#modding-general

1 messages · Page 7 of 1

distant pendant
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huehuehuehue

solar harness
unkempt sleet
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Material editor bro

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But I don’t think its black

solar harness
unkempt sleet
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I think it’s showing the black part of the “no material” texture

solar harness
#

this?

unkempt sleet
#

And the UV is cooked

solar harness
#

yeah probbably

unkempt sleet
solar harness
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is there a chance that i delted the texture or something this happened when i pressed upgrade to pbr

unkempt sleet
#

Smartest man alive

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Join modding for dummies

solar harness
brittle warren
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anyone know where these jbeams are located

glacial forum
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either in common or in the specific vehicles that use them

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I assume xl and xl_b would be t series, the m for h series, s for d series, and l for md series?

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oh nvm I'm dumb I thought those were the big box truck boxs

brittle warren
brittle warren
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Does anyone know how I could set up a lua trigger to toggle a custom sound on or off with keyboard

mellow elm
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How to małe mosa

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Mods

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Make

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How

brittle warren
# mellow elm How to małe mosa

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

mellow elm
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Thanka

brittle warren
broken mica
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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

gentle fox
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and did you check if the normals are correct?

broken mica
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i think i found it there doesnt look to be any errors

gentle fox
broken mica
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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

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thats all the errors

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theres no yellow ones

gentle fox
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yeah those seem unrelated

broken mica
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yeah

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is it something to do with the jbeam?

gentle fox
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is the UV correct?

broken mica
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how do i check that?

gentle fox
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i think the jbeam is correct

broken mica
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ohhh

gentle fox
# broken mica how do i check that?

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

broken mica
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i just edited the existing ones off the race bumper

broken mica
gentle fox
gentle fox
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press ctrl + a and then apply all when you have selected the canards

broken mica
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got it they are there now but the vanilla bumper doesnt show up in the parts selector

gentle fox
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oh i see the issue

broken mica
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i copied the files over into an unpacked mod folder

gentle fox
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you named the jbeam file the same as the original

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rename the filename aswell

broken mica
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ohh yes

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thank you

gentle fox
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np

distant pendant
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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?

tropic sail
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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

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i notice that it doesnt have a predefined extension hook made in the game. so is this impossible?

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seems you can do this for non-extensions by creating a file with the same name but in the extensions folder

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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?
maiden vortex
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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
  },
pastel sandal
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What causes this?

cyan jacinth
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heyo! anybody know what value i have to modify to make my car spit more/less flames from the exhaust?

wispy thistle
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<@&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!

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better image for figuring out the file structure.

brittle warren
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already cleared cache

next widget
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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

near surge
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do we have a video related to adding dynamic mirrors on vehicles that don't support it?

brittle warren
brittle warren
near surge
toxic widgetBOT
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Gave +1 Reputation to @brittle warren (current: #285 - 8)

distant pendant
near surge
brittle warren
near surge
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im adding a dynamic mirror for myself personally and im using the hyundai creta for example

near surge
brittle warren
near surge
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if that works id kick myself for how easy it is lmao

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ill let yall know

distant pendant
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it should be just reassigning it mirror_ce

brittle warren
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its capitol ce tho

near surge
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ohhh and the other side will be mirror_cx?

brittle warren
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yea but capitol

near surge
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i noticed the other side of the pessima is CX so i thought thats how it would work

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ohh i see, yeah ill put capital on it

brittle warren
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mirro_CE and mirror_CX

near surge
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yep

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thanks ill give u guys an update

brittle warren
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bet

near surge
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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?

brittle warren
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yes sir

near surge
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you guys are cool, thanks!

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i do have a question, how do i save/export it after renaming the mirror material name?

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do i just export the dae?

distant pendant
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Yup

near surge
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daemn

brittle warren
distant pendant
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Select all, export dea, entire selection

near surge
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as in the entire vehicle right?

distant pendant
brittle warren
near surge
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do i export the entire vehicle's dae even for small changes such as mirror material renames?

brittle warren
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yes

distant pendant
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its good habit

near surge
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thanks

distant pendant
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you could have my headache - resizing the entire d series drivetrain to a smaller scale XD

brittle warren
near surge
distant pendant
near surge
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is it normal?

brittle warren
distant pendant
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you need to chane the material for the right side

near surge
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ohhh

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i thought they used the same mat lol, ill change the right one

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the tris on this model is crazy but im surprised it doesn't bog down framerates

distant pendant
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you want a mod that hurts the game, DW corvette, mafka is 2 million pollys lol

brittle warren
near surge
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one more question yall, when i rename it, it also renames the other mirror, what should i do? add another material called mirror_CX?

brittle warren
brittle warren
near surge
distant pendant
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now remove mirror_CE

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from the right side mirror

near surge
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i see

brittle warren
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modding sucks am i right lol

distant pendant
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he shouldn't have to move the uv right?

near surge
brittle warren
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no shouldnt

near surge
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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?

brittle warren
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no ur good

near surge
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this creta im working on seems to be slapped on to a cherrier

near surge
distant pendant
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when you export, it should auto overwrite the previous one

brittle warren
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yea but id backe a backup of the original dae tho just incase

near surge
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ahhh, i loaded a backup .dae instead of directly from the one used by the game rn

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so ig ill have to drag and replace the one being used in the game rn

brittle warren
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yea

near surge
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i forgot this part, i shouldnt touch anything here right?

brittle warren
#

id click apply on orientation but that's all i do

distant pendant
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i always hit selection only aswell

near surge
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what does that do

distant pendant
#

it just makes sure it sets the correct y,z,x axis of position

brittle warren
near surge
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btw, this vehicle has another mirror for a different variant, ill just do the same thing right?

brittle warren
#

definitly works without changing uvs

distant pendant
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yup

brittle warren
near surge
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should i remove the .001 on this or it doesnt matter?

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just found out that it doesnt go away

brittle warren
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Click the down arrow and click on the one that doesn't say .oo1

distant pendant
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correct always make sure no .001

brittle warren
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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

near surge
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now it says .003

distant pendant
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mirror_CX only no 000

near surge
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i tried to remove the .001 mirror cx

brittle warren
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Click the little circle with a down arrow and fineld the one that doesn't say .001 and click it

distant pendant
near surge
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ohhh that one

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i found it

near surge
distant pendant
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theres a way to clean up materials but its alright for the moment

near surge
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i see

brittle warren
#

I honestly don't know how to do that lol

near surge
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ill export now, thanks yall, ill let you know up next

distant pendant
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file - external data - clean unused

brittle warren
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Shit thanks for the info @distant pendant

near surge
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sorry one more question just to ensure if such things would make a diff or not

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should i select it all like this then export or that wouldnt matter?

distant pendant
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i select all then export and when export window comes up hit entire selection

near surge
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i see

distant pendant
# near surge 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.

near surge
distant pendant
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you got it

near surge
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ohhh selection only

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lets goooo

distant pendant
#

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

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while you have it in game

near surge
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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

distant pendant
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i've got a night full of headaches coming lol.

brittle warren
near surge
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i just dragged and dropped the creta.dae file and i think i messed it up

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it now starts floating endlessly with nothing loaded up

brittle warren
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click this ` key in beam and show the errors

distant pendant
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did you change anything in the jbeam?

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nothing model wise would cause that.

near surge
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i also hotswapped the dae's while the game is running if that would cause such

brittle warren
near surge
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thats weird

brittle warren
# near surge 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

near surge
brittle warren
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go in graphics settings and make sure both dynamic reflection and mirror are clicked

near surge
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weird, i already have it on

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anything that i might have missed? haven't touched the jbeam yet

brittle warren
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hmmm yea that is odd

near surge
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ill try the one mirror with the blinkers

distant pendant
#

i never knew the mirrors would show the car aswell

brittle warren
#

yea they do after the last couplke updates

distant pendant
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oh neat, i rarely play in first person anymore

brittle warren
#

same

distant pendant
near surge
distant pendant
#

ah schucks

near surge
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yall think i should try re-writing the mirrors jbeam?

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cause i cross referenced it with the vanilla pessima mirror jbeam and it looks different

distant pendant
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you could try

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i'd backup what you have now though

brittle warren
distant pendant
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what you see there is like the built in turn signals and the various parts for that

brittle warren
#

add something like that

distant pendant
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^

near surge
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ill try copying the lines from the cherrier since that's what it was slapped on

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what was the cherrier fcv called in files

distant pendant
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that i do not know lol

near surge
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ill try looking for croissant

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i was looking at the wrong folder lmao where should i find the vanilla vehicles?

distant pendant
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your steamapps/common/beamng/content/vehicles

near surge
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thanks!

brittle warren
near surge
toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #266 - 9)

near surge
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thank god i used to read .truck files before so im not as lost as i would have been

brittle warren
#

whats .truck?

near surge
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its like jbeam but for rigs of rods

brittle warren
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oh shit yea ur rght i havent messed with ror in so long

near surge
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kinda gives me memories lol, but id say it is easier to understand jbeam but harder to work on if that makes sense

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tho i have a lot to learn so i wouldnt really recommend take my word right there

brittle warren
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yea jbeam is pretty easy once it clicks

near surge
brittle warren
#

could be

near surge
#

with the FD2 one it can be hot swapped real time

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ig id restart every change but thankfully grid map loads real fast

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what i just did is i copy pasted the mirror writing from vivace and changed the mesh names to its respective creta mirrors

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@raw cedar @distant pendant holy shit aint no way its that easy lmfaooo i love this damn game so much

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i really should look into the modding scene more frequently

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ohh ok so ill just reactivate the mod from the game menu and theres no need to restart

distant pendant
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eyyyyy lets go

near surge
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should i just rename mats for the rear view mirror and then copy paste the ones from vivace jbeam when necessary??

brittle warren
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yea i would and just see if it works

near surge
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i love learning

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id assume this is the rear view mirror

brittle warren
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yea int mirro

near surge
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hmmm, if the left mirror is called mirror_CE, and the right as mirror_CX, what would be the rearview mirror?

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i looked at the pessima .dae and it's called mirror_F, is the mirror_F material name a universal thing?

brittle warren
#

yea

distant pendant
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follow same procedure, look at vanilla car its based on copy materials name from it.

near surge
#

got it

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ill let yall know again with this one

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oooohhh so it's called mirror_F then

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ill just re-write the mat names from the creta side mirror

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it seems to not work

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i wonder why, i copy pasted "mirrors" on to it and then copy pasted the mesh name

brittle warren
#

maybe the base translation is off

near surge
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where should i start when tinkering the the base translation

brittle warren
#

copy whats thererr now and put it in a new document then id try putting 0s

near surge
#

this is what the jbeam looks like

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ill try that

brittle warren
#

do it in the mirror section

near surge
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btw which one's forward? X, Y, or Z?

brittle warren
#

y

near surge
#

thanks

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changing the Y to 1.04 and -1.04 doesnt seem to change anything with it

brittle warren
#

im not sure on that honestly

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try looking in blender and see where the mirror is located

near surge
#

hmmm, maybe this woudl help

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the mirror of the creta is directly modeled with the creta_body mesh

distant pendant
#

oh

near surge
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ill compare it with the vivace .dae

distant pendant
#

i think it should be its own model outside of body

brittle warren
#

yea what he said

near surge
#

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

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wait i got confused a little, it was mirrored directly with the body, but in jbeam it's called creta_intermirror

brittle warren
#

im also confused

near surge
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@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?

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somehow the modder called everything that says vivace_[insert part] into creta_[insert part] even if it doesn't exist

brittle warren
#

yea that and rotation if its not working right but id make a back up of original first

near surge
#

will do

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oh wait, positive Y is like forward right? then - for backwards?

brittle warren
#

yes sure

near surge
#

thanks

proud solstice
near surge
#

aah

brittle warren
near surge
#

idk what causes the black thing

proud solstice
#

use the mirror debug in the vehicle editor

near surge
#

thanks, ill check that out

proud solstice
#

shift + f11, apps iirc

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then tweak from driver cam

near surge
proud solstice
#

use this

near surge
#

thanks, i found it now

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wait so this means i could tinker with the position without having to manually write things in jbeam?

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i wonder if this has something to do with the position of the glass model now

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@proud solstice would this save the positioning/changes automatically?

proud solstice
#

no

near surge
#

what should i do to save it

proud solstice
#

paste the values manually

near surge
#

thanks

#

am i understanding this correctly?

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how do i close mirror debug lol

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this is the first time ive messed with it

brittle warren
#

yea and probably same keys u used to open it

near surge
#

what are the Nrms from baserotationglobal?

proud solstice
brittle warren
#

probably the offsset rotation global

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x 2.1 y0 z 36

near surge
#

it resets itself after changing

brittle warren
#

did u save the jbeam

near surge
#

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

near surge
brittle warren
#

restart the game maybe

near surge
#

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

brittle warren
#

try putting them in when the games closed then reopen it

near surge
#

lets see, im loading up rn

proud solstice
#

oh if you're trying to modify these then don't h_ offsetRotationGlobal is deprecated

near surge
proud solstice
#

edit the model itself instead

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adjust it's rotation

near surge
#

i see

proud solstice
#

also make sure to unwrap the mirror part properly, otherwise it'll be warped

near surge
#

rotate the mesh in blender > unwrap > export ?

proud solstice
#

the mirror itself usually uses most of the uv space

proud solstice
near surge
#

i also figured that the model is literally centered and not positioned with the driver in mind lmao

proud solstice
#

lmao

near surge
#

over damn joint 😭

near surge
#

i only have to unwrap just the glass right?

proud solstice
#

yes

near surge
#

where do we look for the unwrap thing

#

this might also fix the dirty look on the mirror

brittle warren
#

up top next to face is says uv then hit smart uv

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then above face u can click uv editing and see if it looks right

near surge
#

ahhh this one?

brittle warren
#

yea and it looks fine

near surge
#

ig no need to unwrap or smart uv? or should i still do that just to make sure?

brittle warren
#

click on the right where it says uv maps and see if theres multiple

near surge
#

im sorry where should i look at im kind of blinded by these buttons lol

brittle warren
#

all the way to the right were that little green triangle it open the menu that says uv maps

near surge
brittle warren
#

click on the triangle above the material button

near surge
#

ohhh this one?

brittle warren
#

like the button u clicked to get to the materials theres a green triangle under it click it

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yea now click all of them that dont say 0 and click the minus button

near surge
#

ohhhh i see

brittle warren
#

then export to beam but make a back up first before u export

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yes sir

near surge
#

thanks yall @distant pendant @brittle warren @proud solstice

toxic widgetBOT
#

Gave +1 Reputation to @distant pendant (current: #95 - 27)

proud solstice
brittle warren
#

yw bro

silver compass
#

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

brittle warren
#

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

toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #249 - 10)

brittle warren
#

yw

eager moss
#

can someone please give some help on how to create a spare wheel slot, specifically for a rear bar for the roamer

hushed bridge
#

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

shut pollen
toxic widgetBOT
#

Gave +1 Reputation to @shut pollen (current: #120 - 23)

brittle warren
#

Anyone know why my flexbody isnt showing up its had all transforms applied and in the console it doesnt say it cant find it

inner heart
#

caught in 4k 60fps

brittle warren
#

confused there all the same

inner heart
#

yes

#

because u put them in the wrong order

#

the second param is the group, the third param should be left as empty list

brittle warren
#

so like that?

inner heart
#

yes

brittle warren
# inner heart yes

thank you so much i just spent 3 hours trytin to figure ity out and it worked right away

brittle warren
toxic widgetBOT
#

Gave +1 Reputation to @inner heart (current: #113 - 24)

plain charm
#

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...

▶ Play video
#

and yeah i relauched the game

distant pendant
#

Whats your folder path look like

plain charm
#

this is where i put everything before copying into the mod folder, i zip the covet debil one

distant pendant
#

File path should be (vehiclename/vehicles/vehiclename)

plain charm
#

ahh

#

so:
Covet Debil/vehicles/Covet?

plain charm
#

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?

distant pendant
#

you can't put all those under one jbeam

#

it would still show up but wont work right

plain charm
#

ah ok, i need to put each part in 1 dae, but it doesnt explain why nothing show up?

distant pendant
#

no, you can have it all in one dea, but you have to have jbeams for the strut brace, exhaust, bumper, spoiler.

plain charm
#

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?

inner heart
#

and, no capitalized c for the covet in folder name

plain charm
inner heart
#

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

plain charm
#

yeah i have it

inner heart
#

and every mod you want to make goes in like unpacked/myModName/vehicles/Covet

plain charm
#

ok

inner heart
#

once u do that, check in mod manager that your mod is enabled

plain charm
#

does the fact that i have textures be the reason why it doesnt work?

#

idk how textures work on beamng so idk

inner heart
#

well the jbeam part should show up in the part menu anyways

#

show file path again

#

not confident that you have the correct setup

plain charm
inner heart
#

i assume in the mod menu the beamngcovet mod is enabled?

plain charm
#

nah its not

inner heart
#

mfw

plain charm
#

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?

inner heart
#

you should not work with zip when using the unpacked folder workflow

plain charm
#

yeah im not dw

inner heart
#

remove the beamngcovet.zip in the mods folder, if u still have it there

plain charm
#

oh damn it finally work

inner heart
#

knew it

plain charm
#

idk why but it just didnt updated

#

relaunched an other time and its good

inner heart
#

when shuffling around the entire mod you sometimes needs to reload the lua

plain charm
#

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?

plain charm
inner heart
plain charm
inner heart
plain charm
#

so beamng normal textures

#

yep, its just a cut version of the original

inner heart
#

fix the referenced material name of the mesh obj in blender by removing the .001 suffix

plain charm
#

i just put covet and it should be fixed?

inner heart
#

yes

plain charm
#

nice, im doing all the body pannels i need and then come back for the exhausts lol

inner heart
#

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

plain charm
inner heart
#

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)

plain charm
#

how can i find the second uv, i dont know anything about mapping i usually give this task to friends lol

inner heart
#

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

plain charm
#

ahh yeah

inner heart
#

you can grab the skin UV png in the vanilla covet.zip as a reference

plain charm
#

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?

inner heart
plain charm
#

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?

inner heart
#

well u can always copy the vanilla intake and strut bar jbeam

plain charm
#

Okay nice, do you know where i can move the exhaust flames? Like change where is the exit?

plain charm
#

oh okay i understood the exhausts, it was a 3d model issue, bad separation

junior oak
#

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

shut pollen
#

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

junior oak
shut pollen
#

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?

junior oak
#

the texture just isn't in the material editor

#

there's nothing about it in the console

shut pollen
#

huh, is it pathed wrong or missing an open bracket above maybe? might also need to clear the persistent id

brittle warren
faint bison
#

do someone have idea why the car spawns like that after ctrl-r

shut pollen
#

ref nodes?

toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #199 - 13)

junior oak
brittle warren
plain charm
#

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

brittle warren
plain charm
#

like idk where i need to put the names in the jbeams and in wich one?

brittle warren
plain charm
#

covet

brittle warren
#

did you already make a mod folder for it

brittle warren
plain charm
#

yep, its not the first part i did, but it the ones idk hiw to do

ruby owl
#

anyone help with ai racepath editor?

eager moss
#

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

modern marlin
#

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

inner heart
#

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

modern marlin
#

i havent changed anything in the suspension, only slapped the engine in there

inner heart
#

check if any property settings are "leaking"

modern marlin
#

where do i check

inner heart
#

node section

eager moss
modern marlin
#

1 is engine 2 is stock suspension nodes

inner heart
#

actually, no, turn on ingame node debug and are the wheel nodes there, i think your wheel didn’t spawn

modern marlin
#

they really didnt

inner heart
inner heart
modern marlin
#

if i knew what can break wheels when changing the engine

inner heart
#

does the engine have preesurewheel stuff

#

cause normally it shouldn’t

modern marlin
#

it doesnt

eager moss
modern marlin
eager moss
toxic widgetBOT
#

Gave +1 Reputation to @modern marlin (current: #1134 - 1)

inner heart
modern marlin
inner heart
#

quick question

#

what happen when u remove the engine

modern marlin
#

the wheel spawns

#

any other engine works fine

inner heart
#

cursed

#

transmission jbeam?

modern marlin
inner heart
#

this is absurd

#

what part of the front suspension actually was broken

#

the spindle?

#

or the preesurewheel

modern marlin
#

everything else than the wheel is showing up

inner heart
#

so the fw1l stuff shows up?

modern marlin
#

yep

inner heart
#

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

modern marlin
#

sec

#

ill send in dms alr?

inner heart
#

thats fine

#

oh i also need the Zenith mod dont i

modern marlin
#

yea

inner heart
#

found it

inner heart
#

not your fault

#

this zennith is weird

modern marlin
#

oh

inner heart
# modern marlin 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

modern marlin
#

what if i get the stock nodes from the stock engine

#

would that work

inner heart
#

its from the transaxle

modern marlin
#

oh

inner heart
#

here, the spindle that fixed the problem

#

the important bit are the removal of torqueJointNode1 and torqueJointNode2

modern marlin
#

wait so it works with that?

inner heart
#

yes

modern marlin
#

where do i place it in the mod, just the folder? or the original mod

inner heart
#

u have access to the original mod?

#

uh

modern marlin
#

i unpacked it

#

and yeah that way

inner heart
#

i assume you are not re-shipping the kljp with your 2jz mod

modern marlin
#

well the 2J is a separate mod from kljp

inner heart
#

so theres only one answer, in your mod

modern marlin
#

alr

modern marlin
toxic widgetBOT
#

Gave +1 Reputation to @inner heart (current: #107 - 25)

sly pier
#

does anyone know how i can make it so that one of my parts in blender is part of paint slot 2 in game?

cold osprey
#

Does anyone know how to combine two main level LUA's to enable drag strip timing system plus dynamic lighting?

hardy dune
#

im looking to add yellow drls to stolbhunters a90 mod, how would I like do it

fickle raptor
#

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

unique zealot
fickle raptor
unique zealot
#

if you've heard that advice then follow it

#

its advice for a reason

brittle warren
unique zealot
#

it also helps you how to learn to model to beamng standards instead of just modifying some values in a text file

fickle raptor
#

i said im editing the jbeam

#

like base the car then go at it editing

brittle warren
# fickle raptor i said im editing the jbeam

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

brittle warren
#

does anyone know why my hydros are using steering input?

icy spade
#

nope

urban chasm
#

these wheels in the back are rotating based on the wheel not the rear hub

#

the rear is what is in the air

urban chasm
brittle warren
urban chasm
#

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

brittle warren
urban chasm
brittle warren
urban chasm
#

it works until i renaabled trackoffset in the hubs

urban chasm
#

un doing it

brittle warren
urban chasm
inner heart
#

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

inner heart
#

if so i think u need to move the fw1l fw1ll nodes to the correct place

#

then nodeoffset the wheel_R_5 properly

tired owl
#

Hi i would like too lower the pitch of the tire noise
how would i do that thats all

wet bronze
#

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!

left swift
#

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

distant pendant
#

doesn't look fine

left swift
distant pendant
#

no texture

left swift
#

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

distant pendant
#

They changed how the road decals are used

left swift
#

Seems like some of the textures might be loaded in from elsewhere and I need to copy these files too?

left swift
left swift
vital osprey
#

how does one edit UV to make a paint job appear

#

please help fellas

left swift
#

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

left swift
#

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

karmic mango
#

where is the dodge charger

left swift
#

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

distant pendant
#

its just your settings

left swift
#

I think its when they switched to PBR but maybe I'm wrong

eager moss
#

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?

distant pendant
#

decals no show on modded map , yes i've changed render priority

quaint tundra
#

yo im new to this how do i import my own objects and 3d models or can i not do that

quaint tundra
#

thanks

eager moss
#

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?

hearty wadi
#

is modland a ok place to get mods or is it unsafe?

eager moss
eager moss
hearty wadi
#

so its safe. i just need to check?

#

oh ok

eager moss
eager moss
hearty wadi
#

so if you pay for a mod thats bad

toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #147 - 19)

eager moss
eager moss
brittle warren
hearty wadi
#

ohhh

brittle warren
# hearty wadi ohhh

If your willing to pay for mods look up good ones like what are you trying to get

hearty wadi
#

is the porsche 911 stolen?

eager moss
eager moss
hearty wadi
#

oh ok

eager moss
toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #139 - 20)

brittle warren
eager moss
hearty wadi
#

its hard to find mods on the forums. i just look at videos to find mods

brittle warren
brittle warren
#

Suing^

eager moss
proud solstice
hearty wadi
#

okie thank you guys

eager moss
proud solstice
#

also applies to worldofmods, modshub, modshost, modsgaming, stmods, etc

hearty wadi
#

ok

warm sphinx
distant pendant
proud sierra
#

Can someone help me import something from utah to east coast?

rancid wedge
left swift
#

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.

brittle warren
#

cancsomeone help me my glass material says no texture

strong epoch
#

Anyone have texture & .jbeam files for procyon centauri skin making?
All the ones I have used don't seem to work

hushed bridge
#

how do i make intersections with the road architect tool

lean mountain
#

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)

prisma knot
#

I wanna make a mod but i have no idea how. I dont wanna use a meshlap

viral juniper
viral juniper
prisma knot
#

Where are vannila jbeams located

brittle warren
toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #101 - 26)

prisma knot
#

my blender doesnt allow jbeam importing @brittle warren

brittle warren
#

Ok go on Google and search blender jbeam importer

warm sphinx
#

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?

prisma knot
brittle warren
prisma knot
brittle warren
#

At the bottom right of vs code does it say jbeam

prisma knot
brittle warren
#

So u installed the j beam extension for vs code right

prisma knot
#

yeah

#

ill try chatgpting it

#

wait

#

i never knew chatgpt made 5 mods for users in the past

brittle warren
#

Lol really

#

Try removing the last bracket with the comma at the end

prisma knot
brittle warren
#

Rename etk in your jbeam at the top to whatever you want it to be

prisma knot
#

Its like this

#

@brittle warren

brittle warren
#

Yea rename the etk to etka230

prisma knot
#

And ittl work then?

prisma knot
#

doesnt work

brittle warren
#

Did you make a json file for your car

prisma knot
brittle warren
gentle fox
brittle warren
winter peak
#

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

proud solstice
brittle warren
proud solstice
#

it's so old it doesn't even use the wheel system used since like 10 years ago

brittle warren
#

well it works to get a jbeam in game as a vehicle thats as far as i went cause thats all i needed

proud solstice
brittle warren
toxic widgetBOT
#

Gave +1 Reputation to @proud solstice (current: #39 - 61)

sour cape
#

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

tepid sable
#

Hello, I have a problem, MrCoffee_Sad
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.

#

However, I refreshed it with ctrl r

distant pendant
#

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.

tender barn
#

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

tough sierra
#

whats up with these weird things on my skin? skinmaterials.json looks fine

#

more on the side skirts

distant pendant
tough sierra
#

how can i fix it

tender barn
#

"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

tough sierra
tough sierra
#

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

tender barn
#

but cant understand why it doesnt work

river forge
tender barn
river forge
#

No clue

tender barn
#

damn

dry cargo
#

Anybody who can/wants to help wit UV Mapping, DM me (Will recieve Beta Tester, and will be given credit)

#

For the Autobello Milano

brittle warren
brittle warren
tough sierra
ruby owl
#

how can i get rid of the dip at the transition between ground types asphalt and grass

ruby owl
keen shadow
ember wagon
#

Why i get no material on paint and steering wheel is missing?

brittle warren
ember wagon
brittle warren
# ember wagon No

then its the mod thats messed up you could try making the materials for it and poiinting them to the right place

ember wagon
#

Thanks i will try again.

brittle warren
tender barn
#

im probably missing a step

brittle warren
tender barn
#

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

brittle warren
tender barn
#

dang

#

Well thats why, imma try it rn ill let you know!

brittle warren
tender barn
#

"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?

brittle warren
# tender barn 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

tender barn
#

oke lemme try ty

tender barn
brittle warren
#

send a screenshot of your whole materials file

tender barn
#

wait yeah i noticed a big mistake

tender barn
# brittle warren send a screenshot of your whole materials file

{
"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

brittle warren
#

the line after 1.5 add a ]

#

also is the bx_steer_sparko a stock material?

tender barn
#

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

brittle warren
tender barn
#

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

brittle warren
#

dont use that name give it your own name its trying to over write that one when you do

tender barn
#

really? damn oke imma try that just a sec

brittle warren
#

aslo have to rename the material in blender with that name also

tender barn
#

yep

brittle warren
# tender barn yep

clear your cache in bettween reloads cause it will store the old material file usually

tender barn
#

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?

tender barn
#

picture how it looks in blender

brittle warren
#

how many uv maps does it have cause you may need to delete one

tender barn
#

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

brittle warren
#

under the 1.6 and above the }

tender barn
#

oke

brittle warren
#

like that

tender barn
brittle warren
#

yea idk why its turning red tho i dont see anything wrong

brittle warren
viral juniper
viral juniper
brittle warren
viral juniper
#

Instead, your maps should start with just /vehicles/common

tender barn
tender barn
brittle warren
viral juniper
#

This is how a stock vehicles material looks like

tender barn
#

anyways i will clean my cache and try it out if it works

brittle warren
#

and if i remove it it breaks

viral juniper
#

You need the bracket to close off stages

#

It shouldn't be below the version number

distant pendant
#

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?

tender barn
#

im not familiar with that thats why haha

#

i have no idea how to do it

distant pendant
tender barn
brittle warren
viral juniper
distant pendant
tender barn
#

mods\unpacked\200bx_tunink\vehicles\common\steeringwheel

ember wagon
viral juniper
#

Don't put mods/unpacked in the maps

tender barn
#

oh yeah

distant pendant
# tender barn haha sure bro

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

brittle warren
tender barn
#

fixed that alreayd, lemme show you

viral juniper
#

As your textures will no longer be located in mods/unpacked

tender barn
brittle warren
toxic widgetBOT
#

Gave +1 Reputation to @viral juniper (current: #589 - 3)

distant pendant
tender barn
viral juniper
#

Make sure it is the exact name you have given mapTo in your materials file

tender barn
#

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?

tender barn
#

oh that one

viral juniper
#

What does your material say?

brittle warren
tender barn
#

yeah it says something different

viral juniper
tender barn
#

yes, now what, do i restart the game or clean cache again?

viral juniper
#

I'd say so

tender barn
#

well, we will see in a bit

tender barn
#

im defenietly missing something really simple, but not sure what

brittle warren
viral juniper
viral juniper
tender barn
#

hmm

#

Yep thats my bad, i didnt save the blender file

#

it works

viral juniper
tender barn
#

Thank you so much

viral juniper
tender barn
#

thanks @brittle warren

toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #93 - 28)

tender barn
#

thanks @viral juniper

#

didnt work >(

#

Sorry for ping haha

viral juniper
#

I do not deserve reputation apparently

#

@toxic widget Thanks

toxic widgetBOT
#

Gave +1 Reputation to @toxic widget (current: #21 - 89)

viral juniper
#

@tender barn Thanks

brittle warren
tender barn
#

tyty

viral juniper
#

I don't understand how the bot works

brittle warren
tender barn
viral juniper
tender barn
#

bro this shi broekn haha

brittle warren
tender barn
#

just one more little thing before i go on

#

How to not make it so red

#

or whats the reasoning behind it

viral juniper
brittle warren
tender barn
#

its absolutely beautiful

#

thanks

#

thanks @viral juniper

#

bro 💀 it just doesnt work

viral juniper
#

I don't think the bot likes me but no problem, glad you got it fixed

tender barn
#

Im pretty sure u saw the bot reply to me haha

#

ye but really appriciate it, i got alot smarter now

viral juniper
#

@tender barn Thanks

#

Arghh

tender barn
#

haha ye it just does not like u

#

thanks

#

thanks @viral juniper

#

nope just doesnt wanna give u the rep

viral juniper
#

It replies to that but ignores when you tag me, I see how it is @toxic widget :(

tender barn
#

ye fr

brittle warren
#

wich video?

#

like whats not working for you is it not showing up in the vehicle selector or not in game

ruby owl
toxic widgetBOT
#

Gave +1 Reputation to @keen shadow (current: #411 - 5)

brittle warren
#

anyone know why this is happening

inner heart
#

bad file path in material json is my guess

brittle warren
brittle warren
inner heart
#

show ur currently used path and what u were using before?

viral juniper
#

Ah wait, I see the issue

brittle warren
inner heart
viral juniper
inner heart
#

/\

viral juniper
#

Sorry, just saw your message as I sent that

brittle warren
#

ok one sec

inner heart
#

okay i remember who u are and what u doing now seeing the "subwoofer"

brittle warren
#

so like that

inner heart
#

yes

brittle warren
#

ok loading back in do you guys know why iit worked before with /mods/unpacked/subwooferspessima/vehicles?

viral juniper
inner heart
#

guessing its coincidence

brittle warren
toxic widgetBOT
#

Gave +1 Reputation to @inner heart (current: #104 - 26)

brittle warren
viral juniper
#

👍

inner heart
toxic widgetBOT
#

Gave +1 Reputation to @viral juniper (current: #484 - 4)

brittle warren
viral juniper
#

Oh hey the bot finally gave me reputation

inner heart
#

pretty sure theres a cooldown

#

cant spam thx for free rep

hushed bridge
#

i have a loose deadline of november 29th so if someone could please help

brittle warren
#

did you follow the jbeam exactly and the info exactly cause its pretty important

cursive tartan
#

i need some help doing gauges

molten sandal
#

How does the interior camera muffling work

#

And where can I find files for modifying it

molten sandal
#

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

river forge
river forge
#

So it isn't showing up in the vehicle selector?
Do you have an info.json file?

molten sandal
ember wagon
#

I tried reducing bov volume but it stays the same any ideas?

novel wagon
#

how do i fix this hood?

proud sierra
#

um idk how or why this happen