#modding-general
1 messages · Page 7 of 1
I think it’s showing the black part of the “no material” texture
this?
And the UV is cooked
yeah probbably
No.
is there a chance that i delted the texture or something this happened when i pressed upgrade to pbr
anyone know where these jbeams are located
either in common or in the specific vehicles that use them
I assume xl and xl_b would be t series, the m for h series, s for d series, and l for md series?
oh nvm I'm dumb I thought those were the big box truck boxs
I just made my own j beam for it lol
Does anyone know how I could set up a lua trigger to toggle a custom sound on or off with keyboard
Go on internet and type beam ng documentation and there's a whole section for it if you have specific questions come here lol but that's very generic question lol
Thanka
yw
hi huys could i have some help on this please, i made a front lip and canard mod and only the lip is showing and the original front bumper is gone
have you looked at the console for errors?
and did you check if the normals are correct?
sorry its my 2nd time doing this where do you find the console?
i think i found it there doesnt look to be any errors
it can also be some yellow warnings that may tell you more.
980.647|E|GELua.core_input_actions.bindings|Couldn't find action toggle_rev_aeb in actions lookup table
980.648|E|GELua.core_input_actions.bindings|Couldn't find action inc_acc_dist in actions lookup table
980.648|E|GELua.core_input_actions.bindings|Couldn't find action toggle_acc in actions lookup table
980.648|E|GELua.core_input_actions.bindings|Couldn't find action dec_acc_dist in actions lookup table
980.648|E|GELua.core_input_actions.bindings|Couldn't find action dec_acc_speed in actions lookup table
980.648|E|GELua.core_input_actions.bindings|Couldn't find action inc_acc_speed in actions lookup table
980.648|E|GELua.core_input_actions.bindings|Couldn't find action toggle_fwd_aeb in actions lookup table
980.648|E|GELua.core_input_actions.bindings|Couldn't find action executeSpeedBreaker in actions lookup table
980.648|E|GELua.core_input_actions.bindings|Couldn't find action set_acc_speed in actions lookup table
981.450|E|GELua.core_input_actions.bindings|Couldn't find action toggle_rev_aeb in actions lookup table
981.450|E|GELua.core_input_actions.bindings|Couldn't find action inc_acc_dist in actions lookup table
981.450|E|GELua.core_input_actions.bindings|Couldn't find action toggle_acc in actions lookup table
981.450|E|GELua.core_input_actions.bindings|Couldn't find action dec_acc_dist in actions lookup table
981.451|E|GELua.core_input_actions.bindings|Couldn't find action dec_acc_speed in actions lookup table
981.451|E|GELua.core_input_actions.bindings|Couldn't find action inc_acc_speed in actions lookup table
981.451|E|GELua.core_input_actions.bindings|Couldn't find action toggle_fwd_aeb in actions lookup table
981.451|E|GELua.core_input_actions.bindings|Couldn't find action executeSpeedBreaker in actions lookup table
981.451|E|GELua.core_input_actions.bindings|Couldn't find action set_acc_speed in actions lookup table
981.479|E|GELua.core_input_actions.bindings|Couldn't find action toggle_rev_aeb in actions lookup table
981.479|E|GELua.core_input_actions.bindings|Couldn't find action inc_acc_dist in actions lookup table
981.479|E|GELua.core_input_actions.bindings|Couldn't find action toggle_acc in actions lookup table
981.479|E|GELua.core_input_actions.bindings|Couldn't find action dec_acc_dist in actions lookup table
981.479|E|GELua.core_input_actions.bindings|Couldn't find action dec_acc_speed in actions lookup table
981.479|E|GELua.core_input_actions.bindings|Couldn't find action inc_acc_speed in actions lookup table
981.479|E|GELua.core_input_actions.bindings|Couldn't find action toggle_fwd_aeb in actions lookup table
981.479|E|GELua.core_input_actions.bindings|Couldn't find action executeSpeedBreaker in actions lookup table
thats all the errors
theres no yellow ones
yeah those seem unrelated
is the UV correct?
how do i check that?
i think the jbeam is correct
ohhh
how did you make the canards in blender?
Sorry im not an expert with Blender and texturing, but i think you need to edit the UV map, bake stuff and add materials if you modeled it yourself and didnt edit existing meshes
found them they are upsidedown
I also would recommend you use Visual studio code and the jbeam plugin for jbeam editing
you might not have apllied the rotation and transformation correctly then
press ctrl + a and then apply all when you have selected the canards
got it they are there now but the vanilla bumper doesnt show up in the parts selector
how did you make the bumper mod? i hope you didnt just modify the original and saved your mod in the mods folder
oh i see the issue
i copied the files over into an unpacked mod folder
np
so this is what im trying to do with the d series frame. When I move these nodes in to shorter it do I need to change the strengths and whatnot for all the beams?
how exactly do i execute code when something like vehicles.lua spawnNewVehicle() is called? i tried loading the extension, hooking to the function but it doesnt execute. i also have the file with my code loaded
i notice that it doesnt have a predefined extension hook made in the game. so is this impossible?
seems you can do this for non-extensions by creating a file with the same name but in the extensions folder
this is my code in extensions/code
local M = {}
local vehicles = require("ge/extensions/core/vehicles")
local original_spawnNewVehicle = vehicles.spawnNewVehicle
vehicles.spawnNewVehicle = function(model, opt)
*do stuff here*
if original_spawnNewVehicle then
original_spawnNewVehicle(model, opt)
end
end
M.spawnNewVehicle = spawnNewVehicle
return M```
what am i doing wrong?
Add some logs to see if your code is being exicuted
I'm having a problem where a small number of people are having material issues with a specific material. I've tried rebuilding the material from scratch, reformating the textures, and just everything else. is there anything in this material that could fuck it up?
"name": "RLA_Mat_Carbon_Fiber_v5",
"mapTo": "RLA_Mat_Carbon_Fiber_v5",
"class": "Material",
"Stages": [
{
"baseColorFactor": [
0.570427001,
0.570427001,
0.570427001,
1
],
"baseColorMap": "/vehicles/common/RLA_Mat_v1/carbon_detail1.png",
"clearCoatFactor": 1,
"clearCoatRoughnessFactor": 0.133000001,
"metallicFactor": 1,
"normalMap": "/vehicles/common/RLA_Mat_v1/carbon_fiber_nm_1024.png",
"roughnessFactor": 0.347000003
},
{
"baseColorFactor": [
0.461602002,
0.461602002,
0.461602002,
1
],
"clearCoatFactor": null,
"clearCoatRoughnessFactor": null,
"metallicFactor": 1,
"roughnessFactor": 0.0949999988
},
{
"baseColorFactor": null,
"clearCoatFactor": null,
"clearCoatRoughnessFactor": null,
"metallicFactor": null,
"roughnessFactor": null
},
{
"baseColorFactor": null,
"clearCoatFactor": null,
"clearCoatRoughnessFactor": null,
"metallicFactor": null,
"roughnessFactor": null
}
],
"doubleSided": true,
"dynamicCubemap": true,
"translucentBlendOp": "None",
"translucentRecvShadows": true,
"version": 1.5
},
heyo! anybody know what value i have to modify to make my car spit more/less flames from the exhaust?
<@&1263825304724705341> Can somebody help me? I made a couple Automation cars (Different trims of the same car) and I want to make a mod pack of them. I put the vehicles, sound blends, and sound folders/files in their respective places, but the mod won't show up in the "vehicles" menu. It only shows in the "mods" menu. If you want, I can upload the mod so you can take a look yourself. Any help is appreciated, thanks in advance!
better image for figuring out the file structure.
already cleared cache
does anyone know why a binding might work perfectly normal until the vehicle is hard-reset?
when the vehiclei s hard-reset the custom bindings fail completely and have to be rebound. But after rebinding they work like normal again, until the vehicle is hard reset
do we have a video related to adding dynamic mirrors on vehicles that don't support it?
I think you just change the material
Give me a min and I'll look for you
thanks! for the mean time im looking at these .dae's and its materials and cross referencing them with the ones written in jbeam to understand as much as i can
Gave +1 Reputation to @brittle warren (current: #285 - 8)
it's just a material if i remember correctly
i see the vehicle's mesh already has set materials to it, including the mesh for the mirror glass itself, should i just write stuff in the jbeam for it to work?
try changing material to mirror_CE
im adding a dynamic mirror for myself personally and im using the hyundai creta for example
really?? ill give that a shot rn, when you say changing materila like change how it's called?
yea just change the name in blender and lmk
it should be just reassigning it mirror_ce
its capitol ce tho
ohhh and the other side will be mirror_cx?
yea but capitol
i noticed the other side of the pessima is CX so i thought thats how it would work
ohh i see, yeah ill put capital on it
mirro_CE and mirror_CX
bet
and if a vehicle mirror doesn't have a material at all, ill just select the glass and assign a material on it called mirror_CE and mirror_CX right?
yes sir
you guys are cool, thanks!
i do have a question, how do i save/export it after renaming the mirror material name?
do i just export the dae?
Yup
daemn
Select all, export dea, entire selection
as in the entire vehicle right?
What will we do when dea is dropped completely
kms lol
do i export the entire vehicle's dae even for small changes such as mirror material renames?
yes
its good habit
thanks
you could have my headache - resizing the entire d series drivetrain to a smaller scale XD
i hate trying to resize jbeams lol it sucks
wait why does left and right have the same CE
dude i've been messing with jbeam for like 2 years now and i just can't retain the knowledge.
is it normal?
left is CE and right is CX
you need to chane the material for the right side
ohhh
i thought they used the same mat lol, ill change the right one
the tris on this model is crazy but im surprised it doesn't bog down framerates
you want a mod that hurts the game, DW corvette, mafka is 2 million pollys lol
some of my sub models have 200 thousand
lmao
one more question yall, when i rename it, it also renames the other mirror, what should i do? add another material called mirror_CX?
go to right mirro select the verticies and click plus button and click new material
thanks
got it
i see
modding sucks am i right lol
he shouldn't have to move the uv right?
when learning it the first time i do find it fun actually, but it would probably a pain in the ass when making a whole ass car lmao
no shouldnt
also, does the color of the material shown in blender matter in game? or should i do the same color for the left as well?
no ur good
this creta im working on seems to be slapped on to a cherrier
then after exporting, just replace the creta.dae in the mod folder then try it out right away to see?
when you export, it should auto overwrite the previous one
yea but id backe a backup of the original dae tho just incase
ahhh, i loaded a backup .dae instead of directly from the one used by the game rn
so ig ill have to drag and replace the one being used in the game rn
yea
i forgot this part, i shouldnt touch anything here right?
id click apply on orientation but that's all i do
i always hit selection only aswell
what does that do
it just makes sure it sets the correct y,z,x axis of position
btw, this vehicle has another mirror for a different variant, ill just do the same thing right?
definitly works without changing uvs
yup
lol
should i remove the .001 on this or it doesnt matter?
just found out that it doesnt go away
Click the down arrow and click on the one that doesn't say .oo1
correct always make sure no .001
Yea but it will just keep going back to .001 if he doesn't use the one that's already non .001 and then delete the one that's .001
now it says .003
mirror_CX only no 000
i tried to remove the .001 mirror cx
Click the little circle with a down arrow and fineld the one that doesn't say .001 and click it
should i remove the other .001s/.003s from this button?
theres a way to clean up materials but its alright for the moment
i see
I honestly don't know how to do that lol
ill export now, thanks yall, ill let you know up next
file - external data - clean unused
Shit thanks for the info @distant pendant
sorry one more question just to ensure if such things would make a diff or not
should i select it all like this then export or that wouldnt matter?
i select all then export and when export window comes up hit entire selection
i see
a good amount of mods are mesh slaps with edited jbeams. its entirely difficult and requires 100 of hours to make the jbeams ourselfs.
i cant seem to find entire selections
you got it
you can edit it live aswell, most time the game you just need to cntrl l or cntrl r to reload it and it'll apply the fixes or changes
while you have it in game
its better now if thats the case cause i remember messing with the license plate positions on the FD2 civic recently and it automatically updates it if it detects any changes in the file
i've got a night full of headaches coming lol.
lol same doing my mod
i just dragged and dropped the creta.dae file and i think i messed it up
it now starts floating endlessly with nothing loaded up
click this ` key in beam and show the errors
nopee, also ill try opening up the console now cause i just restarted the game
i also hotswapped the dae's while the game is running if that would cause such
shouldnt cause thats what i do
thats weird
just see what it does when u reload and if it flys aaway again take a ss of the errors in the console
it doesn't now after restarting the game, but i forgot what it looks like before, it seems better now but it still doesnt reflect the car
those are dynamic though
go in graphics settings and make sure both dynamic reflection and mirror are clicked
weird, i already have it on
anything that i might have missed? haven't touched the jbeam yet
hmmm yea that is odd
ill try the one mirror with the blinkers
i never knew the mirrors would show the car aswell
yea they do after the last couplke updates
oh neat, i rarely play in first person anymore
same
have you tried adjusting the mirrors position in game?
not yet, but i did look at it at a diff angle and it doesnt show the car
ah schucks
yall think i should try re-writing the mirrors jbeam?
cause i cross referenced it with the vanilla pessima mirror jbeam and it looks different
what you see there is like the built in turn signals and the various parts for that
add something like that
^
ill try copying the lines from the cherrier since that's what it was slapped on
what was the cherrier fcv called in files
that i do not know lol
ill try looking for croissant
i was looking at the wrong folder lmao where should i find the vanilla vehicles?
your steamapps/common/beamng/content/vehicles
thanks!
thanks again
Gave +1 Reputation to @brittle warren (current: #266 - 9)
thank god i used to read .truck files before so im not as lost as i would have been
whats .truck?
its like jbeam but for rigs of rods
oh shit yea ur rght i havent messed with ror in so long
kinda gives me memories lol, but id say it is easier to understand jbeam but harder to work on if that makes sense
tho i have a lot to learn so i wouldnt really recommend take my word right there
yea jbeam is pretty easy once it clicks
it seems like the creta specifically messes up when you change anything in it real time
could be
with the FD2 one it can be hot swapped real time
ig id restart every change but thankfully grid map loads real fast
what i just did is i copy pasted the mirror writing from vivace and changed the mesh names to its respective creta mirrors
@raw cedar @distant pendant holy shit aint no way its that easy lmfaooo i love this damn game so much
i really should look into the modding scene more frequently
ohh ok so ill just reactivate the mod from the game menu and theres no need to restart
eyyyyy lets go
should i just rename mats for the rear view mirror and then copy paste the ones from vivace jbeam when necessary??
hell yeah this thing is fun
yea i would and just see if it works
whos brain craver lol
yea int mirro
hmmm, if the left mirror is called mirror_CE, and the right as mirror_CX, what would be the rearview mirror?
i looked at the pessima .dae and it's called mirror_F, is the mirror_F material name a universal thing?
yea
follow same procedure, look at vanilla car its based on copy materials name from it.
got it
ill let yall know again with this one
oooohhh so it's called mirror_F then
ill just re-write the mat names from the creta side mirror
it seems to not work
i wonder why, i copy pasted "mirrors" on to it and then copy pasted the mesh name
maybe the base translation is off
this is what it looks like rn btw
where should i start when tinkering the the base translation
copy whats thererr now and put it in a new document then id try putting 0s
btw which one's forward? X, Y, or Z?
y
im not sure on that honestly
try looking in blender and see where the mirror is located
hmmm, maybe this woudl help
the mirror of the creta is directly modeled with the creta_body mesh
oh
ill compare it with the vivace .dae
i think it should be its own model outside of body
yea what he said
ill try one thing, the vivace's mirror's called intermirror, if the creta's directly modeled with the body ill try renaming the mesh in the mirrors jbeam of creta to see if it works
wait i got confused a little, it was mirrored directly with the body, but in jbeam it's called creta_intermirror
im also confused
@brittle warren @distant pendant bruh it works lmfaoo, i just called it the same name as the body's mesh name where the mirror was modelled directly with, and i think this is where i will tinker with the refbase translation?
somehow the modder called everything that says vivace_[insert part] into creta_[insert part] even if it doesn't exist
yea that and rotation if its not working right but id make a back up of original first
yes sure
thanks
depends how the refnodes are setup but global orientation is -y forward, +y backwards
yea i didnt realisze what i put lol
idk what causes the black thing
use the mirror debug in the vehicle editor
thanks, ill check that out
this is what shows up
use this
thanks, i found it now
wait so this means i could tinker with the position without having to manually write things in jbeam?
this is awesome
i wonder if this has something to do with the position of the glass model now
it looks dirty rn but i think im getting there
@proud solstice would this save the positioning/changes automatically?
no
what should i do to save it
paste the values manually
thanks
am i understanding this correctly?
how do i close mirror debug lol
this is the first time ive messed with it
yea and probably same keys u used to open it
what are the Nrms from baserotationglobal?

it resets itself after changing
did u save the jbeam
copy pasted values in jbeam from what i see in the debud > save > reset the vehicle > values in rotation resets to the following shown in ss
yeah
restart the game maybe
whenever i set it to (x 0.667, y 0.744, z -0.050) and then save, now it resets to (x 0, y 1, z 0)
yeahh ill restart the game just in case
try putting them in when the games closed then reopen it
lets see, im loading up rn
oh if you're trying to modify these then don't
offsetRotationGlobal is deprecated
ahhh, yeahh thats what was resetting, it did save the one on top tho. but modifying that does fix the angle of the mirror, what should i do in this case?
i see
also make sure to unwrap the mirror part properly, otherwise it'll be warped
rotate the mesh in blender > unwrap > export ?
the mirror itself usually uses most of the uv space
yes
i also figured that the model is literally centered and not positioned with the driver in mind lmao
lmao
over damn joint 😭
i might need a little help on the unwrapping thing
i only have to unwrap just the glass right?
yes
where do we look for the unwrap thing
this might also fix the dirty look on the mirror
up top next to face is says uv then hit smart uv
then above face u can click uv editing and see if it looks right
ahhh this one?
yea and it looks fine
ig no need to unwrap or smart uv? or should i still do that just to make sure?
click on the right where it says uv maps and see if theres multiple
im sorry where should i look at im kind of blinded by these buttons lol
all the way to the right were that little green triangle it open the menu that says uv maps
click on the triangle above the material button
ohhh this one?
like the button u clicked to get to the materials theres a green triangle under it click it
yea now click all of them that dont say 0 and click the minus button
ohhhh i see
hell yeah
thanks yall @distant pendant @brittle warren @proud solstice
Gave +1 Reputation to @distant pendant (current: #95 - 27)

yw bro
Hello, does anyone know exactly what these names stand for in the Bastion's UVs? Like what type of map is each one
Still kinda a noob with UVs, I'm making a mod that changes part of the Bastion's body
they are the materials ao is ambient occlusion b color is the diffuse color m is metallic map normal is normal map and r is roughness map
Awesome. Thank you so much
Gave +1 Reputation to @brittle warren (current: #249 - 10)
yw
can someone please give some help on how to create a spare wheel slot, specifically for a rear bar for the roamer
how do i create intersections without using presets in road architect tool
if i figure this out
i can finally start working on my highway map again
not even 24 hours ago there was a discussion about a similar topic in the general chat of beam wheeler, someone (dennis, i think?) posted a better method than what vanilla uses. better off checking that out rather than spending time looking at the pretty terrible vanilla system
ok thanks @shut pollen
Gave +1 Reputation to @shut pollen (current: #120 - 23)
Anyone know why my flexbody isnt showing up its had all transforms applied and in the console it doesnt say it cant find it
node group match?
caught in 4k 60fps
sorry lol was gonna reply and didnt click reply
confused there all the same
yes
because u put them in the wrong order
the second param is the group, the third param should be left as empty list
so like that?
yes
thank you so much i just spent 3 hours trytin to figure ity out and it worked right away
Thank you .... for the rep
Gave +1 Reputation to @inner heart (current: #113 - 24)
https://youtu.be/GL51GpcbI6Y?si=W39pofF_qSG9mTr0
hello, i watched this tutorial and im trying a basic bumper swap but idk why, nothing change ingame, i think i did it right, i just didnt did the nodes rn but nothing show up ingame
This video will show you how to:
-Prepare the files
-How to edit them
-How to edit the jbeam of some parts
-How to publish your mod to www.beamng.com/repository website.
Software used in the video:
WinRAR - https://www.win-rar.com/start.html?&L=0
Notepad++ - https://notepad-plus-plus.org/downloads/
NodeBeamEditor - https://github.com/RORMasa/No...
and yeah i relauched the game
Whats your folder path look like
this is where i put everything before copying into the mod folder, i zip the covet debil one
File path should be (vehiclename/vehicles/vehiclename)
it doesnt work, i tried different roots but no, can it be from my 3d model?
i put all the parts i wanted in the same, maybe it is the problem?
you can't put all those under one jbeam
it would still show up but wont work right
ah ok, i need to put each part in 1 dae, but it doesnt explain why nothing show up?
no, you can have it all in one dea, but you have to have jbeams for the strut brace, exhaust, bumper, spoiler.
Ah yeah, that's, what i did here, but it doesn't work
I did a new jbeam for the bumper, changed the names but still nothing show up, should i do it in the normal bumper jbeam?
you should use the unpacked folder workflow
and, no capitalized c for the covet in folder name
ok, so i put the mod in the unpacked file and work dirrectly with this one?
working in unpacked folder allows you to not re-zip every time you make some changes. instead the game picks up every changes you made real time
the unpacked folder can be found in app data local beamng mods folder
if u don’t have a unpacked folder u make a new folder and name it unpacked
yeah i have it
and every mod you want to make goes in like unpacked/myModName/vehicles/Covet
ok
once u do that, check in mod manager that your mod is enabled
does the fact that i have textures be the reason why it doesnt work?
idk how textures work on beamng so idk
well the jbeam part should show up in the part menu anyways
show file path again
not confident that you have the correct setup
i assume in the mod menu the beamngcovet mod is enabled?
nah its not
mfw
but i didnt changed anything since it was on zip, just not zipped into the unpacked
so i dont think the problem if from here, this is an other one no?
you should not work with zip when using the unpacked folder workflow
yeah im not dw
remove the beamngcovet.zip in the mods folder, if u still have it there
oh damn it finally work
knew it
when shuffling around the entire mod you sometimes needs to reload the lua
so its here, i just need to edit the model to apply the mirror and fix the shading issue, and there is no textures bcz of what? wrong UV?
yeah i relaunched 2 times and its good
are u intending to use existing or custom material
using nothing, i didnt touched anything about them, not even the uv map
so u intend to use original
fix the referenced material name of the mesh obj in blender by removing the .001 suffix
i just put covet and it should be fixed?
yes
nice, im doing all the body pannels i need and then come back for the exhausts lol
additional note, for livery to not be mirrored on ur bumper, fix the second uv map of the bumper after applying the mirror modifier
the second uv map is responsible for livery
this?
second uv map
that’s the first uv map(looks like)
(prob need to fix that deranged uv aswell but i feel like you know what you need to do)
how can i find the second uv, i dont know anything about mapping i usually give this task to friends lol
ehhh the small window at the bottom right in default blender layout (i’m not blender expert you see)
or would i call it toolbar, idk, but one of the tab have it, i think the icon of that tab is green
ahh yeah
you can grab the skin UV png in the vanilla covet.zip as a reference
yeah i see, ig im gonna let it to peopls that gonna make the textures and skin, its already a good start lol
and to be able to put the mudflaps i paste here from a car that already have them and it should be good?
well if the part is in common then yes, else you need to copy the slots and the mud flap jbeam
Ok i see, im gonna see how its done on other parts and gonna try to make it work, for an intake and a strut bar it work exactly the same as the bumpers right?
well u can always copy the vanilla intake and strut bar jbeam
Okay nice, do you know where i can move the exhaust flames? Like change where is the exit?
oh okay i understood the exhausts, it was a 3d model issue, bad separation
who can tell me about adding materials? i have a problem where i added a material, but it either doesn't show up in the game or doesn't belong to the car
post a pic of the material list of a problem part in blender, an in game screenshot of what the issue is and a pic of your materials.json
right?
it has been a hot min since ive done anything light related and not currently at my pc to check but looks mostly ok. pic of it in game?
the texture just isn't in the material editor
there's nothing about it in the console
huh, is it pathed wrong or missing an open bracket above maybe? might also need to clear the persistent id
Use vs code with jbeam extension will help a lot
do someone have idea why the car spawns like that after ctrl-r
ref nodes?
okay thx
Gave +1 Reputation to @brittle warren (current: #199 - 13)
wtf lol ive never seen that
hey, can someone help me with some parts i dont know how to import?
i have an air intake, an exhaust header and quarter panel
wym like they wont import or you just have 3d models
like idk where i need to put the names in the jbeams and in wich one?
well lets start with the header what car is it
covet
did you already make a mod folder for it
dm me then i can help[ u better cause we can send jbeams back and forth
yep, its not the first part i did, but it the ones idk hiw to do
anyone help with ai racepath editor?
can someone help me fix half-invisible parts? what is happening is when I export my working d series tray, with a working texture (pickup with uv), some parts of the tray will be see-through, but when i move camera a different part of it will be
hey there, trying to fit a 2J into the gen 2 Zenith, but front wheels don't show up when the engine is fitted. How can I fix this? Also I still have no idea what the VY node is, and the official documentation doesn't help
it cannot map flexbody to the nodes you give it
normally, this begs the question: are your nodes aligned like a straight line
but i think u just broken the node group or the flexbody group
i havent changed anything in the suspension, only slapped the engine in there
check if any property settings are "leaking"
where do i check
node section
Sorry to be an ass guys but i kinda need some help here
1 is engine 2 is stock suspension nodes
actually, no, turn on ingame node debug and are the wheel nodes there, i think your wheel didn’t spawn
inverted normal?
you broke whatever supposed to spawn the wheel
if i knew what can break wheels when changing the engine
it doesnt
Sorry how do i fix that?
shift+N when selected the mesh
Thanks
Gave +1 Reputation to @modern marlin (current: #1134 - 1)
cursed, send jbeam? just the engine
this is absurd
what part of the front suspension actually was broken
the spindle?
or the preesurewheel
everything else than the wheel is showing up
so the fw1l stuff shows up?
i do not know wtf is going on
if you dont mind, send me the whole mod
if u do, i will try think of smth
yea
found it
the wheel also doesnt appear, without an engine
not your fault
this zennith is weird
oh
the front spindle mentions nodes that nolonger exist when u swap the engine (which also swap the transmission)
which also explain why the wheel dies when u dont have an engine
the specific nodes are tra1r and tra1l
what the fuck is torqueJointNode anyways
idk how u want to fix that, since the missing front transaxle break the spindle, basically
you can create fake transaxle nodes somewhere, or make a new spindle
its not from the engine
its from the transaxle
oh
here, the spindle that fixed the problem
the important bit are the removal of torqueJointNode1 and torqueJointNode2
wait so it works with that?
yes
where do i place it in the mod, just the folder? or the original mod
i assume you are not re-shipping the kljp with your 2jz mod
well the 2J is a separate mod from kljp
so theres only one answer, in your mod
alr
thank you
Gave +1 Reputation to @inner heart (current: #107 - 25)
does anyone know how i can make it so that one of my parts in blender is part of paint slot 2 in game?
Does anyone know how to combine two main level LUA's to enable drag strip timing system plus dynamic lighting?
im looking to add yellow drls to stolbhunters a90 mod, how would I like do it
is it better to meshslap then edit the jbeam until it looks and weighs and deforms right or should you just make a whole new jbeam from scratch?
im looking to make my first car mod and i want it to be as great as i possibly can make it so im not a modland outcast with a half assed mod
its better to make a part mod instead of a full car as a first mod
i have heard that advice over 30 times now and i don't feel like its always true
definitly part mod first cause mesh slaps are stupid and wont help you figure anythung out
it also helps you how to learn to model to beamng standards instead of just modifying some values in a text file
go for it how you want noone can stop you if you learn you learn but it will be more rewarding to start with custom parts and do that first cause editing a jbeam for a whole car is going to be much harder than just meshslapping or making your own
does anyone know why my hydros are using steering input?
nope
these wheels in the back are rotating based on the wheel not the rear hub
the rear is what is in the air
move the wheel data
how do i move wheeldata
use node move on the wheel data
ok
what am i doing wrong here
i decided to look where the hubs went and found another nodeoffset so i am gonna attempt those
any idea
i just reenabled the trackoffset
change nodeoffset with node move
would moving them with nodeoffeset in the suspension work also?
can try if it doesnt always go back to what you had
it works until i renaabled trackoffset in the hubs
but i just reenabled it by /* */ it
un doing it
im not sure at that pont
and it outputs that error above
that variable is not defined
its not a built in feature u just enable and the game does magic, no, its a variable that (probably the suspension) needs to include
is the actualy physical representation of the wheel in the center bottom also? (you know the nodes)
if so i think u need to move the fw1l fw1ll nodes to the correct place
then nodeoffset the wheel_R_5 properly
Hi i would like too lower the pitch of the tire noise
how would i do that thats all
Hi does anyone know how to fix the steering jbeam breaking if you steer too much in my mod? To enable my mod please change the bus axle to "Front Axle Guided". Any help would be appreciated!
Does anyone know where these files are stored in older versions of the game (0.20) or if they're generated dynamically? I'm trying to get the v0.20 West Coast USA working in v0.33 but some of the road textures are missing. I searched in all the content zips from 0.20 but couldn't find anything
In 0.33 they're missing but when I load the map in 0.20 its fine
doesn't look fine
Yes that's in 0.33
no texture
Yep that's the issue
It's meant to look like this
I remember they changed the road textures but I don't know where they should be in the files
it seems those roads are part of the terrain so maybe the terrain file will say 🤔
I think they're defined in the levels/west_coast_usa/art/shapes/roads/main.materials.json file maybe
I renamed levels/west_coast_usa/art/shapes/roads/main.materials.json that file to see what would break and those roads are still fine. What type of roads are the ones that are part of the actual terrain is it decal roads or mesh roads? It seems the textures for these are defined somewhere else
it seems they actually are decal roads. so I'm guessing need to find where the materials/textures are for those decal roads because they're obviously not in the new version
What's weird is that these seem to be the textures for the old decal roads and theyre inside content\levels\west_coast_usa.zip\levels\west_coast_usa\art\road\ so they surely have to be getting loaded by the game
They changed how the road decals are used
Seems like some of the textures might be loaded in from elsewhere and I need to copy these files too?
I'm loading the v0.20 map up in 0.33 to see if I can manually set the texture of the decalroads where the textures are missing
Would you know if there's any documentation on what the change was and how to update maps for it please? I did look at https://documentation.beamng.com/world_editor/tools/decalroad_editor/ but it seems that doesn't mention how things are done differently before and after the change
oh so I found it in the material editor but when I selected that material the game dropped to 3fps probably because its trying to load it constantly or something
It seems when loading the map in v0.20 the Directory under material info is /levels/west_coast_usa/art/road/ and in 0.33 its /art/shapes/common/decalroads/ I wonder if this is what was changed and why its broken
As a test I replaced 0.33 art_shapes.zip\art\shapes\common\decalroads\main.materials.json with 0.20 west_coast_usa.zip\levels\west_coast_usa\art\road\main.materials.json and it seemed to fix some of it but not all and now there's another issue.
I get that I'm going to need to rename all the west_coast_usa references in the old map at some point to avoid conflicts but from what I can tell it seeme the answer is defining the materials/textures for the decal roads in art_shapes.zip\art\shapes\common\decalroads\main.materials.json
where is the dodge charger
ok so it was looking for AsphaltRoad_variation_02_d.dds in art_shapes.zip\art\shapes\common\decalroads\ but in 0.20 that file used to be in west_coast_usa.zip\levels\west_coast_usa\art\road\ and in the main.materials.json there isn't a defined path for that texture file only the file name so the game must default to looking in art_shapes.zip\art\shapes\common\decalroads\ now when only a filename is set. Just copied the textures over for now and the roads are pretty much fixed.
Think I know what I need to change to do this properly now
Need to work out if theres a LUT/color correction file for the map somewhere beacuase in v0.33 its really washed out and cold feeling. Maybe its not possible to change that though
Modern beam feels so washed out and harsh
First picture is 0.20 and second picture is 0.33
its just your settings
I'm sure they changed the tonemapping at some point
I think its when they switched to PBR but maybe I'm wrong
You can see mentioned here https://beamng.com/threads/pbr-neutral-tonemapper-khronos-group.100948/#post-1771527 game uses this horrible Uncharted2 tonemapper now
Can anyone help me make custom slot? Specifically trying to make a slot for some jerry cans for a custom rear bar i made. Could someone explain how to do this?
decals no show on modded map , yes i've changed render priority
yo im new to this how do i import my own objects and 3d models or can i not do that
Today we go over how to import custom models with working LODS (Level of Detail)
Map Link: https://www.patreon.com/posts/68084579
Patreon Link: https://www.patreon.com/SpencerJohnson
Links You Will Need:
BeamNG Blender Template File - https://mega.nz/file/1QY1lDIB#iPzBS4BTMs8k80yPM4VV5O-uaEZh9c-jxpoXdOsqmAM
WinRAR - https://www.win-rar.com/d...
thanks
no problem
Can anyone help me make custom slot? Specifically trying to make a slot for some jerry cans for a custom rear bar i made. Could someone explain how to do this?
is modland a ok place to get mods or is it unsafe?
if you virus check its fine
buttttt... a lot of stuff is leaked, if you are found with a leaked mod, a lot of discord mod servers will ban you
yes, but remember most of it is. just leaked paid stuff
and it must be a zip file not exe
so if you pay for a mod thats bad
thanks
Gave +1 Reputation to @brittle warren (current: #147 - 19)
i wouldn't reccomend getting paid mods off modland
but most stuff on modland is paid stuff that has been leaked
Mods from Modland just don't use perid most are stolen from creators
exactly
ohhh
If your willing to pay for mods look up good ones like what are you trying to get
is the porsche 911 stolen?
which one there are millions of 911s on modland
but likely
oh ok
yea just get the one above
oh thank you
Gave +1 Reputation to @brittle warren (current: #139 - 20)
Most of the stuff on Modland you can find in the beam ng forums
or on patreon for money
its hard to find mods on the forums. i just look at videos to find mods
Yea that too I swear if I see my mod on Modland I'm using Modland lol
yea lol
Suing^
yea it can be hard, but you can ask around
nope, full of shit mods
okie thank you guys
all good
also applies to worldofmods, modshub, modshost, modsgaming, stmods, etc
yup for sure
ok
Do you have over object checked?
i figured it out, needed to add a terrain block
Can someone help me import something from utah to east coast?
It helps to just google what you want to find and write "site:beamng.com" behind it. Then it only shows mods from the official forum. This often works better than beamng's searchbar
I'm wondering is it possible to have a map with two separate terrains? Where its like two terrain squares separated by the void or whatever its called
I've never seen that before.
cancsomeone help me my glass material says no texture
Anyone have texture & .jbeam files for procyon centauri skin making?
All the ones I have used don't seem to work
how do i make intersections with the road architect tool
anyone able to help me get rid of this no texture on my car im making plus the skins aint working and dont have a clue why any help is really apreciated (ive got it on a covet jbeam)
I wanna make a mod but i have no idea how. I dont wanna use a meshlap
Creating mods or learning how to create mods is a difficult task. Start with simpler mods such as parts for a vanilla vehicle, rather than trying to make an entire vehicle
How do parts work exactly then?
I'd recommend taking apart vanilla vehicles JBeam files and figuring out how they work, that's how I learned
Where are vannila jbeams located
https://www.beamng.com/threads/tutorial-making-a-custom-part-for-a-vanilla-car.82050/ check this out
ty
Gave +1 Reputation to @brittle warren (current: #101 - 26)
my blender doesnt allow jbeam importing @brittle warren
Ok go on Google and search blender jbeam importer
For those that have expertise in modding/making UI apps;
How do I keep the Trip Computer UI app from resetting when I tab between cars? I have already messed with the code to remove all instances of reset and have made my own complete version of the UI app, but it still resets.
Is this just an inherent issue with Beam that I cannot solve or am I just missing something?
Um I'm not sure what you did did you delete anything?
No i was just coding the main part for the car
Do you know how to fix this?
At the bottom right of vs code does it say jbeam
So u installed the j beam extension for vs code right
yeah
ill try chatgpting it
wait
i never knew chatgpt made 5 mods for users in the past
So uh i zipped it, its not showing
Rename etk in your jbeam at the top to whatever you want it to be
Yea rename the etk to etka230
And ittl work then?
Did you make a json file for your car
https://wiki.beamng.com/Introduction_to_Vehicle_Creation follow this and see if anything is different
im pretty sure your vehicles folder needs to be lowercase
i think your right idk why i didnt catch that
how do you start modding when you already have a 3d model
how do i add lights and stuff and import it into the game and jbeam it
yea but it works tho
well it works to get a jbeam in game as a vehicle thats as far as i went cause thats all i needed
#mods-discussion message this is much better and is much newer
ight ill use it if i ever need to again thank you
Gave +1 Reputation to @proud solstice (current: #39 - 61)
so i see the bounding boxes for the light source and it lights up the reflections on vehicles but it doesnt light up the ground
someone help please i am at a loss now
Hello, I have a problem, 
I'm currently modifying the jbeam of the sunburst and I'm using the BNEeditor software. I've modified the location of all the nodes but 3 don't move and aren't in the right place even though I've changed their position. However, the coordinates have been modified in the .jbeam file.
in bne
in game
However, I refreshed it with ctrl r
I find moving nodes in programs to be absolutely broken regardless if bne or blender plugin
the only successful times I get nodes to move is editing them in visual stuidio via their # parameters.
i have a object that i made for 200bx but dont know how to map it. Its a steering wheel but i cannot find the vanilla materials by beamng for the steering wheel for 200bx. Where is it? I couldnt see or find it in main materials
whats up with these weird things on my skin? skinmaterials.json looks fine
more on the side skirts
bad uv overlapping incorreclty on what looks to be some wide body bolt Normal material
how can i fix it
"etki_steer_sparco" : {
"name" : "etki_steer_sparco",
"class" : "Material",
"persistentId" : "323232",
"Stages" : [
{
"colorMap" : "vehicles/etki/Sparco_R345_DIFF.jpg",
"normalMap" : "vehicles/etki/Sparco_R345_NM.png",
"specularMap" : "vehicles/etki/Sparco_R345_TX.png",
"specularPower" : 32,
"useAnisotropic" : true
},
{},
{},
{}
],
"mapTo" : "etki_steer_sparco",
"materialTag0" : "beamng",
"materialTag1" : "vehicle",
"dynamicCubemap" : true
},
How to fix this not from working
@distant pendant
the textures just dont work
you gotta make a folder
in vehicles
then "vehicles/etki/FOLDER/Sparco_R345_DIFF.jpg"
put all the textures in the folder too
@tender barn
yo i got this far
but cant understand why it doesnt work
Having a subfolder after etki/ makes no difference
what should i do then?
No clue
damn
Anybody who can/wants to help wit UV Mapping, DM me (Will recieve Beta Tester, and will be given credit)
For the Autobello Milano
name your material file yourname.materials not main materials
also make sure in blender that the steering wheel material is exactly right
oh alr sometimes worked for me
how can i get rid of the dip at the transition between ground types asphalt and grass
Custom map?
yes, the dip doesnt occur when both ground types are set to the default
I’ve never made a map but I’m pretty sure you could either:
- Make a custom depth map
- Try to fade between the two terrain types
- Set all materials to have 0 depth
Why i get no material on paint and steering wheel is missing?
is it your mod?
No
then its the mod thats messed up you could try making the materials for it and poiinting them to the right place
Thanks i will try again.
What does the masterial editor look like
Yo, in blender it works perfectly, and the textures are png and one is jpg
im probably missing a step
i meant like the name of the material also did you make a material slot for it in your own materials file
wait... what do u mean by the material and a material slot in my own materials file
Thats what i am missing haha, im new to modding
oh lol yea you need to make a materials file named like myname.materails.json and add your materials to that
this is what a single material looks like
"etki_steer_sparco" : {
"name" : "etki_steer_sparco",
"class" : "Material",
"persistentId" : "323232",
"Stages" : [
{
"colorMap" : "vehicles/etki/Sparco_R345_DIFF.jpg",
"normalMap" : "vehicles/etki/Sparco_R345_NM.png",
"specularMap" : "vehicles/etki/Sparco_R345_TX.png",
"specularPower" : 32,
"useAnisotropic" : true
},
{},
{},
{}
],
"mapTo" : "etki_steer_sparco",
"materialTag0" : "beamng",
"materialTag1" : "vehicle",
"dynamicCubemap" : true
},
Is this right or no?
"LCDView": {
"name": "LCDView",
"mapTo": "LCDView",
"class": "Material",
"Stages": [
{
"baseColorMap": "/mods/unpacked/subwooferspessima/vehicles/common/Textures/cone/Metal061B_1K-JPG_Color.png",
"instanceDiffuse": true,
"normalMap": "/mods/unpacked/subwooferspessima/vehicles/common/Textures/cone/Metal061B_1K-JPG_NormalDX.png",
"normalMapStrength": 2,
"normalMapUseUV": 1,
"roughnessMap": "/mods/unpacked/subwooferspessima/vehicles/common/Textures/cone/Metal061B_1K-JPG_Roughness.png",
"roughnessMapUseUV": 1
},
{
"instanceDiffuse": null,
"normalMapStrength": null,
"normalMapUseUV": null,
"roughnessMapUseUV": null
},
{
"instanceDiffuse": null,
"normalMapStrength": null,
"normalMapUseUV": null,
"roughnessMapUseUV": null
},
{
"instanceDiffuse": null,
"normalMapStrength": null,
"normalMapUseUV": null,
"roughnessMapUseUV": null
}
],
"doubleSided": true,
"dynamicCubemap": true,
"translucentBlendOp": "None",
"translucentRecvShadows": true,
"version": 1.5 use this and replace the names with your names and images
oke lemme try ty
hmm still didnt work for some reason
send a screenshot of your whole materials file
wait yeah i noticed a big mistake
{
"bx_steer_sparco": {
"name": "bx_steer_sparco",
"mapTo": "bx_steer_sparco",
"class": "Material",
"Stages": [
{
"baseColorMap": "/mods/unpacked/200bx_tunink/vehicles/common/steeringwheel/Sparco_R345_DIFF.jpg",
"instanceDiffuse": true,
"normalMap": "/mods/unpacked/200bx_tunink/vehicles/common/steeringwheel/Sparco_R345_NM.png",
"normalMapStrength": 2,
"normalMapUseUV": 1,
"roughnessMap": "/mods/unpacked/200bx_tunink/vehicles/common/steeringwheel/Sparco_R345_TX.png",
"roughnessMapUseUV": 1
},
{
"instanceDiffuse": null,
"normalMapStrength": null,
"normalMapUseUV": null,
"roughnessMapUseUV": null
},
{
"instanceDiffuse": null,
"normalMapStrength": null,
"normalMapUseUV": null,
"roughnessMapUseUV": null
},
{
"instanceDiffuse": null,
"normalMapStrength": null,
"normalMapUseUV": null,
"roughnessMapUseUV": null
}
],
"doubleSided": true,
"dynamicCubemap": true,
"translucentBlendOp": "None",
"translucentRecvShadows": true,
"version": 1.5
}
}
this is everything i have
well heres what i did,
I cloned the airbagsteering wheel and then replaced it and made a new slot and everything. So im not sure whats even a stock material, but it should be like my materials
my materials files in in the common folder
ok did you make the name bx_steer_sparco and are you loading this as a mod or straight in the common folder
The name bx_steer_sparco comes from this
"bx_steer_sparco": {
"information":{
"authors":"BeamNG",
"name":"Sparco steering wheel",
"value":250,
},
"slotType" : "bx_steer",
"props": [
["func", "mesh", "idRef:", "idX:", "idY:", "baseRotation", "rotation", "translation", "min", "max", "offset", "multiplier"],
//steering wheel
["steering", "bx_steer_sparco", "stc3","stc1","stc2", {"x":90, "y":90, "z":180}, {"x":0, "y":1, "z":0}, {"x":0, "y":0, "z":0}, -1000, 1000, 0, 1, {"baseTranslation":{"x":-0.03, "y":0.005, "z":-0.006}}],
],
},
And its loading as a mod, its in the unpacked folder
\mods\unpacked\200bx_tunink\vehicles\bx
dont use that name give it your own name its trying to over write that one when you do
really? damn oke imma try that just a sec
aslo have to rename the material in blender with that name also
yep
clear your cache in bettween reloads cause it will store the old material file usually
oh yeah thats true actually, so i will rename it completely also in blender, then fix the materials file thats in my common file and then reload clear cache and try in game! Am im missing something?
i dont think so
picture how it looks in blender
how many uv maps does it have cause you may need to delete one
mm im not sure how to check it, its from someone else
sorry if im pain in the ass
is there anything wrong? I couldnt understand where to put the ]
behind the 1.5 that you said earlier
under the 1.6 and above the }
oke
like that
yea idk why its turning red tho i dont see anything wrong
does that show any errors when you click it
You don't need the ] below the version
And don't write /mods/unpacked/, as this will cause your textures to not work if you do end up packing your mod
well that breaks all my materials if i dont have it and all the stock materials have it
Instead, your maps should start with just /vehicles/common
They absolutely do not
ye thats what i had before
i copied mine from a stock material so idk
This is how a stock vehicles material looks like
anyways i will clean my cache and try it out if it works
your right im just saying i coppied mine from one of the stock materials so idk why its like that
and if i remove it it breaks
why not make the material name in blender, and then use material editor and make the material in material editor instead of trying to do it manually?
lemme see if i can source a decent tutorial for you
haha sure bro
and you have to copy it from the temp folder which some people dont know how to do lol
Where are your texture images located?
ima try to find him that tutorial i used
common/steeringwheel
mods\unpacked\200bx_tunink\vehicles\common\steeringwheel
Let me send it to you when i can.
Make sure your maps are linking to the proper location, they should be "/vehicles/common/steeringwheel/name_of_texture.png"
Don't put mods/unpacked in the maps
oh yeah
if i was at home, i'd just vc and show ya how to do it. If you still having troubles in like 3 hours tag me and i'll help ya in vc
thats what it does if you use the materials editor cause thats why mine say it
fixed that alreayd, lemme show you
sure bro ill add u
And you should remove it, as packing the mod will cause the textures to break
As your textures will no longer be located in mods/unpacked
ok thanks for that info i didnt know
Gave +1 Reputation to @viral juniper (current: #589 - 3)
no need to add
oke
What is your material named inside blender?
Make sure it is the exact name you have given mapTo in your materials file
well im a bit confused but i use the same pngs and jpgs inside blender also if thats what you mean by the name
or i can check it inside blender also for the name if its something else?
oh that one
What does your material say?
beat me too it lol
yeah it says something different
Change it to the same thing as you have mapTo set to, sparcosteering
yes, now what, do i restart the game or clean cache again?
I'd say so
well, we will see in a bit
welp that didnt go as excpected, still doesnt work
im defenietly missing something really simple, but not sure what
so mine should look like this then?
Have you checked the error logs by any chance? Accessed with the tilde key (~)
Yes
That'll do it
Thank you so much
No problem, glad to help
thanks @brittle warren
Gave +1 Reputation to @brittle warren (current: #93 - 28)
Gave +1 Reputation to @toxic widget (current: #21 - 89)
@tender barn Thanks
yw sorry i had the info wrong lol mine just work like that so i figured it would for you
tyty
I don't understand how the bot works
Thank you for your help
totally fine bro still was helpful
No problem
bro this shi broekn haha
apperently lol
just one more little thing before i go on
How to not make it so red
or whats the reasoning behind it
Not sure about that one
in the material editor next to base color theres a color picked you can try moving it around
Got if fixed, it was that, i made it false not true
its absolutely beautiful
thanks
thanks @viral juniper
bro 💀 it just doesnt work
I don't think the bot likes me but no problem, glad you got it fixed
Im pretty sure u saw the bot reply to me haha
ye but really appriciate it, i got alot smarter now
haha ye it just does not like u
thanks
thanks @viral juniper
nope just doesnt wanna give u the rep
It replies to that but ignores when you tag me, I see how it is @toxic widget :(
ye fr
wich video?
like whats not working for you is it not showing up in the vehicle selector or not in game
thanks, changed the value from 0.05 to 0 after adding groundmodels folder
Gave +1 Reputation to @keen shadow (current: #411 - 5)
anyone know why this is happening
bad file path in material json is my guess
did what you said and it broke
they worked until i changed the path like rx said and now when i changed it back there still broken
show ur currently used path and what u were using before?
Are your textures located in the same location as in the materials file?
Ah wait, I see the issue
there not in the same folder bu theye werent before either
yes, vehicle/subwooferspessima is not right
Remove /vehicles/subwooferpessima
/\
^
Sorry, just saw your message as I sent that
ok one sec
okay i remember who u are and what u doing now seeing the "subwoofer"
so like that
yes
ok loading back in do you guys know why iit worked before with /mods/unpacked/subwooferspessima/vehicles?
While it does work, it won't when you pack the mod
guessing its coincidence
it worked thank you
Gave +1 Reputation to @inner heart (current: #104 - 26)
ok thank you it worked
👍
give u the missing thanks also
Gave +1 Reputation to @viral juniper (current: #484 - 4)
his wouldnt work earlier either if u scroll up lol
Oh hey the bot finally gave me reputation
i have a loose deadline of november 29th so if someone could please help
did you follow the jbeam exactly and the info exactly cause its pretty important
i need some help doing gauges
How does the interior camera muffling work
And where can I find files for modifying it
I need to change this mods muffling box, the area in which it seems to muffle within, and also the amount that it muffles by
See #mods-discussion message for the amount of muffling
As for the area in which it muffles, I'm not sure you can change that. I think it either does it when you are 'inside' the jbeam, or maybe just whenever you select the interior camera? Can't find any info on it
@chilly flare Sorry for the (silent) ping, but could you maybe shed some light on this when/if you have time for it?
How does the game determine what area counts as the interior (aka what area to muffle the sounds in)?
So it isn't showing up in the vehicle selector?
Do you have an info.json file?
I haven’t found any jbeam suggesting it, I think it’s hardcoded to the driver cam once you’re within a certain distance of its node
how do i fix this hood?
um idk how or why this happen