#modding-general
1 messages · Page 6 of 1
so my mesh needs off on and intense materials?
no
cant even have more than one material on the same mesh area at a time
mesh needs the dummy material
which is the first parameter of the glowmap
oh god not that extremly shit fiat multipla mod thats just a sunburst jbeam
the dummy material also has to exist in the materials file
ok so lets say "cuda_headlight_int" is my dummy material, I have it set up in the materials like this
im assuming this is still wrong
that should work i forgor if you can have the same material be dummy and a state but probably yeah
currently does not work
I think I get what you mean though give me a min
the dummy material doesn't need a material it's just there to have the materials on the glow map applied right
at least that's what im understanding
ah no
it needs to be a material that exists in the materials file, but it can be blank, if you look at any vanilla car materials file you should be able to see those blank dummy materials on the top of the list usually
fair enough making that now then
the dummy just needs to be applied to the mesh itself so the glowmap knows which material to override via the glowmap function
ok is it a dummy or a material being used as one
coming from ac modding dummies are used completely differently so the wording might be confusing me
ok dummy blank material is made but still not being overridden by the glowmap
it's set up like this now
dummy material first then the 3 off, on, intense replacing
it was assigned to the mesh before because that's what I was told to do last night but it didn't work
or I misread, not sure
it should work as far as i can tell, unless theres maybe some broken syntax and the glowmap section is not being read but thatd probably just break the entire jbeam
the glowmap section itself can be placed anywhere i think, just has to be in a part thats actually equipped on the vehicle to work
and it's not like the material doesn't work when I force the material on it
but for whatever reason the glowmap isn't forcing that material on the other side
I'm remaking the mod with a jbeam, separate parts and lots of fun additions. 🙃
(Jbeam is not finished)
Looks symmetrical to me
i hope thats not final
The screenshot is old I've since modified it
the coronas may be symmetrical but the materials aren't working
I hate coronas with a passion
is the name in blender the exact same
sorry cant tell whats wrong there atp, looks all correct, but probably something dumb being overlooked as usual
not even sure what it could be at this point
both using dummy material, we know all of the swap materials work, the glow map is set up correctly
which jbeam part contains the glowmap
has to be a part that is actively equipped on the vehicle
the jbeam that contains it would be just the generic "name.jbeam" on any vanilla car
ok yeah
so should I try shoving the glowmap into the headlight jbeam?
ig you can try, but should work as is, core jbeam should always be active
yeah somethings wrong with your hierarchy ig
welp, first mod meshslap issues probably 
one day it shall no longer be dependent on the barstow
thank you for the help
Gave +1 Reputation to @summer vault (current: #346 - 6)
aye gl
Having a bit of an issue with materials, if someone could help I would appreciate it.
Trying to get a material for a trim piece with a chrome & painted variant to work, but with both stages included in the material, only the painted one works. Without the second stage (colorable layer), the chrome works fine. Otherwise, only the ambient occlusion map shows for the chrome variant.
I have it set up the same way as this vanilla vehicle, where the chrome and painted variants all work on the same maps as one another, so I am stumped as to why mine does not
Y E S 😄
Hi, I'm new to modding and have just started doing JBeam structure for one of my project mods, can anyone give me tips or tell me if I'm doing something wrong? it'd be really helpful, thanks! 😊
also I've seen some modders use a coding app with a 3d jbeam viewport, does anybody know what that app is?
VS code
im not quite sure how to open the jbeam view on it but you can install jbeam syntax and editor extensions
Thank you
Gave +1 Reputation to @runic bolt (current: #710 - 2)
note that this is way too high "resolution"
Okay
check the vanilla vehicles to learn the standard "resolution"
I did start to think that it would've been a hell of a job to write all those nodes triangles and beams
thank you for letting me know
؟؟؟؟؟
Your mod is probably broken
anyone know why i cant get my truck as its own vehicle, it keeps flying away and wont show the truck just a d series
and idk how to get a thumbnail onit
json leak, i.e. you fucked up somewhere
One message removed from a suspended account.
In blender, go to the shading tab on the top of the screen, select your exhaust on the right side and pretty much at the middle of the screen, there is a name selector for the texture. Each time you copy an object, it gives it a new one with ".001" at the end, so click it and select the original
( example switch from pessima_machanical.001 to pessima_mechanical)
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Gave +1 Reputation to @rancid wedge (current: #205 - 12)
Remember that when you make new faces in blender, they have no texture. Also thing if you copy faces from somewhere else, they keep that texture
Did you copy from somewhere else on the exhaust?
(Also don't stretch them that much so it doesn't look stretched)
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Yea so you made new ones. You should probably redo that part, but instead copy the faces from somewhere else on the exhaust
Alternative would be to manually map the textures
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Also connect the insertet part by selecting both vertecies and pressing M to merge
If i remove lua files from a mod and engine stops working how do i edit engine jbeam to get engine working again?
solved it
nah, i only closed beamng and then restarted it again and it worked perfectly after i did that
Hello everyone, I'm doing a telemetry mod that converts information from the game into a csv but I'm having some trouble accessing data from the vehicle controller, the mod is applied to the vehicle as a slot in the car configuration, do you guys know how can I access the vehicle controller from lua? I already accessed the electrics parameters and I thought it would be similar
sometimes the cache's fked up after you fked up, ctrl+F5 wont fix it
I have this issue modding career mode, because if I fuck up I literally have to start from zero again if it overriden my safety save file
this is the way the info is getting gathered, the ones from the vehicle controller ain't working
Is there a guide to make trigger toggle lights?
dont think there is, maybe somewhere though. might be able to ask lj or check out how the dynamo does the high beam foot switch?
yall
i need help for the first time in a while
https://www.beamng.com/resources/the-damaged-parts-project.25083/ how can i make the page better 😭
Should the oblique lines supporting a square-shaped jbeam intersect?
is there a traffic mod like heavy traffic?
prolly some pictures
Trying to make a NESE livery for the D-Series, no matter how many tutorials I follow, it never works, I think something might be wrong with the code.
ye i was updațing it at the time
clear cache
does anyone know why when I click the color map texture box to put in a new texture it's just taking me to the inspector instead of bringing me to the browser
I made a hood exit exhaust and a hood exit now when I try to open the hood, the exhaust get stuck on it. How do I fix this?
How does West Coast know where to spawn simplified parked cars?
how do i fix this? it’s not my mod but i love the mod and really want to fix it
Sites editor, found it.
seems common sense that the hood will get stuck on an object blocking its intended motion and stop it from moving 🤦♂️
How we get this mood hammer ?
try updating whatever glass / broken glass texture exists on it, im assuming it was dependent on a vanilla car that got updated and the texture got renamed
NOT WORKING
Added nodes? You may need to tell those nodes to not collide with the vehicle itself, as the hood is most likely hitting those when it tries to open.
beams do not have colision, that doesnt affect anything
nodes and triagles have colision, you should worry abot those not coliding with other parts
yes but
will the beams support my structure if the oblique ones in a square don't intersect?
no beams do not have colision, meaning if they intersect, well nothing happens, take a look at vanilla cars or props, they do it all the time
I kindly ask for your assistance. My map is not loading correctly—there are no roads visible, only water. Could you please help me resolve this issue?
I downloaded this file from the site https://www.beamng.com/threads/rework-small-drift-island-2-0-2-0-3.97221/
Okay, thanks for helping me😊
Gave +1 Reputation to @tacit halo (current: #53 - 42)
how do i do that
I think it is this line above the nodes
{"selfCollision":false},
With the hood or the exhaust
bro do you even have beamng or am i talking to a 12 yr old
On the exhaust
It is set to false
hi guys im working on an E30 mod but when I buyed one in career mod it totally broken the career. It break part uninstall, paint (when you paint car only a few part get painted), when you buy a new part it break paint the same way, "my vehicles" is broken too. the only way to get throught this is to buy a part and direclty sell the car. I have tried dissable all mods, deep clearing cache, disable all lua file and controller of the car ect... Nothing work. I already made an E34 mod pretty close to it but with far more parts and config and it work tottaly perfeclty in career. Anyone already had this issue and did someone had a fix?
How I Start with Jbeam?
hey there, Im doing a quick mod that allows you to have two distint liquids in one 42ft tanker trailer and I need help.
Problem no1: The 2 liquids variables are sucesfully implemented, but at max load, the trailer weights half of what one liquid would weight, but the weight distribution works as it should
(Meaning, if I only load the front side to full, the total weight is a quarter and the front of the trailer gets the increase in mass, while the rear remains constant, and viceversa if I only load the rear)
Problem no2: I want to implement it in career. Its there any code or other relevant data I should know? I copied and edited the original "Dynamic" load jbeam, but seems that it is not enought to habilitate the funtionality in career.
Thanks for the help!
how to fix this
It doesnt work in career, do I have any syntax error? is there something missing?
Does someone above my skill level understand how to fix this? I have fixed all errors in the console and theres no materials.json errors and i have tried to change "MapTo" but no differance. help please..
i have also matched all the names inside the .dae file.
this texture i cant change no matter what i try
if something appeared at where they shouldn’t be, it’s a modeling error
if something looked wrong (even when they are at the right place) then it’s a material/texture problem
Hopefully this'll be the last time I'll be doing the chassis JBeam
Still gotta write most of the nodes beamns and triangles
u should use the plugin for blender instead of NBE
however nobody pins the blender plug-in here so that’s just sad
wait I can do nodes beamns and everythging in blender?
instead of writing them in code?
oh wow I've wasted like 3 hours writing jbeam nodes and I haven't finished any of them
I'll search how to do that tomorrow
honestly it’s not even suggested to write them from scratch sometimes
So far I've only edited w the plugin
smth tells me u might be able to use the body jbeam from the piccolina for a rough node shape and beam triangles mostly done
MIGHT
The vehicle is actually based on the piccolina kit car
ah
It's my first mod
but yeah, writing a whole body jbeam from scratch is pretty rough
I'm doing a fairly simple car, the porsche 550
It's not 100% a porsche 550 but inspired by it
well, it’s still a whole body u need to jbeam
i’m not too sure how far you can go with the blender plug-in
ask someone else, perhaps
Ill dig deeper into the documentation tmrw and see what I'll find
Thanks for giving me this info 👍
Gave +1 Reputation to @inner heart (current: #132 - 20)
So does anyone know how to make your simple traffic configs spawn less often? I set the population really low and still, when I spawn 20 traffic out, 4 or 5 of them still end up being my vehicle
so i've don everything I can think of, I added a licence plate to the front of my car completely fine but for some reason trying to get rid of it from the trunk it's still stuck to the trunk and not changing even though i've changed all the code
the same exact code works perfectly for the front bumper
nvm the slot was still being overwritten by some other line of code
anyone know how to stop grass poking through without manhandling the terrain editor tools
Hello, can someone help me make a compression brake sound, but customized like a cummins or something like that? please
You have to manhandle the terrain unfortunately
sound of de mod plis help me
Hello, can someone help me make a compression brake sound, but customized like a cummins or something like that? please
pay up or do it yourself
Who can make such a modification for me? And make sure it is reliable, could you tell me?
idk just list how much money you can spend on it and if someone thinks its worth it hell do it
what are you trying to do, the mapto field has to be the same as the material youve got assigned to the mesh in blender, just make sure you have the correct material applied to the mesh and that your uvs arent misaligned
Can anyone help me? My skin isn't working properly.
Yea its all correct, in blender and also correct in jbeam, main.material. im trying to make the beacon lights a solid texture but i have clearly messed something up however idk when or how and i have looked everywhere to find an error but i really cannot find it.
I manually placed them there to make sure they work before i attach them to the truck thats why it looks so goofy but really i just want the texture to work
what material do you have assigned to it
looks like youve got something that doesnt fit the uvs of the mesh at all
My eyes hurt
Can i dm you? I can send screenshots of everything
i mean sure
tho could just also post it all here so others could learn from it but do whatever
Yea ur right lemme just start my pc
heres some of the materials and what is is in blender
jbeam if thats any help to context
did you make the mesh yourself, if so, did you uv unwrap it, the textures are showing up, so theres clearly no problem with that
no its the regular mod_beacon for the vivace
it looks like youve set the wrong material to it
the textures are there but they are completely misaligned
which would be either youve got the wrong material on it, or the uv maps are messed up
should i just get the actual police_parts.dae and get new ones then just change the name u think?
yeah, not sure what exactly youre doing, just make sure you dont mix and match random vanilla meshes and materials
if you just took it from the vivace or whatever, it shouldnt look like that
its like editied from Danish police force mod my buddy Nick made a small beacon variant as a mirror flasher and i used his version of the beacon so i think ive edited something wrong on them so imma just try new ones
are the textures youre trying to use from the beacon?
yea i just want the standard texture and it was before, the issue i had earlier was the glass texture was bugged so i tried sooo much stuff back and forth and think thats why its messed up cuz when i actually found the glass issue it looked like this that u seen
yeah, itd be hard to tell what exactly is wrong when you dont even know what youve done atp lol
so probably just go back to whatever you had working with the standard textures
looks like your uvs are completely misaligned tho
alright well thanks for your input and help imma try and ill keep u posted if it works
theyre not translucent
aka the game doesnt know its glass
"alphaRef": 0,
"dynamicCubemap": true,
"translucent": true,
"translucentBlendOp": "PreMulAlpha",
"version": 1.5
put this at the end of the material in the materials file
and add an opacity map
hey, you mean like this?
cuz now it looks like this
n the right one in the screenshot has glass the other is just the light so i think the glass aint the issue its the texture of the light it self but idk how its so wrong since mostly everything checks out
im not a pro at this ive only made 1 mod pack so im not big on more ideas at this point, thats why i came here, ill try anything u throw at me
it looks like its unwrapped wrong
how do i go by fixing that
import image into blender and connect to the principled node, then go to uv editor tab and align to the image
alright imma try it
i did some stuff idk how blender works really i think i need some deeper explaining on how to add my own texture and map it to the light mesh
i think your best bet for achieving whatever youre trying to do there is by starting with a vanilla beacon or something that actually has the correct texture assigned to it
those are things you can easily look up, how to load an image texture into blender and the basics of uv unwrapping
its nothing specific to beamng so plenty of resources on that
alright i apprecheate the help, im gonna try figure this out
if not im just gonna scrap this project
Mod users beware of scammers apparently I was looked over for but it was a close one
yeah there are hella scammers in here lmao. dont ever work with a no-name person (no portfolio/released mods), dont ever trust blender screenshots/renders without reverse image search at the bare minimum, never pay via giftcard and probably a million other things
idk how those beacons originally works, but smth tells me that the materials assigned to them by default are just dummy material, which then the glow map should handle changing the material on different states
They sure did pull one over me that’s for sure lesson learned 😂
I remember someone helped me with this, but when I go to a car's file (in my case the sunburst) it isn't a zip file and I cant find the template. Help please?
trustworthy paid mods will be on the forums anyway
Where can I find those?
#1102973298222051358 has "[PAID]" in them, same with https://www.beamng.com/forums/
real paid cars are often scams
and also illegal to sell too
That makes better sense and I was just trying to find a utility bed for pick ups and what not
afaik theres no paid mod for a utility bed but to be fair, it should be a simple thing to make im actually surprised theres none
How can I make my own? In what software?
blender
on steam?
If you don't mind me asking, how does one make a glass window texture and a damage texture?
DFA has one
so my steering wheel was working it was just facing the wrong way, I changed the origin point to be correct and now the steering wheel is not rotating at all
it's supposed to rotate on the z axis right becuase the barstow's rotates on the z axis locally
am I missing something??
and when I try to apply location and rotation it just resets to 0,0
this is so confusing
the baserotation still works so im just not understanding why it's not rotating
....rotation was set to 0,0,0, I might be stupid
what does it mean when a node is discoloured and is surrounded by a big red sphere?
there's no errors in the console
HI, I wonder if there is a solution for this
actually it looks like you have multiple overlapping meshes. I'm unsure what you've done there
this model looks like a mess, I'd honestly start again, and not have so many overlapping things
for now consider selecting all vertices, then pressing m then "by distance"
then reticulate outside
thank you you are super hero
Gave +1 Reputation to @royal crater (current: #254 - 9)
good luck with your mod from here 🙂
in what nodeview mode
and is it only that node or any others
it swapped nodes occasionally, on a thing I was working on, but it didn't need to be in node view. It's gone now, and I can't replicate it
press the ~ key (next to the 1 key), and read your errors
\
sometimes cached things get in the way, beamng is terrible with materials. Try clearing the related cached files
thx
fillman does a bit of IT, I guess
So I'm trying to update my cargo load boxes, where are the .jbeam files located in 0.33? I only see the boxes themselves in common/cargo, but not the one that creates the slot that they go in. They are also not in each vehicle's folder like they used to in 0.32
Are you on a map with Lua trigger zones? Sometimes those red dots will show up to show where the activation point is for driving into a lua zone
how do i make it so my engine sound doesnt get pitched up or sped up with higher rpm? i have a sample at 9000 rpm but it sounds sped up and pitched up
hello together, maybe someone here can help me out on a problem i have. the problem is basically that the ABS System of the car stopped working.
the back ground is: i tooked the bastion body jbeam and edited it into a wagon, i made a new tailgate jbeam, rear bumper and taillights. anything else is shared with the original car. if i drive the sedan, anything is fine. if i just swap the body to the wagon in the parts selector. the ABS on the wagon stopped working.
when i check for: dump(electrics.values)
in the error console of beam it shows me this
da fuk
Someone added apple juice to the glass recipe 😔
someone pissed in it to piss me off
my bad
Stop modding in the public toilets it helped me /j
i forgive
yea, it was hard to carry the whole sim racing setup too
Yea the sim racing setup can be easily confused with a urinal, definitely worth moving it out there
Is there a way to stop the DCT Transmission from disengaging clutches above redline?
?
it looks like average modland mod
how it look like now
Look in the thread
Bodypaint has no material and steering wheel is missing(maybe alpha channel on texture?). Where could i check to fix this?
node move on front suspension moves brakes but not the wheel
I would have thought its a pivot point issue the xyz is in wrong coordinates.
try nodeOffset instead of nodeMove
How to make custom ECUs for mod cars?
How do i mirror a building
I remember someone helped me with this, but when I go to a car's file (in my case the sunburst) it isn't a zip file and I cant find the template. Help please?
The way I have done it is to export the PNG images of the non pbr terrain materials and color them with photoshop, combine them into one image and use that as the overlay for PBR
I know this may be off topic, but I have made a mod for an engine for the citybus in the game. On the repository, would I upload it under "sounds", "mods of mods" or "configurations" category?
mods of mods
Thank you, much appreciated!
Gave +1 Reputation to @river forge (current: #4 - 233)
how can i get vehicles velocity in lua
Hi! I want to create a Netherlands mod, but I need help regarding pretty much everything. Who wants to help
Me with modelling terrain, roads and other infrastructure?
I need to make;
Wind turbines
Road decals
Train track
Train crossings
Highway
And more
DM me if interested
So:
Highway can be decal road
Wind turbines in etk centre
Trees too
Terrain can be exported from:
https://tangrams.github.io/heightmapper/
I spelt it wrong
Will you help me?
dm me rq
Hi guys, any idea how can i switch to dirtroads in road architect???
i need help with covet glass broken textures
Ok
yo, anyone know where the headlight/brakelight flares are located? i tried replacing these ones in art/special but they don't seem to change in-game, anybody help?
Hey all! I'm new to modding, just published my first mod the other day. Working on my second and I'm trying to figure out an equivalent of electrics.values.throttleOverride or electrics.values.brakeOverride for steering.
I tried directly setting electrics.values.steering and *.steering_input but neither work.
Ideally, I want to apply a force to the FFB if using a wheel, or if using controller/keyboard, essentially I want to add an offset for steering angle.
Question: How do I effect steering angle from vlua with either an override value, offset, or indirectly through pushing on FFB?
Hi everyone! I already have a certain amount of experience in beamng modding, I've made a quite a few car parts mods, but now I want to move on to vehicle creation
Does anyone have any advice on how to get started with making car jbeams from scratch ?
How can i add a speedometer needel to a mod thats missing one? I have the 3d model ready, but tried to add it using the jbeam file but u couldnt see the model in game
Does anyone know of a mod that can modify an engine?
Modder, someone who is dedicated to mods
in the info.json of any vehicle there are the colors, what are those three values below "baseColor"? don't seem to be regular RGB, or hue, saturation, brightness. Or is there a way to take custom color's values and copy them over?
To answer my own question, setting electrics.values.steering and *.steering_input work, but I have to set it in the updateGFX hook to get the timing right so it's not overwritten by the actual control input.
individual rgb values divided by 255 or something. very tired lmao, will be close to correct anyway
well all the values are between 0 and 1, but if I take my red value of 0.61 and multiply it by 2.44 it is 160. how do I even put that in there?
hold on a sec, will pull something up to demonstrate what i mean
I think its the rgb values but divided by 255
I just found where the custom colors are located and they use the same values, so I am covered. thanks for the answer though!
Gave +1 Reputation to @shut pollen (current: #122 - 22)
got halfway through making a diagram to follow lmao. might as well finish it, seems to come up once every 2 weeks
yea why not, throw it out there for the next person
small guide for converting rgb values into a beam info file basecolor. this is how i made the colours for the 160 patrol mod you can find here: https://discord.com/channels/710082165253079061/1268255959919104010
there are probably better ways to do and explain this, but it demonstrates how to get usable results well enough
hi guys,i need help making the suspension for this grand cherokee,anyone interested?
obs:call privately
cannot get truck to go lower even when editing the suspension jbeam any tips?
looking for someone to make some cars for me for beam, there not the common cars but not as detailed either. simple builds dm me if you know how to make cars for beam please and yes i know it will cost me some $$
Anybody know what this means? In the citybus air compressor jbeam. Is it the capacity of the cylinder? And what unit is it in. I am trying to replicate a compressor in real life that has 399cm3 first cylinder and 85cm3 second cylinder
And the capacity, what unit is this and how do I convert it to litres, as the real bus I am basing this off has a 40L main tank
it SHOULD be cubic meter
1m^3 = 1000L
also cubic meter, it seems
Do you think this is too much displacement then? One cylinder alone is 399cm3. Compared to the 45cm3 in the stock compressor
vanilla is 450cm3
m3 -> L -> cm3
Thank you, one more question. In the air tanks category, they are 40l for front and rear axle and air suspension. So should the main tank be 40L, or 80L or 160L? I take it main tank is the air suspension, and auxiliary is the doors?
Gave +1 Reputation to @inner heart (current: #128 - 21)
idk
instead, i offer u smth else
u can add
"cutOutPressure": 12345
in the compressor, where the unit is pascals, according to beam doc
for u, u need 1000000
Wait, so this allows me to change the pressure that the compressor pumps the tanks to? I was just about to ask if you knew that
so when the tanks reach that pressure, the pump stops pumping
untill the tank pressure drops below 80% of that, then it starts pumping again
Thank you so much, I was just about to ask that
or, u can set that "pressure to resume pumping" value with cutInPressure
unit is still pascals
Man you are such a lifesaver. You just read my mind! Thank you so much for all your help
I didnt think anyone would know
But youve helped me make my bus a lot more realistic
:D Thank you so much
thanks @inner heart
it seems that a compressor can only have one airtank
There is an auxiliary and main air tank in beamng, the aux tank is half of the main tank
cant seems to find evidence of that, but mess around
i just dive lua files, i dont understand air systems
oh, the bus
Thank you for all of your help anyway. Youve helped me greatly achieve my goal
i believe the main air tank in the vanilla bus is used for brakes
the aux is used for air bags and doors
so can either have 4 airtanks, pick one of the axle as main, cross valve the other axle, or 3 airtanks and u merge both axle
u can change what airtank the brake will use by adding "airTankName" in the airbrakes section
doors and airbags dont need to use the same air tank
Thank you for all the help, but I might just use an 80L tank for all brakes (axle tanks) and a 40L tank for doors, auto suspension and other stuff etc
thats fine lol
One message removed from a suspended account.
go to #mods-discussion not here
One message removed from a suspended account.
No problemo, just helping!
that's brake disk, aka brake hub
it is Suspension F
i moved suspension not brake hub
Is there any tutorial for how to make a speedometer or inside of the car? I really want to know how to add a speedometer needle to a mod that doesnt have one, but sadly its too hard for me
This may help https://documentation.beamng.com/modding/vehicle/sections/props/#simple-examples
But you have to do each value individually
How do I add custom sounds for the airbrakes? I see this documentation page, and it says "soundEvent", but where do I put that in the Jbeam code? There is no example. The code that I have now doesnt work I dont think
https://documentation.beamng.com/modding/vehicle/vehicle_system/controller/audiovisualsystems/airbrakes/
both should be fine
u might need to convert ur audio to ogg format
So I need to put it in the same line as the controller?
u can do that, or u can do what u already did
what i meant is i think u need ur audio to be in .ogg format
the game might not handle .wav there
thus why "it doesn’t work"
I use .wav for my engines, and the custom air suspension audio works fine with .wav
then i’m not sure
thank you so much
Gave +1 Reputation to @little cedar (current: #725 - 2)
No problem
Tried both ways, and also tried with .ogg. Didnt work
why the repository mod is not working?
any good mapping tutorials?
Not really, most are outdated iirc
damn
Hello i have question for map makers, i deleted ocean and have solid blue color and skybox, is there possible to change solid blue to skybox
ive wanted to make my own map for so so long but i simply have no clue what to do or where to start
do like me just import minecraft world to beamng xD
yeah idk how
Good for beginners👍
TURORIAL // Make BeamNG map by importing Minecraft world
Programs you need
Blender: https://www.blender.org/
Mineways: https://www.realtimerendering.com/erich/minecraft/public/mineways/
bonus if you need some upscaled minecraft textures 256x256
https://drive.google.com/drive/folders/1q9ErblCR8apTc3BskqooQlk10p4...
but this is a little bad way to make maps for beamng cause its just 3D model, beamng frames dont like big 3D models
go to the freeroam mode, select "show debug content" or smth and theres a template map, there u just need to watch a tut about world editor and voila!
BTW!!!
i have a issue with importing objects from other maps: most of them only have the data of materials, but still doesnt showing it, only the no material texture... can i do anything, or i need to migrate all the content i want to use to the folder of the map im working with?
i think all you need to do is select obj and go into materials editor and find the source for the material
yeah, but base beamng objects are in dae
so you can't highlight the obj and see it w/ material editor?
how are you importing your objs
i only see shape editor
show me pic?
i just selected the checkbox for the show all data folders in the preferences
so im importing from other maps inside the asset browser
so you should be able to assign the materials in the material editor
your talking about in beam right?
yep
do you know how to open material editor
?
nope
i'd have to show ya not good at explaining.
dm me alr? but i need to go to sleep, its 0:16 🙏😭
Is there a script that when braking, the automatic gearbox automatically shifts to the lowest gear possible? Like when you brake, it shifts from 5th to 3rd gear to maximize engine braking?
All I did was add an uplift and all the sudden the chrome textures are dark
Also my metal texture doesnt work in game
how do i download nascar gen 7 mod?
If its on the repo, click subscribe. If its a .zip file, copy it to your BeamNG mods folder, usually appdata\local\BeamNG.drive\0.33\mods
@tacit halo my dumbass finally figured out uv's
The minimap will auto draw roads based on their drivability setting on the decal roads. The only unique/custom thing about beam mini maps is the background coloring
Im trying to make a colorable livery mod for the covet but as much as i try I can't get it have changeable metallic roughness or cleat coat Finnish
Im using a cs material folder cause when i used a json folder i found the data texture was in the wrong place for some reason but i could change the metallic roughness or clear coat Finnish
does somebody wanna take a look at my startup chime mod and see what im doing wrong? I based it off of Urbanmaid's system for his Urbanlore pack and with all the modification ive done it just wont work. i have 6 different versions of the mod, each working slightly differently
how do i showcase my mod in the discord
I have posted this same question in the beammp discord but cross-posting here in hopes of getting help:
How do I exclude the player vehicle from VE lua scripts like these?
local stage2 = require("vehicle/jbeam/stage2")
do
stuff
end
return stage2
how to stop the pedal from going so far down when i press on it
Hello I have a problem related to texture, when I create a texture and I want to put an image in .dds it does not apply correctly while the images are perfectly adapted to the 3d model, Yet I have not modified the 3d model.
Anyone know how to fix this ? please
The videos are two examples
Did you try saving and then doing Ctrl+R
I did this several times but it doesn’t work
Good bet is just clearing cache at this point
If you haven't
I emptied the cache yesterday trying to solve the problem 😭
Does this happen on every single thing?
Maybe your textures are saved incorrectly, try resaving thim with paint.net?
Yes on all
If it happens on everything, perhaps your game is corrupt
If I reinstall the game ?
I mean you can run both verify integrity ingame and the steam verification thingy first see if that does anything
I checked the missing files in steam and in the game launch options
I think I will delete the game and reinstall it I have no other idea
I put the same textures on the same model a few months ago and it worked very well 🤔
how does texture cooker work?
i still haven't even started modding but how do modders get the suspension information (geometry?) of a certain car to replicate the driving experience of said car?
because im pretty sure just ripping a suspension from a vanilla car wont give you the true experience
Hey why is this happening, always as i press edit mode its opening forest tab and making a forest from previous versions, how to prevent from doing this?
Or a more general question, how exactly do i even get player vehicle ID into vehicle lua?
Anyone know how to change this "Directory" line to something else? I copied the Utah map sign (and others) and I need the game to recognize MY changed map image file, but it goes for the base-game one since the paths are the same. Changing this directory would help a lot.
Just make a new material with your images and a new name would be my suggestion
error when checking texture files (png )
Two things to be aware of;
It’s expensive and estimates can vary WILDLY based on what style you want, what exclusivity you want to the project, custom assets, map size, etc.
Most expensive can literally go to the moon and back so I’ll give the average estimate of a normal vanilla BeamNg style map in size, complexity and assets; similar to ECUSA.
That type of map would start at a minimum of 1,000$ USD including some missions and no exclusivity rights.
Gave +1 Reputation to @warm sphinx (current: #77 - 32)
No worries mate
are there bad naming conventions for objects in blender?
In general don’t have any spaces is the big one. Use _ instead.
That and don’t reuse any duplicate names
Other than that it’s mostly personal workflow and best practices just to make it easier on yourself
this grassa material is used 91 times but none of them show up in the material list in beam. (dds, 1024x1024)
Is it an unused material or completely non existent? You may just have to manually map it with the material editor
i believe if i try and make a new material with that name it says it already exists?
If you use the eye dropper you should be able to select the already existing texture and add your images to it
because its not uv wrapped for the material your setting to it
you can specify what to do ?
alot of work.
its not in the eyedropper list
im not great at it so i definitely couldn't mentor you through ti
I’m not too sure what to do then unfortunately
guess i will try exporting objects in batches of .dae files instead all in 1. thanks
<@&710084482031550547> I'm trying to post a download link in my forum post but it's not allowing me to do so. Am i doing something wrong here or is it bugged haha
The beamng.drive discord moderation team has no direct ability to assist with forums.
copy
Anybody know how to load meshes into the JBeam editor for VS Code?
Ive tried opening the whole folder with the .dae but it doesnt load
bugged with latest version of vs code
Damn, will reverting to the older version fix it, because I just updated 3 days ago I think
I am working on a interior and I am wanting to change the material textures to match up with the interior i have, how do i go about telling beamng to draw from my selected texture vs example : pickup_interior
Guys, hello, I'm having some trouble with the blender JBeam editor: Whenever I try to change the nodes location and save them it doesnt give me any error. However, when I import the JBeam parts back into blender the location of the nodes doesn't save
move the jbeam nodes in edit mode, and export it 5 times then see if it moves
blender jbeam editor is buggy
Yes I've moved then in edit mode, gonna try saving 5 times now
them*
still not working
then delete jbeam reimport and try again
ill try it out later
I've tried all sort of stuff I don't think I want to waste any more time on the JBeam editor. I'm just going to do a clean blender file, import JBeam, do the change I need to do and manually insert the locations in visual studio
for context I've moved the suspension 0.095M on axis Y
so it clearly isn't reading the fh1r/fh1l Y axis correctly because it's not a number (in the code atleast)
so this might be causing the problem, anyway I'm doing it manually
how to craft mods
put 2 iron in the top then a gold bar on the bottom
Bro you forgot the stick
shi my bad
Can’t go giving people such bad advice dude
Can someone help me with changing engine sounds? I followed a guide, (https://www.youtube.com/watch?v=bOvr8lf5jCU) but now my car doesn't show in the vehicles menu, so i can't spawn it, and sometimes, when i can spawn it, it won't make sound. Any help is appreciated. (I posted it in the forums 2 months ago, nobody replied. https://www.beamng.com/threads/played-with-engine-sound-files-on-my-automation-car-now-it-doesnt-show-up-in-the-vehicles-menu.100586/)
In this video i will be showing you how to give your Automation to BeamNG cars custom engine sounds. I use sounds from an Assetto Corsa mod, but you can use the methods taught to use sounds from anywhere that has a .BANK file or a .FSB file OR traditional audio files like .MP3 OR .WAV files.
I HAVE STEP BY STEP WRITTEN INSTRUCTIONS IN MY DISCOR...
Any mod creator who makes good quality mods with interiors
Yes there's a few
Usually any modder who creates a vehicle mod also creates an interior
Especially good quality, would not be so good without an interior ya think, lol
@floral sage this is better place for mod help btw
okay
How long does it take to send a variable with lua mailbox from ge to ve lua?
If im listening a ge event from which i need a variable into a ve event thats triggered by the ge event
whatever it is you're doing, don't download any mods from there
also this is for mod development help
why are you pinging this random dude?
I have this like phantom mesh and idk how to get rid of it
it was from me trying to add the common round LEDs, and I deleted it from the DAE and there's nothing in any JBEAMs like referencing it, but it's still there
try to clear your temp folder
may be cached as a .cdae
how do you do that, same process as clearing cache?
anyone know if there's a tag for nitrous activation? like same as what youd use for making things like the steering wheel and peddles move?
trying to make a button move when you activate the nitrous
is there any way to rip a car from the game and remodel it in blender
All of the dae files and such are accessible so you can just import em to blender
alr, thanks
Gave +1 Reputation to @warm sphinx (current: #77 - 33)
Quick question. I'm working on a map, I've imported various textures through various different means (trying to figure out how to best do it, etc.) and most of them work fine; Usually more natural looking ones, like custom grass textures and whatnot. But these 3 all have this weird shimmering to them. A bit hard to see from just a photo, its extremely apparent in game as the textures all have this weird shimmy to them, like there's a stream of water or something flowing down them, or like TV static is being overlaid on them.
Anyone have an idea what this might be, or how to fix it?
Presume you still have this same issue;
https://www.beamng.com/threads/question-about-adding-clouds-in-the-world-editor.97687/#post-1743654
I had it as well a few months ago. Still do actually, so I just did all my stuff and saved it using this method all at once and havent touched it since lol.
1 - "Create Object" tab, Level > Group
2 - Spawn in the Scattersky object you need
3 - Press "Object Select" but dont click anything
4 - Hold Control and press C, then click into the Scene Tree, your new Group that you just created, then Control +V
5 - Drag the Scattersky object from that group and into the Scene Tree or wherever else you want it. You should now be able to click Save and have it persist.
I can see in your screenshot that it is the same issue I had, where Scattersky objects are defaulted to the parent 'MissionCleanup' instead of the regular scene tree, but 'MissionCleanup' is some kind of internal folder that the editor refuses to display for the user.
Gave +1 Reputation to @ruby kestrel (current: #1102 - 1)
Hey everyone!
Is it possible to set render distance for each individual light in editor?
And what console errors do you get? I assume there is a simple JBEAM syntax error.
If you're using notepad like he's doing in the video, you're setting yourself up for failure. You need Visual Studio Code (https://code.visualstudio.com/) with the official Beamng-plugin (https://marketplace.visualstudio.com/items?itemName=beamng.jbeam-editor).
Reply if you need any further help than that. The syntax highlighter should show you your mistake.
what jbeam would i want to fix?
and how do i use the jbeam plugin?
The plugin must be installed in Visual Studio Code, and then you just open your mod files in there. It should detect errors in the JBEAM and mark them in red. JBEAM is just a lax JSON-syntax with comments, so it's nothing fancy.
You need to look at the console if you want hints at what the problem is.
I didn't watch the video, so I don't know what you did, and can't tell you what you did wrong; But I assume you made some engine blends and might have introduced and error in them.
does someone have good moding experience
yes
wanna team up and make a lore friendly celica t180
its my dream car and the only mod that exist is broken
what skills do you have
im new into beamng moding
im making a st205
looks clean af
and i do eventually want to make a popup variant, since i do not like how the liftback t180 looks
so basically id do the entire mod then, nope cant
sounds good 2 me
tho keep in mind that im not finished with the base thing and im pretty low on motivaiton
dont give up bro,a lot of ppl are waiting for thisd mod
i saw this mod in a vid i was freaking out
im gonna try and kmake a mod my own
mine?=
yup
it was made by some youtuber
how do i sculpt in blender
yea f it im giving up
modding speedrun (any%)
my pigeon with green headlights for heads up beammp drag racing was done in 3 minutes
how to add custom decals on 0.33?
in terms of errors in the console this is all i get.
this is the sound blend.
i still need to edit the rpm levels, this is just a test to see if it works at all. btw, is there a sound limit on the files? (how long can they be? 5 seconds?)
Okay so question, Theres an edited east coast map, And I edited it even more, I was wondering if theres a way to make it where its like a seperate map, What i mean by that is where it pops up in freeroam maps like its, Its own seperate map.
Hey everyone!
Is it possible to set render distance for each individual light in editor?
lol
Yeah, but you need to rename a lot of files
I wanna put a steering wheel from one.car to another, can anyone help
for some reason, when i put Myrmidon on fire through fun stuff menu, this error appears.
this only happens with Myrmidon only in this exact situation.
if anyone knows how to fix it, please tell me
alpha channels are generally just the way the file is saved i believe. typically like (texturename_alp.dds)
just make sure it's transparent
np hopefully it helps
did you see my odvia front end swap?
yeah thats cool
And your engine is named YourEngineName?
idk how tf that happened
That seems much too little - You said the car doesn't spawn, and that is what the console looks like when that happens?
yes, the car doesn't show up in the "vehicles" menu, so i can't spawn it, but it's recognized in the "mods" menu
just fixed the blend, will test now
@heavy swift didn't work, here are the errors in the console
i have 0 skill ok leave me alone
then if you want to be left alone why did you even reply?
that was not wha i was sayng
if you want me to leave you alone
why the fuck would you reply to me
i was saiyng that i have 0 skill and to not bully me ok
i am not bullying you
ok
i am stating the fact that if you give up within 10 minutes you are not cut out for modding beamng
i didnt know how to model lmao
yea exactly
it took me nearly a year to learn to model, and nearly 2-3 years to even begin beamng modding
but if you give up within 10 minutes of trying it shows that you have no patience, which you need a LOT of
and these are both at very beginner levels
start very small is what i suggest
oki
rn making some progress
trying to make a lore friendly porsche 928
@tacit halo trying to make my model a bit rounder,any tips?
have you watched any tutorial on what to do before doing anything
yes
doesent hel[p tbh
this is how it looks rn😭 😭 😭
most beautifull porsche tbh
I mean, you could do engine swaps to get used to Jbeam or you could take a stab at tackpads tutorial, it's pretty simple but teaches to a lot
if you want to get used to blender there's the donut tutorial
and if you're up for a challenge theres loads of vids on how to model cars in blender
there is zero excuses
unless you're tight on time ig
^
what?
I can link you a tutorial I used to learn how to model cars if you would like?
please
tysm i cant explain how gratefull i am
I will warn you, if you're new to modelling and to Jbeam making a car is jumping straight into the deep end and you are going to get overwhelmed very quickly
as I said, watch the donut tutorial to learn how blender works, use trackpads tutorial to learn how Jbeam works and then see how you feel from there
yes?
cant find the pics i am looking for(top,fr4ont,back,sides)
blueprints?
yay thank you
np
either use the snip tool or right click and save as/download if possible
np
ami anoiyng you?
no, I've not got much else going on so I might as well try and help someone out
😆 you're fine
oh ok thank you
we all started somewhere, I've DM'd you a link for the modding for dummies server, people there will help you when it comes to Jbeam
hmm?
donno how to load the refrence pics
shift + A > image > reference
thank you
np
I constantly feel like I'm lacking information here. Can you elaborate on exactly whats happening? This car must be an automation car since you haven't got any Jbeam-files you've altered.
Also, I didn't watch the YouTube video you linked with your original question, so that doesn't help me either.
You exported the automation car, and it worked after you exported it. Then you changed what exactly? - And now the car doesn't show.
Also, there are not going to be any errors if the car isn't in your spawn menu. What I thought was that the car would dissappear AFTER you had selected it, and pressed spawn.
R
thx
Or you can use the little gizmos on the left hand side
oh oki
@tacit halo hows it goin there
@austere parrot ik you mitgh be sleeping but i gave up and im gonna search for a alreaddy made 3d model
its to complicated for me
I did say you'd get overwhelmed
yea
sad part there arent free models
yea im gonna give up
NEVVER GONNA GIVE YOU UP-
did some reasearch and found nothing\
good?
im tring to modify the intracaarpet for roamer and it wont show up in game even though the jbeam flexbody is changed can anyone help
you changed the flexbody in the body.jbeam? for the carpet
and you verified it has only one material assigned to it
and its named the exact same as it would be in the body.jbeam and what its listed as in blender?
yes
can you show me
one moment gotta open it in blender
would it be easier to vc and share your screen?
actually i just figured it out thank yo u tho it was missing an underscore
Gave +1 Reputation to @distant pendant (current: #116 - 23)
Short version: Exported car, wanted to make it play some custom sounds, followed the guide, spawned it, it didn't make any sound except turbo whine. did some tinkering, then it wouldn't show up in the vehicles menu at all (see pictures). Slightly longer version: https://www.beamng.com/threads/played-with-engine-sound-files-on-my-automation-car-now-it-doesnt-show-up-in-the-vehicles-menu.100586/
What is going on, I have modified the JBeam using the Blender Editor like 5 times, but nothing justt covet mesh
having some problems on blender can some one help me plz?
What is it?
next gen covet?
@tacit halo So lastnight, I made a new material in blender and assigned that texture to the blender material.
I uv mapped it, so then i went into beamng and brought up material asset, found the new material and assigned all the textures to there perspective spots and it was showing fine. I saved materials in my mods location folder and packaged up the mod. I clear out out everything and install mod, but when I load mod now no textures appear for the spots I just did. I am lost :/
Your path for the texture was probably mods/unpacked/modnamame/vehiclename/texture.png which means that when you pack the mod, it stops existing, you need to have set vehiclename/texture.png for it to work
thank you!
Is it possible to make the engine throttle only be able to use max 20% trough a Lua code?
Autobello Milano
ah, nice
anywhere i can find more info? or just a clear picture
probably
in the lua engine code theres probably something that takes care of the throttle, and that can probably be made to if throttle > 20 -> throttle = 20
Hi I am very new to modding do somebody know how to get the car model so I can edit it and it can be select in the car selection thing:)
"Hi I am very new to rocket science, how do i fly to the moon"
its uh many times more difficult than youd think
and if you want to do it semi properly, uh probably not even possible for a begginer
Is that really difficult?
it has taken me about a year or like 7 months not counting me not working on it due to lack of motivation, to even get to mostly finish one
and i still need to do the interior, body textures and chassis textures
are trigger boxes for doors and other openables easily movable with x,y,z properties
yes... and no
if you've worked with props before the props transformer thing then that's what moving triggers feels like
i'll have to spend another weekend learning something new
but essentially the axes orientation depends on the refnodes used for each trigger
so that means fuck around and find out 
pretty much 99% of beamng modding lol
yeah
I know a little about jbeam stuff and can use blender to to do some stuff and I just went digging in beamNG root file can I just copy the car zip file out then copy the "base" stuff then edit it a and rename is that it?
Um
My eng is not good
yes but then it will drive like ass, look like ass, deform like ass and be ass
This might help a bit, the basics of moving props
#modding-general message
Why?
many reasons. probably bad textures, the model is not made for beamng. the car you base it off probably is different shape so when you adapt it it will be a bit messed up, different suspension, different engine, different weight......
anyone know wwhy its sideways
thank you!
Gave +1 Reputation to @river forge (current: #4 - 237)
Select it, do Ctrl+A > All transforms, and reexport
i already did that
Then I haven't a clue, sorry
alrighty thank you
Gave +1 Reputation to @river forge (current: #4 - 238)
What if I just want to edit the car model
Like add some custom body kit or some thing like that
I think Lichi assumed you were trying to do a meshslap. You can definitely take the models for the base game cars and edit them for your own mod. I did that to make body kits for the backyard Kart
Thanks you so much man
Gave +1 Reputation to @lime loom (current: #153 - 18)
what folder do i need to put my .dae files into for them to be loaded into the game?
Heavily depends on what you’re making
im trying to make crash objects and stuff like the big cube from gridmap v1 (the really big cube with a ramp that goes around it)
So level objects?
If so you will need to put them in the folder corresponding to your level in 0.33/levels/levelname/art/shapes/customfoldername
why does my material keep saving to pickup thers not even a material file there
cause you need to create a new material and assign its save in your mod folder.
thank you
Gave +1 Reputation to @distant pendant (current: #109 - 24)
There is a materials file there btw, it's just zipped in the content folder 😄
is this automation or fully made by yourself?
does it remotely look like an automation mod
then
sorry i asked
btw @tacit halo , can YOU help me with my problem?
uh depending on what uh yea
hold on
@tacit halo "Can someone help me with changing engine sounds? I followed a guide, (https://www.youtube.com/watch?v=bOvr8lf5jCU) but now my car doesn't show in the vehicles menu, so i can't spawn it, and sometimes, when i can spawn it, it won't make sound. Any help is appreciated. (I posted it in the forums 2 months ago, nobody replied. https://www.beamng.com/threads/played-with-engine-sound-files-on-my-automation-car-now-it-doesnt-show-up-in-the-vehicles-menu.100586/)"
In this video i will be showing you how to give your Automation to BeamNG cars custom engine sounds. I use sounds from an Assetto Corsa mod, but you can use the methods taught to use sounds from anywhere that has a .BANK file or a .FSB file OR traditional audio files like .MP3 OR .WAV files.
I HAVE STEP BY STEP WRITTEN INSTRUCTIONS IN MY DISCOR...
this is what i said a couple days ago
"
https://www.youtube.com/watch?v=NEnvY0EQr2c follow this tutorial
Hey, today I'll be showing how to modify engine sounds in BeamNG.drive in 4 different ways! From just swapping out for default sounds, to sampling real life car sounds! I really wanted to share these methods with you all, and I hope you have fun making these like I did!
Sound blend creator: https://github.com/ZilverBlade/Sound2sfxBlend/releases...
👍🏾
will try
ideally youd just use default vanilla car sounds tho
kinda wanna make meme car
since 9/10 times custom sounds sound like a 1999 videogame kind of ass
well i don't care cuz it's gonna sound like ass anyway
then maybe dont follow that tutorial
?
this tutorial is pretty advanced for making custom sounds
like
i cant even make those
Hi peeps, newbie in the mod scene here. i want to try making my own models i.e body parts and wheels etc, any tips on how to get started?
see ya
@tacit halo didn't work, car won't appear in vehicles menu. Is it possible for me to send you the mod and for you to look at it?
You definitely wanna learn the program you’re gonna use that’s a big tip
And a pretty easy one compared to actually modeling/modding
Also unless your really dedicated take it slow and in small steps otherwise you will get burnt out quickly
where does one find the place where your custom colors save at? I need it to make some OEM colors for my mod
as it would be easier for me to transfer from my saved colors to the info.json file, if possible
turn on alpha clip if its material v1.0
Render priority
Gave +1 Reputation to @warm sphinx (current: #77 - 34)
if anyone knows please let me know as id be super grateful for help. thanks in advance 🙏
@tacit halo im lost
i have a custom lua but i'm not able to "call"/activate it. Do i need to make it a controller?
Is it a vehicle lua?
Or a GELua script?
Also, you have to register it within the lua VM to be active. I have done some GELua, but not a lot of VLua, so im not entirely sure anymore if it was kind of the same
It changes somethings on the engine, so i guess its vehicle lua, idk xD
Is there a documentation/explanation how and where to register it in the lua VM?
Can someone help, theres a hub mod i want to use with a suspension i have but the hub doesnt show up, how do i make it show up
add the hubs slot name to the suspension or make a new mod with the hubs slot name changed so it fits the suspension. You may also need to adjust some nodes and beams
Well, im trying to use the “spaced out” wheel hub on “toms sema lift” but the hub option doesn’t appear and idk how to make it appear
I also want to use a mod for breaks but it doesnt show up either
Think you could help?
do you know how to edit jbeam and view it properly?
No…
I don’t know how to mod at all😭
remove the last }
Btw as a quick test i just went and temp increased brake strength of the race brakes but 10 times stonger braketorque and it was still as shit do you knoe why?
uhm then i would suggest you install visual studio code, the jbeam extension and start by opening whatever the jbeam files are and just try out stuff first
idk maybe abs, or too little grip
I had sport tires 21 inch so i dont believe grip
How do i do the abs thingy?
Using the abs vallue in the jbeam Higher?
remove any ABS module and check. maybe also try turning off ABS in the game settings
Will do boss
I wouldn’t think i would have to edit the jbeam
Also i wont be able to jbeam even if i tried
you will be able to do simple jbeam adjustments, but if it is changing suspension geometry then probably not, you're right
@gentle fox sad news it still doesnt show up
i also tried with , at the end like }, but that didnt help either
No, i just want the hub and brake mod to work with a suspension mod i have
Idk how to do that
what should I do if the Vehicle Window does not open?
The window opens and closes immediately..
I tried making a full-size map of Australia. I have an 8192x8192 heightmap, and I made it 490 metres per pixel, which should roughly make it the width of Australia, but when I try, the map if millions of kilometres wide! What is going on?
so I made hydraulic car ramps, with code copied over from the rollback upfit, but when I change the 4 marked "tilt" names to anything else (for compatibility with other mods, I hope), it stops working. what else do I need to do for it to work?
and is this even the right thing to change for mod compatibility?
How can i fix this, i know that there are nodes missing so the flexbodie cant spawn but i just put the new bodies in an exiting slot
can somone tell me whats wrong here_ Edit: fixed it needed a comma after the bracket before slot type
Not that it matters, .jbeam doesn't care about commas - also not about comments (//something)
ok cool thank you
Gave +1 Reputation to @river forge (current: #3 - 241)
anyone know whats wrong here
thank you i was so confused
while your here is this what u meant in the other discord
yes
i dont know what im doing wrong, i saved to the mod folder directory, but when i packaged it up it doesn't pull the texture.
Hello, I am trying to add these colors to the "settings.json" for User Paint Presets. It works until the line i pasted below and after that not anymore. I cant seem to find the issue. (Basically after this line the text is white and not orange for visual studio) Thanks in advance.
{"baseColor":["0.029000000000000026","0.3280000000000001","0.538","2"],"metallic":"0.98","roughness":"0.59","clearcoat":"1","clearcoatRoughness":"0.03"}]
anyone know how i can fix this
would be better off posting a screenshot of the code in vsc. the .txt is mangled for some reason when i open it on mobile lmao. likely an out of place bracket, what is the last square one doing?
so to stop this from floating what would i need to do cause the collision triangles for the trunk are super high
is it possible to do "$*variable" = 10?
(Multiply instead of add)
move triangles down?
although that doesn't seem to be the case anymore 🤔
please tell me what's going on
yes
its however not possible to do division with "$/variable" = 7, so you instead do "$*variable" = "$=1/7" or "$*variable" = 0.142857143
I'm importing a dae file that I created with blender. It's a dummy mesh with an rigify armature. When I import it, though, I get this error in the log and I can only see the bounds of the object in the level editor:
TSMesh::innerRender() - Got invalid vertex buffer!
This is my current project structure:
I also tried making the armature the parent of the mesh but that doesn't work either (same error)
Futhermore the shape editor shows this monstrocity
It works if I remove the armature alltogether. But that makes it impossible to animate.
i tried that but once they get close to the floor the materials break on the floor
Anyone know how to make custom badges for cars?
I’m trying to make some stupid badges
And I can’t find any app that I can open the files and edit them.
K thanks
Gave +1 Reputation to @inner heart (current: #119 - 23)
Blender?
hellooooo
Yes?
How do I make a map in Beamng
The template map is outdated
and its now showing in my mods manager
There’s also a decent, if slightly outdated, tutorial in the Modding for Dummies Discord
how do i make mods like i need somebody who can teach me like on a call if u can dm me i will setup a payment plan with u so i can learn to mod beamng.drive
i would love to do it because of a mod that was a joke mod it was amazing
no one is going ot be able to teach you, it takes years of learning how beamng works to make even a simple mod.
You'll need blender knowledge, json knowledge, and then Jbeam knowledge which is a langauge based around jason that beamng uses.
k
Just out of curiosity, what software do you guys use to make non automation cars? Is it something like blender or fusion, or completely different
i suggest watching morzbng's playlist on you tube
k
I have tried, but for some reason it crashes my pc after using it for a few minutes.
Potato pc?
No, I actually have an incredible PC. I have no idea why blender crashes
Maybe try to reinstall it
Just noticed some weirdness that I can't explain. It seems when you read from electrics.values.lights it's converted to a float? The screenshot is just printing the value, hitting n to switch lights a few times, then printing the value again. In code, it's all integers and everything is compared against integers...
I found this behavior when trying to make this keybind
(Don't use this binding, it clobbers the existing momentary switch high beam binding)
{
"bb_toggle_headlights_high": {
"cat": "vehicle",
"order": 54328,
"ctx": "vlua",
"onDown": "electrics.light_flash_highbeams(electrics.values.lights ~= 2)",
"onUp": "print(electrics.values.lights)",
"title": "High Beams Toggle",
"desc": "Toggles between high beams and the previous state"
}
}
I can add logic to deal with floating point errors easy enough... but now I'm curious what's going on and why
Does anyone know what's going on there? Am I just missing something obvious? Why would floating point error get introduced when the only math done is like lights = lights + 1
Update: I see there's a lights_state that seems to round it correctly
Still curious why this is though..
Has anybody else had luck exporting rigged meshes from Blender to BeamNG?
Looks like the shape editor is just broken in general with any rigged mesh
Seems to fail anytime there is an armature modifier applied and it has at least one vertex assigned to a vertex group. Weird.
hello guys again
im having a problem with my map my floor is black instead of that grass texture
hi i have problem with these barriers that just play animation and should work from a trigger how fix it?
Hey, does anyone know if it's possible to have a "beat the author time" bonus star on a time trial?
And if so, how I would go about adding that? thanks
Unfortunately I don't take commissions, sorry
200 dollars is like nothing
it takes a LOT of money for that
like 4-5 figures of money
hey !

im learning on how to make skin but the dryvan does't look a like the placeholder i use even the UV from the Dryvan.zip is not accurate when appy them to the dryvan so i will need a little bit of help 😅 i manged to get a skin working perfectly on the vivace but not on the dryvan
well i mean first of all, no one does full car commisisons due to it being SO expensive and time consuming, and if they did, its very likely that it would cost nothing less than 5 figures
Why no one want to help me
why is my terrain black
@halcyon inlet
this happend when i accidentally upgraded my textures to pbr and i didnt want to
wow what a great community nobody wants to help
no one is forced to help you, people that know mapping are very few and they most likely arent always online looking at here
so stop being an ungrateful person
i dont know, less
look at who im replying
im replyg to someone else not you
you have been pretty nice
id also then charge you 90€ for a pair of glasses on top of the costs
only person i know that has ever done that before is @unkempt sleet , but you have to have it mostly set up (the 3d model needs to be ingame, hell just jbeam that body)
and ive got no clue if hes up to do commissions
Hi
What car you need jbeam for
You got a model ?
No way I thought that was a Minecraft screenshot
Anyway where you getting the model from
I wish you good luck because I seriously doubt there is a 3d model for that
Lmao yea just approach your friend and request they take 2 months of their time to model that
Just casually
Alr, hope it goes well
Just letting you know, there isn’t any good modding tutorial on YouTube
(Actually was planning on making my own)
yeah if you dont have a model its pretty hard to make one
(As every modder does at some point)
make your own what
Modding tutorial
first stop using NBE then well talk
Woah woah wdym
i was just asking no need to be rude
I make jbeam in blender too
womp womp
where in that message am i rude
you are the one being rude
@solar harness @unique kite both of you should join modding for dummies
ok
Asking for people to walk you through the entire modding process here is pointless
What material is the ground
otherwise i dont need no help
idk how do i see that
there is no texture for my grass



