ebon tangle
#

Messing around with the mat naming in blender and restarting my game seems to have fixed it

runic stratus
#

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 😮

floral citrus
#

Can anyone point me in the direction of someone who jbeams vehicles

distant pendant
#

no one is going to jbeam a vehicle for you

floral citrus
distant pendant
#

good luck lol

warm sphinx
runic bolt
#

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

runic bolt
#

very helpful

lime notch
#

can u unyap and like squeeze it into a sentence

#

why is there a badge on one of the headlights

runic bolt
#

car paint material not doing car paint color thing help thanks

lime notch
tame elm
#

how to make a rusty skin for a car

tepid tartan
tame elm
tepid tartan
tame elm
#

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

tepid tartan
#

trial and test

runic bolt
#

thats the second one, the first layer is just copied from the original barstow

shut pollen
tepid tartan
#

yeah the paths are bad

#

for base color and ao

#

open advanced properties

#

and show that aswell

tame elm
#

thank you USA,
You are my best friend,
You are the peacekeeper,
You are the legend!

runic bolt
tepid tartan
runic bolt
#

unsure what a bad path is since I just took generic textures and put them in the file to use

tepid tartan
#

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

runic bolt
#

i'd assume rgb 123

tepid tartan
# runic bolt 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

runic bolt
#

for some reason my open file buttons aren't working anymore as well so now I gotta type stuff manually

tepid tartan
#

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

runic bolt
#

I just remade the material completely since the editor was hating it, swapping basecolor palette worked, thank you

tepid tartan
#

all good no worries thumbup

shut pollen
#

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

runic bolt
#

yeah and it did

torpid jay
#

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

shut pollen
#

mirror modifier

runic bolt
torpid jay
#

now what do i do

#

do i change anything?

tepid tartan
#

i typically work in unpacked as it's easier but, it's very easy to forget to remove the unneeded file structure

shut pollen
# torpid jay do i change anything?

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

torpid jay
#

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?

tepid tartan
#

yes

shut pollen
#

cutting it in half is so you only need to work on the one side, mirroring it will do the other

torpid jay
#

ah alr thanks

#

thanks @shut pollen

toxic widgetBOT
#

Gave +1 Reputation to @shut pollen (current: #131 - 20)

runic bolt
#

oh didn't realize rep was a thing

#

thanks @tepid tartan

toxic widgetBOT
#

Gave +1 Reputation to @tepid tartan (current: #301 - 7)

torpid jay
#

anyone know what the new pessima bumper jbeam is called?

#

is it this?

torpid jay
#

can anyone help me find out why my bumper wont show up in game

runic bolt
#

^ I have the same issue as well

#

even though it's clearly in the blender export

torpid jay
#

do these 2 need to have the same name?

hybrid dune
#

nope

severe grail
#

Colour me confused
And the plastic trim black pls

shut pollen
runic bolt
#

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

warm sphinx
#

Are they spelt correctly in the part file?

runic bolt
#

they're exactly the same

warm sphinx
#

Not sure then. Did you maybe export from blender improperly/exported only one mesh?

hybrid dune
runic bolt
#

everything else is working completely normally so it's fine as well

hybrid dune
#

where the flexbody section is

runic bolt
#

I did it the same way as every other part so far

hybrid dune
#

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

runic bolt
#

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

hybrid dune
#

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

shut pollen
#

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

warm sphinx
# runic bolt

Long shot but is there not a missing } after the deform group?

runic bolt
#

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

hybrid dune
runic bolt
#

I should probably try putting those back

warm sphinx
#

Is the other } just at the bottom of the page then I assume?

warm sphinx
runic bolt
#

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

runic bolt
shut pollen
#

i think im going to lock in bad mesh data in that case

hybrid dune
runic bolt
#

huh

hybrid dune
runic bolt
#

so it seems that bad mesh data is it

hybrid dune
#

Looks like it

runic bolt
#

because I ONLY exported the bumpers with that lmao

hybrid dune
#

how are you exporting

#

and do you have anything like selection only on?

#

actually sorry ignore me

runic bolt
hybrid dune
#

go back to 3d view

runic bolt
#

I think something might just be messed with the bumper models

hybrid dune
#

do you have the bumpers selected

runic bolt
#

yes I do

hybrid dune
#

i have not seen that before

#

thats quite strange

shut pollen
shut pollen
#

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

runic bolt
#

ugly thing slowly becomes less ugly YIPPIE

#

thanks @shut pollen @hybrid dune @warm sphinx all in combo lol

toxic widgetBOT
#

Gave +1 Reputation to @shut pollen (current: #122 - 21)

shut pollen
#

no worries, happy modding

runic bolt
#

slowly becoming happy modding instead of stressed modding as I figure it out

hybrid dune
toxic widgetBOT
#

Gave +1 Reputation to @runic bolt (current: #1065 - 1)

runic bolt
#

you helped at all and it's more than enough considering the first person who responded to me today

urban chasm
#

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

mystic scarab
# urban chasm how can i make my engine for a vehicle stronger to with stand couple more hitts ...

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

noble hare
#

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?

spark slate
#

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.

mystic scarab
spark slate
#

And it will spin the props, but they will then snap back to a start position and it looks very choppy.

mystic scarab
#

Can you send the jbeam prop part?

spark slate
#
    ["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. 😂

#

I used slowmo so it can be seen.

mystic scarab
#

Ok, wait a sec i'll go test smth

spark slate
#

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.

runic bolt
#

does anyone have a good tutorial on how glowmaps work? been trying to reverse engineer it for like 5 hours and have gotten nowhere

mystic scarab
mystic scarab
runic bolt
#

ok so it is a material swap

spark slate
mystic scarab
toxic widgetBOT
#

Gave +1 Reputation to @mystic scarab (current: #212 - 11)

mystic scarab
#

Overall material system in Beam is too complicated for my small brain, and i often keep falling and shooting my leg

runic bolt
#

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

mystic scarab
runic bolt
#

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

spark slate
#

They use off, on, and on_instense in glowmaps

#

So off uses the normal materials for when they're off.

runic bolt
#

so I have off on and intense materials all on the same object?

spark slate
#

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

runic bolt
#

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

spark slate
#

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.

runic bolt
#

ok sweet that makes a lot more sense

spark slate
runic bolt
toxic widgetBOT
#

Gave +1 Reputation to @spark slate (current: #268 - 8)

spark slate
#

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

runic bolt
#

well considering im doing my first ever beam mod im not sure i'll get that crazy with it but that's really cool

spark slate
mystic scarab
spark slate
#

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.

runic bolt
# spark slate 😄 Glowmaps are so fun. xD

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"},

spark slate
#

As the glowmap is telling those materials to be mapped to headlight_int

runic bolt
#

ooh

spark slate
#

BUT

#

cude_headlights should be what is in blender

#

Or, swap them in the glowmap I mean

runic bolt
#

ah so I do need left and right

spark slate
#

If you want them to be tied together, they can be the same.

runic bolt
#

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

spark slate
#

So, in blender, you should have cuda_headlight_L and R

#

Then the glowmap should start with those.

runic bolt
spark slate
#

Then the "off" should be something like... cuda_lights or cuda_lights_off

spark slate
runic bolt
spark slate
#

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

runic bolt
#

well the fun part is that it does already exist as a base

spark slate
runic bolt
#

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

spark slate
#

These are my on's

runic bolt
spark slate
spark slate
#

With just that setup, they come out like this for me.

#

The emissiveFactor gives it the glow.

mystic scarab
spark slate
#

mkv?

mystic scarab
#

omg damn obs

#

It's a vid

#

Let me explain

spark slate
mystic scarab
#

I did this to newly created mod for Grand Marshal

spark slate
#

So you needed new lua?

mystic scarab
#

All of this are copies of beaconSpin, essentially

spark slate
#

So I'll just need 3 copies?

mystic scarab
#

Just for sake of different names'

runic bolt
spark slate
mystic scarab
#

And then this

spark slate
#

I've only ever done it manually.

mystic scarab
#

So you can control your values in hbeam separately

spark slate
#

Good thing the lua for those are simple. xD

mystic scarab
#

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 😦

spark slate
#

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. 😂

mystic scarab
spark slate
#

xD

mystic scarab
#

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

spark slate
#

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?

mystic scarab
#

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

runic bolt
#

im guess my textures are set up horribly wrong even though I assume that it should at least somewhat work

mystic scarab
#

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

runic bolt
#

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

runic bolt
#

this is the texture

#

i'd assume at a base level it'd at least light up

spark slate
#

How is the UV?
In blender.

runic bolt
spark slate
#

Oh.

#

Maybe you messing in world editor caches a material.

#

And its trying to use that file.

runic bolt
#

100% the way im doing it it does not

#

after all 10 hours straight of material work I did today I figured it out

mystic scarab
# runic bolt

is "mapTo" referring to your mesh material in Blender?

runic bolt
#

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

runic bolt
#

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

spark slate
#

Map to wouldn't need to match blender as there is a glow map telling the material what to be mapped to.

runic bolt
#

so at that point do I even technically need mapto

spark slate
#

For this use, keep it as is.

runic bolt
#

it'd have to have mapto considering even the bluebuck code has it

spark slate
#

What does your console say?

mystic scarab
runic bolt
spark slate
#

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

mystic scarab
#

🤔

#

alr i messed up somewhere

#

I'm looking at lua stuff and at the same time there's materials 😄

runic bolt
#

decided to take a screenshot as a mental break twsmile

mystic scarab
#

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

mystic scarab
#

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

runic bolt
#

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

minor moth
#

just scale down

severe grail
#

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

summer vault
#

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

next widget
#

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?

torpid jay
#

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

tepid sable
severe grail
little spoke
#

After i spawn in a map, it shows me this screen, but i dont know what to do

summer vault
#

i believe its was the opacity layer

#

which has the main (plastic) and alt (bodycolor) textures

severe grail
#

I will try later
How is making an e motor work with normal transmissions easier than a skin Cry

runic bolt
#

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 Dogeza

summer vault
#

what material did you assign to the mesh

runic bolt
#

the mesh is using "cuda_headlight_int"

summer vault
#

it needs to be whatever is first parameter

#

thats the dummy material which will get overridden by the glowmap function

#

so cuda_headlight

runic bolt
#

yes, it's set as off in the glowmap

summer vault
#

no thats the off state material