#modding-general
1 messages · Page 9 of 1
And also keep in mind that it might still be under approval
I just know that people have gotten the pre remaster bx rejected and a few other ones too
hey lichi, i was looking at the repo uploads.
Since it is a paid model with with a non comercial license I shouldn't need to do anything for that correct?
depends
does the licence allow redistribution of the 3d model
Isn't there a more legalese one? It doesn't mention anything about sharing
Since derivative works just means you can edit it afaik
When ai started happening they changed their licenses to either standard or editorial and this is the only clarification i can find
And this is the form they send out to
People that upload
What's the editorial licence? Since if that one mentions redistribution, youd assume that you couldn't on the standard
please help, I want to make a water splash lua when the vehicle enters the water, I asked in chatgpt but the code often errors, I usually use the trigger lua box and enter the lua code, please help, thank you very much🙏
editorial is different than standard. editorial can only be used via learning and or written material.
two different licenses
How does one add automatic transmission shifting lag?
There's a value that makes it lag
I'm not sure which
It only affects the when shifting from first to second for me
Uh that's odd
I think it's this one
I tried everything, yet still can't get the desired result
Crank it real high and see what it does?
can anyone help me download some mods from madland, none of them ive tried will downlad..
modland is discouraged here
he said madland, that's clearly something else, maybe even more dangerous
No modland
Anyone Here Knows how to Swap a Mod engine into a Mod car? I wanna 2jz Swap my e36 and i already Made it quiete far. Ingame i can select the engine and i already got the engine Sound. But somehow i cant tune or customize it
how can i simplify this building in blender to remove all these uncessary objects and replace with a single object per side or for the whole perimeter
Trying to edit an engine jbeam in notepad++ but I can’t type
What do i need to do in order to get a backside of the body panels?
You have to make and interior panel since your body panels are single layer planes
Ah
yea if you click show face orientation in blender anything that is red will be invisible in beam
Ill look into it tomorrow
Be like me, make racecars that don't have windows
I don’t need windows…
I need headlights
Oh-
I don’t do the beamng forums
its not the forum its legit beam ngs tutorial on how to make glass
Bruh you can copy and paste stuff lol
Just saw this now, seems very useful
very usefull lol
Hydros is not a person, its a section in the jbeam files
Doors don’t open with hydros
They open with precompressed beams
oh
yes, but hydros is only on the trunk and hood
(i have problems with trunk and hood also)
Hello everyone,
I'm trying to create a Lua code that triggers a color change when a vehicle enters a specific Lua box trigger. Here's an example of what I have been working on:
local function lavaTrigger(data)
if data.event == "enter" then
veh = be:getPlayerVehicle(0)
if veh then
veh:queueLuaCommand('fire.explodeVehicle()') -- Example, but I want to change the color instead
end
end
end
return lavaTrigger
I’ve tried multiple approaches and even consulted ChatGPT for help, but I still can't get it to work. I’m wondering if anyone here has tried something similar and managed to get it working. If so, could you share your solution or point me in the right direction?
Thank you so much in advance! 🙏
one of the nfs maps on the forum has this i think, might be wise to go dig that up and ask the author about it
Yeah, nfs most wanted map mod has these triggers on fuel stations
how can i make the “$rotx”work
vanilla beamng cars don't use hydros for any kind of openable at all
Well, like I said, I'm not good at jbeam
I only have basic knowledge
yeah but making openables with hydros is jankier and harder than with proper door triggers
my mod has k-series base
and default door triggers
but jbeam is hard thing in general
and i cant find a problem
how do i fix this
is this a meshslap d series
Is there way to get bigger radius of arc in LASL mode in the road architect? or connect differrent the types of road (arc, LASL and spline)?
its my mod...
ok but is it a meshslap
that looks like a silverado?
No?
since the cateye and normal fender doesnt line up properly, youll have to adapt the cateye part to well
Line up properly or to have the same space in both ends
No trac bar or whatever like the rear wheels?
no you dont adjust the suspension
Kinda dumb but alr
I cant move the fender forward without the whole thing looking incredibly long
yes
but youd need to move the suspension forward too
and also need to move the connecting points on the frame forward too
meaning you need a new frame
so if you want a standard d series frame
well you gotta adjust the parts youve adedd onto that
also please that glow looks horrible
What
the white glow
Where
the star sky in the roof and the lights
its using materials v1 glow emissive when you should use pbr materials 1.5 emissive with the factor turned up to like 7
What
so it looks like glowing lights and not weird haze
Idk what you even said
no idk, i can recognize it
No like i literally don’t know any other glow like you said
gimme like 2 seconds
Also the fender lines up exactly with h the e original, i need to cut the bumper
sorry my garbage amd gpu decided it was the right moment to crash
but i mean this kind of glow that looks like glow
Thats more of a headlight glow
doesn't matter, materials v1.0 glow looks ass
Where can I find information on material/texture mapping? I currently don't understand the connection between the 3d assets created in blender and the main.materials.json
Ok? Idfk how to change that
yes, because ive made the glow pretty extreme since they are foglitghts + they have the glow from the light flares
Ok
release when?
in 3
*2.3

i know that this is a stupid question but how can i change the position of my steering wheel?
ive already tried fiddeling around with the jbeam but that doesnt change anything (i know that the textures are musty dusty crusty but who cares)
nvm fixed it
I use a ground decal as a blueprint to place my roads, but for some reason it desapear if I make it bigger than 1300 m wide. It used to work at a 3km size. Is there a way to fix this
Are the normals backwards
Normals? What's that
one sec ill show u how to check
Ok
if its red it wont show up
The outsides of both are blue
are they set to 0 for the origin and do you have any erros in the cosole also check the node group
then check the node group in the jbeam and make sure its the same as the flexbody name
Ok
Right now I'm focused on getting all the faces blue and I'm struggling like a mf
yea all the pannels need to be more than one plane thick
How do I fix that?
you would need to either use a solidify modifier or extrude everything
did you apply ther modifier
sorry didnt see ur message someone leaked my mod
Your fine boss. Do what you gotta do
Pretty sure i did. Lemme double check
I didn't lol. It worked. Just gotta focus on the trunk and nose now
heck yea good luck and did you make sure the node group was right
I haven't yet. That would be in the jbeam, right?
yea
yea but where it says node group what does it say
I just took this photo cause idk what I'm looking for
scroll to the nodes section and see
the group should be the name of your flexbody
Ok. Yeah it's named correctly
I just realized it's not showing up in the configuration tab 😐
oh lol is the slot info wrong lol
Shit. Do I put it as the body?
Or what do I need to do?
you would need to add a hood slot to your body jbeam then make the slot in the hood match that
A hood slot? Why wouldn't it be in the body
are you only making one hood is it supposed to be selctable or no?
Only 1 hood
then i would just add it to the flexbodies in the body section
Ok
But how would it effect it if the fenders are also selectable?
so add it to the fenders flexbodies section?
Sorry for all the dumb questions lol
ypur all good bro im here to help lol
So the plan with the front is to have the entire front clip (bumper, fenders, and hood) is to have them able to get torn off in a collision
so have them all toren off seperatly or together
Separate
then you would need to make a hood fender and bumper jbeam and have them as slots in the body jbeam
Ok
Now my DAE file doesn't want to export from blender and it won't tell me why
Hmm that is odd like its giving an error in blender or just not doing anything at all
I fixed it
Fucked with the jbeam and the trunk nor nosecone are still showing up 🫠
Doesn't even show up in the beamng code thing
Hmm is your jbeam file correct what do you use to edit the jbeams i reccomend vs code with the jbeam extension it will give you errors
I use notepad++
Yea i would use vs code
I'm installing it
I can't find the jbeam extension
should look like that
I got the editor
the syntax one isnt showing?
No
Got it now
i was just about to link it lol
So how do I use them?
so if you open a jbeam in vs code it will automatically be active and at the bottom of the screen there is a little triangle that will show errors if you have any
It's confusing tf outa me rn
why lol
They're not showing any errors but won't load the visual thingy
when you open the jbeam you have to click trust authors so it will load the editor
Doesn't show it
hmu up in dms lol and send me some sceenshots of the issue so we arent continuing to clog up the chat lol
Ok
yo
i made a car but idk how to put it in beamng
can sombody help
see but idk how to make it into beamng
pls ping me if u know how to
@west stump @tacit halo yall help me
or smbdy
@ornate nexus
hello?
ik i made the car ik about jbeam and stuff
yes
@tacit halo
he can help u but Im pretty sure no one would go as far as putting it in beam for u
atleast w/o any money
Kk tysm then.
you didnt make that
are you sure its not a forza horizon or asseto corsa model
It does look like an import I wanted to point that out but Ion care enough to
if i saw my own eyes make it
then yea im sure
ohh explorer
and the material names of the meshes
oh god wtf
but i rly did but for one other game now i decided to put it in beamng
you know you shouldnt lie to someone that knows what they are talking about
what game
BRU BUT I RLY DID
u will make fun
no
roblox?
yes
if you really had modeled that you would have removed it
can u show us the geometry
i like it
this default cube is like 1x1
sry
show the geometry and polycount then
kk
can u show me the undercarriage later
Besides, even if you did make it... You can't just 'import' a model into BeamNG and have a fully functional car
^^
Jbeaming a full car would take a lot of time and skill, you'd need prior experience with jbeam
also it seems sus because you cant import a model w different materials in roblox, so why would u have the meshes joined together? what could be going on here is u got the model from the toolbox and exported it to obj?
^^ yes very likely
Try making a single part for an existing (vanilla) car first to learn the basics of jbeaming
also like thats a weird hood material
and like i doubt roblox cars dont have any moving parts, at least the wheels would be separate
bro search the whole toolbox
go on
would take me 2 sec to find a mclaren
ok but how about you show the polycount wireframe
not even joking I prolly wont even have to search
find exact same
u can recolor it but sure Ill try it out later
go on
this
ok here is so u can try and find it in toolbox
no thats not the wireframe little bro
IK
im talking to the other guy
hes asking the same thing
we need the wireframe and polycount to compare it to any other mclaren f1 models
and ok i lied i didnt make it my friend did im just tryin to get it in beamng i can show proof that he made it.
Lichi made a minor typing error 😔
still show the polycount
and wireframe
but its still made in blender cuz i trust him
Dude people here aren’t thick or gullible
^^
We’ve all heard the same stories before
It’d be better if you just admitted you got the model from elsewhere and didn’t fib about it
After a solid while of being pushed
we are also questioning your friends existance and him not having got it from somewhere
so show us the dammed polycount and wireframe
if you want to settle it
Exactly, honesty what gets you places with people, show them evidence if they don’t believe your honesty
see i script cars in roblox he sends me cars
i just wanted to get the cars in beamng to
ok but show us the wireframe
if we can check that you havent gotten the model or he hasnt stolen the model, we might help
how cuz i dont use blender
This is not hard, it’s literally 2 buttons you need to press
just tell how
cuz i dont use it ma friend does
click wireframe and statistics
he prob knows
If you can’t screenshot things I don’t think you’re ready for making a mod
this will show the wireframe and the polycount of the model
So you don't know anything about Blender, and also nothing about BeamNG modding, yet you expect to make a full car mod?
You can learn over time, but not if you jump straight into it like this
^^^^
bro its not late to learn
zoom in the car
back on pc rn
is it stolen
and de select it
What the hell is that typology even if it isn’t stolen I wouldn’t use that :X
Yeah that's what I'm saying. But you won't learn by trying to throw an entire car into Beam right away
alr imma search the toolbox rn and tell u if I find any model
also click this
ok cuz i swear he just sends me models idk if they are stolen
here
Trying to defer your actions to a third party isn’t going to work mate
wdym
Finding something is potentially wrong with an item you have and then going ‘oh it’s someone else’s’ is a classic method and never works
here is he sending me cars
https://sketchfab.com/3d-models/2020-mclaren-600lt-spider-by-mso-ba9e42cbeecd416e9c1daf680263c276
looks identical
Repositorio de modelos 3D de Ddiaz Design
As the new McLaren 600LT Spider enters production, McLaren Special Operations (MSO) is aiming to inspire prospective owners at the 2019 Geneva International Motor Show with a specially curated design, adding visual excitement in the form of an accented bespoke treatment in a tribute to the car’s 675LT...
which is based on a CSR2 model
Gotta know your secrets Lichi
oh i will tell him
"mclaren mso 3D model"
he just sends me files
i dont even know what MSO is
and i script it
so we cant help you
color isnt it but mesh is the same if im not wrong
do you have any screenshots of it in development?
well anyway converting a car to beamng isn't easy work
then
let me see the polys on this roblox studio model I found
if youre saying you got it from the toolbox, youre just saying you didnt make it
If you actually want to do any of this I’d suggest tuning down your ambitions majorly
Nonom he was telling me to find it because I supposed it could've been a toolbox model
doesnt match from what I see
Dude that’s clearly not true
wait
BRO
youre just taking his word and havent been provided any screenshots of it in development?
We have evidence showing where the model is from
here is he sending me files
files with models that he just found on the internet
yes
cough cough
this is diabolical
i didnt know that
well either way u shouldn't really use a model u don't know the origin of
yeah your friend has just lied to you basically
Did he give u permission to use his model for beamng?
^^^
its cuz i trusted him
yes
Kinda hard to provide permission to use someone else’s model
alr atleast thats good but u still don't know the source of it, if it isn't his and you use it for beamng then u're the one getting in trouble
hes ma friend and i gave him what he wanted
general rule of thumb is only use stuff you made
that is 5k robux he wanted
you got scammed
yeah that's defo stolen no way a modeller is asking for 5k robux 💀
u think idk that
my guy
we're telling you now
you paid 50 bucks for a free model
yay
my mom is kinda homeless
im so happy
well take this as an inspiration to do the right thing and start modelling urself
tbf that is what i was paid when I was asked to make a model of a truck
i didnt ask for that much but its what i got
u know i was hired as a scripter and then i bought the models of him
yeah but serious car models like that (very detailed) are usually listed for USD, not robux
Idk the detailed extent of ur model tho
he loves roblox
its only a background model but i didnt do the texturing
thats actually a good deal
although they have a big budget so they can afford it
I'd model for 5k robux if it's nothing too serious
Like 4 hrs of modelling for 5k robux is a pretty good deal
maybe even less work depends
$12.50 an hour? no thanks
i wont say anymore but its a pretty decent sized game but the update isnt released yet
can u tell how u find those things i want to see if other models are also stolen
here in europe its generally good
for america it's bad
in europe u can live w 2500 / month in america u can't really from what I've heard. Money just has different value
2.5k per month is actually very good in italy
im opening studio just to prove a poijnt
i live in europe too (the netherlands), but that's almost minimum wage over here
I mean if u catch someone using stolen models and even SELLING stolen models and u expose them for it it's probably going to be very bad for their career
ik
italy has a weird economy here in the south a coffe costs around 1.5 euro and in the northern part of italy its like 5 euro
i wont hes still ma friend
minimum wage here is 1120€ a month
even if he stole idc its just robux
I mean if it's actually a stolen model he sold u for 5k robux then I wouldn't even come close to considering him a friend
i will still confront him
I interpreted this as hourly 💀
from what I know if u want to make good money u should start ur own business and/or invest
But yea, if you do genuinely want to mod for Beamng start by learning blender and move on from there. Even if this model was legitimate you’d encounter a bunch of roadblocks
also the fact that the exchange threshold for robux to real world currency is 20k
0.0035 x robux I think?
1 milion robux is 3.5k
w/o taxes
so around 2.8/2.9k with 25% tax
Who pays taxes?
dayum im still in shock
💀
he did that
It’s kinda expected of Roblox ngl
unfortunately both require you to already have a fair amount of savings to start
yeah
yeah i just want to move on and start another mod that i will never finish
roblox community is as a big bad mess
Oh cya guys ty on ur help
yeah full of shit no hesi inspired import games 💀
fr
and child labour
wait so child labour is paying a minor to work right?
bye cya around
damn im a victim
I don't work for anyone right now I've worked for like a week for someone but always lead my own games
and its a very common thing in roblox from what ive heard
that implies that youre forced to work which its only a choice
yeah it's full of that
I can confirm that
roblox studio is just an optional thing that people can choose to learn but only on pc
roblox has free servers and cloud storage
so children arent being forced to make stuff from their phone
anyone know how to make engine redline sounds
Does anyone know how I'd create quick LUA buttons to
- Trigger police to chase me
- Trigger a nearby vehicle to flee me (when I'm in a cop car)?
WRT point 1, I'm talking about police cars already spawned in AI traffic. In freeroam, not with some pre-built missions and paths I have to spend time setting up...
Yes, I can Spawn (Police) and crash into them to start a chase, but then half of all AI traffic is police, and all of them are either beetles or SWAT... trucks.
I prefer the police Sunbursts that appear when I Spawn (Normal). As a side note - these sometimes don't appear when I spawn AI traffic. Is there a way to force some of them to spawn when I click Spawn (Normal? Thanks.
Hello i am trying to get a skin ingame for the first time, but i just cant figure it out, can someone pls help
I got it in game but now i want to add it in a multiplayer server how i do that
actually i only need to know why it turns to no texture when i change the name
When appling a "materialOverride" on parts with offsets, the flexbody mesh disappears.. Is there something wrong with my syntax here?
"flexbodies": [
["mesh", "[group]:", "nonFlexMaterials"],
["md_series_bank_door_rearright", ["van_bank_reardoor_R"], [], {"materialOverride":[["banktruck","md_series_main_alt"]]}, {"pos":{"x": 0.0, "y":-0.480, "z":-0.235}, "rot":{"x":0, "y":0, "z":0}, "scale":{"x":1.0, "y":1.00, "z":1.0}}],
Ive tried putting the material override at the end of the line as well, behind the transform values
nvmd, in case anyone else needs this solution.. I changed the formatting to this and the mesh reappeared 🙏
"flexbodies": [
["mesh", "[group]:", "nonFlexMaterials"],
[
"md_series_bank_door_rearright",
["van_bank_reardoor_R"],
[],
{
"materialOverride": [["banktruck", "md_series_main_alt"]],
"pos": { "x": 0.0, "y": -0.480, "z": -0.235 },
"rot": { "x": 0, "y": 0, "z": 0 },
"scale": { "x": 1.0, "y": 1.0, "z": 1.0 }
}
],
Could anyone tell me how i add main body paint textures to this mod i just made? Is there a tutorial or something
remove the .001 or what ever the number is beside the name of the mesh use note c++ and rightclick the dae of the car or the model u want for the texture to show
thats not what the problem is
i done the materials but now i need help with the paint textures
are there any errors in the material file do you use notepad or vs code
Notepad++
use vs code imo it shows errors for json files
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Did you poin the file directory to the right place
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do the textures exist
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no texture means that you dont have the image files mapped correctly in the material file you shouldnt have 3 of the same section either i dont think
also i should warn you that learning how to mod by making a car mod is not a good idea, and your result will very likely be crap
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yes
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it is generally recomended to modify vanilla cars, as in making bodykits, or whatever you can come up with
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also check your normals in blender cause it looks like things are tranparent to me
especially since from the looks of it, that model for the renault 3d model doesnt look like it was made for beamng and will not deform well, the body panels arent separated, the scale seems off since afaik the renault clio is not that much wider than what a pessima should be
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not if the model isnt good
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as in the polycount of the model is too high
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for the body only?
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can you just show a pic of the wireframe in blender
does it have an enginebay, detailed underbody, engine, trunk, suspension?
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ok so its just a body shell and interior
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wireframe like tis
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yeah thats pretty high poly
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keep in mind that the mk2 pessima that has a lot of tuning, detailed underbody, 3 different engines, 2 suspensions, racing and derby parts is only 100k more
no, it will just deform worse than if it was properly made
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you expected to do better than any of those people
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we dont know yet, but its your first mod, and theres a reason we dont reccomend making cars as a first mod, if you are having trouble with such basic issues as texture issues i doubt youll do good, worth a try, but dont expect wonders
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im so confused here, im getting this "Expected dictionary key" error in the console and searching on the forums brings up this by Nadeox saying I'm missing an opening curled bracket. but im not?
this is the original one with the same issue
nvm
was missing a CLOSED bracket
Would a suspension like this be doable to move realistically? Its extremely similar to what my 3d model has
With the rocker moving on the circle at the 90 degree angle
Can be done but good luck lol
Maybe there are cars with something similar already in beam
In beam no not that i know of
you're better off making a double wishbone and faking the pushrod movement with some nodes
check trackpaduser's formula ibishu for reference on how it's done; https://www.beamng.com/resources/formula-ibishu.27380/
put 700 mods in my mod folder, i get an error where it doesnt show anything when i press vehicles to spawn something
dont use 700 mods?
How do you even find 700 mods to download
they call me the modland menace
do you need to know physics in order to configure the values of nodes and beams? because right now i really don't know how people know how this and that is gonna realistically act
do you just have to tune it as you go until its perfect?
i have 1100 mods lmao
500 wont work either
thats honestly pointless you cant use that many at once no matter how hard you try and i bet most of them are outdated
Oh no man you prolly got 700 mods and 700 viruses if you downloaded off modlands
check the sbr rear suspension, the exact set up is different but they have a similar idea
how do i make these skirts 2 instead of 1 like it is now
go into edit mode and use wire frame and select one and press p and press by selection
oh i already figured it out ty tho
i used loose parts tho the selection wasnt really working
yea that also works too
any idea how to fill that
Late, but it is possible. It will be hard to get the stiffness values to work well though. SBR4 uses a pushrod setup, and so do some mods
from what ive heard, its a "fake" pushrod setup since beam doesnt support pushrod setups, but it still looks and works like one
I haven't checked, but I have made multiple types of push and pullrods myself
its a real pushrod setup tho
Look up 'how to fix topology' on YouTube, there's quite a few tutorials on there
select all > x > delete vertices
seriously though, wither u found it like that or clicked subdivide too many times
howd it get there in the first place
no i made it
with my skills
yeah sure
i did the messy part
im trying to fit a kit here
already lost it tho didnt save
how can i select without this happening it doesnt select those for some reason
if you cant even figure out how to select things i think you should take some time to learn the basics before trying to fix the model
really now
you dont know how to select things but you somehow made an entire bumper mesh
What do you want to happen
Use xray
No I think they're trying to say that they just filled in this bit
i see, either way, the questions you are asking imply some lack of effort
if you haven't learnt even the most basic functions of blender what are you even trying to do modeling, trying to build a house without a foundation and allat
^^
and from the 2 screenshots youve sent that model also looks really messy and highpoly so its not even good
idc
the whole model is highpoly so
and it doesnt look terrible so i dont really give af
which is a problem
since highpoly models deform much worse and are much harder to work with
How many faces is considered high poly for the whole car?
depends much on what you are doing
If it’s all a mesh it could help making a terrain for the map instead of having the roads and grass be mesh. Would be allot of work though
Gave +1 Reputation to @warm sphinx (current: #71 - 39)
That would be more of a blender lookup question. It is possible in game though
The snowman and scarecrow assets both have animation
does somebody know why mesh isnt showing up in game
does anyone know how i can switch the sound of an beamng engine to and automation engine sound?
Is it possible to put a mod suspension onto a mod car that doesnt have a option for it?
i know its easy
do you maybe have a tut video for me
my v12 sounds like a v8 and i dont like it
no
just make folder in mods/unpacked
name it whatever doesn't matter
then what car are you doing this to
ill help you tommorow cant really show anything now
Check the node group and see what it says also make sure you applied all transforms
Just open the jbeam for the automation cars engine and copy the sound config info from it and replace the beam engine sound config with it
what the hell is that topology
looks like cad with a merge by distance applied lol
oh yeah I kinda see that
how do i make a post in #1102973298222051358
Read this message #mods-faq message
thanks
how do I get the Beam assets in a mod map?
I'm trying to make a rally and need some standard decals for that but they're not in the asset browser
why do some parts get pulled in after attaching?
Nvm just added some crossing attachments and they fit
not made by me
id not do that tho
ok
is that all vehicles?
yes i pressed mods and activated all
i have no repository mods
oof
like a duplicate maybe? idk
my mods has the multiplayer folder and the repo folder
deleted all modland cars
True id make it a new engine by renaming th jbeam and putting it in mod ffoldere but yea
Could anyone tell me how i would edit the hub or wheel jbeam so that i could make the wheels fit properly inside the arches so it doesnt look weird like this?
What do we think people
In the suspension jbeam youll see it
Its some offset in the first bit
Good job
Gave +1 Reputation to @unkempt valley (current: #376 - 6)
This?
sooo covet meshslap
im learning how to import models in to beam for the first time relax
try learning by making a new bumper or so for an existing vanilla car, it will be a much better way to slowly get to know all the aspects of beamng modding
thats what ive been doing for about a year, adding stuff to current mods
i know how to mod beamng im just struggling with this
added this bumper to a r32 mod for example
alright well, you'll have to add nodemove to the slot in the parent part
https://documentation.beamng.com/modding/vehicle/sections/slots/#commonly-passed-arguments
beamng shadows are just weird on this map idk why
Looks like its where the hubs jbeam is
What map is it?
The nodeoffset is on the wheel slot
err private nightrunners auction map
theres nothing that says nodeoffset in the suspension jbeam
add it yourself, look at the link i sent
just add that to the slot that the suspension is in
@merry crystal
Look for a jbeam thats named hub or something
to move it forward to i increase the y axis value?
Y axis yes, but you also need to move the wheels
Of which the nodeoffset should be in a section aboce
oh this?
Yeah I edited that but nothing happens ed
You applied it and shit?
Yeah
Can someone help, i need to replace everything in this jbeam called (ric) to (rik), how do i do that without manually doing it
find and replace function in basically any text editor even the basic notepad
hello guys how are you? I have a question... when you want to join the nodes of a part for example (a suspension) to another part for example (the chassis) is there a way to do it from the node editor or do you have to do it manually from the files
Does anyone know if afterfire can be controlled in the exhaust section of the dse drive modes? Im trying to muffle afterfire equally to the exhaust sound for different drive modes to emulate a valved exhaust system, ive tried several different things but either does nothing or results in a crash, my guess is it isnt set up to work that way but if anyone has any ideas id appreciate it.
You can see that in other car?? Maybe You can copy it from other car
no, in the DSE drivemodes, you can only muffle the exhaust sound, not the after fire sound. Atleast thats what im assuming so far.
hey, does someone know how can i make a chrome material? If i make the material fully metallic and 0 roughness it just turns to black. And if i decrease the metallic value a bit it just is a glossy dark grey.
Make sure your baseColor is white
it is
Maybe it reflects of something dark
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You need help making assets correct? What are you trying to make?
i need help in create base of map because if i create new map from template it doesnt load and i need help in making assets and use it
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So you need to make a terrain correct?
yes and whole map objects and others i don t understand this editor and how to use it
can you help me with this please?
https://github.com/alexkleinwaechter/BeamNG_LevelCleanUp
This tool allows you to copy any asset from another base game map to your map, also allows you to create a direct copy of a base map to get started.
Beyond that follow the (limited) official documentation
Most of what you need to learn can be either through that or found out by messing around
okey thx
levelcleanup doesnt work i don t have a exe of this someone can help me?
you have to extract the file and ru the installer
ohh you dowenloaded the code
Did you download it correctly? It should download a zip
Ahhh yeah download the file not the code
click this in releases
The exe is in the ZIP
he dowloaded the code not the actual release
ohh i got it now
Ayy nice
thanks veryy much guys
where is this?
Its in the main folder -> game engine -> art
ah thanks
How do i change the weight of something
That was literally me😭
they are not the same, and game keeps trying to reset back it italy_snowy but I changer it back and save but it goes straight back to italy_snowy
nuh uh
i have a question there is a person who can create map for me of realistic area? I will pay for this
I don't know where i would write this so i write this there
what's your budget?
i don't how much i would pay for this so i don't know but i want map in 2048x2048 you can give me cost of this?
it was a bit of a trick question. mod commisions are extremely expensive, if you can even find someone willing to do it
dont know if there even is anyone that does map commisions
trackbroseff charges like 500+ i think
sounds cheap for the amount of hours that would go into it
so you don't know how much it would be and who doing maps for money?
its 500+ usd
probably more than that
and i'm not gonna even bother tagging the guy
ouuu
mod development isn't easy
so i would create my self this
Minimum for a fresh map yeah. And thats a derby arena sized map
i know
you have some tutorials to do map?
which will learn me this?
For a map 8x that size, 8x that price
For the starting value
He is correct that it is not cheap
this is too expensive
?
Use the map copy tool and just start messing around with it your new map
Thats how I learned
There are some tutorials on youtube but most if not all are either outdated or severely over complicated/confusing
outdated now
For most people yeah. Theres a massive disparity between perceived and actual value in most creative spaces
ahh okey
anybody know what causes a beam to lengthen upon spawn
supposed to stay at 0.077m but goes up to 0.120
question: how do i make a skin colorable
ive already got the skin working i just need to figure out why its not colorable
i tried to follow a tutorial on the beammng website but it didnt work for me
do you know how to turn it off?
i dont think you can lol i at least havent been able to and dont see any settings for it in the config in vs code imma look some more tho
I've been looking, and haven't seen anything in vs code, or beamng yet
precompression or something like that, been a hot min since ive touched that stuff. had a similar issue when working on an update for the patrol 260 mod, something was leaking out of the suspension file (was making extended shackles). my jbeam was 100% correctly done and repeating the exact same steps to reach the same final code fixed it lmao
post some pics of what you have done so far (code, .dds files etc)
cananyone help me with an html texture
nvm can someone now help me with some lua i got something spicy cooking
you could just ask the guy in charge of developing the thing? to me it doesnt even seem like an intended feature
https://www.beamng.com/threads/visual-studio-code-jbeam-editor.100805/
look at the name of the map... it doesn't have to have spaces, for example... parquetematico and not parque tematico
I have a problem, when i make a height map in blender whit a 3d track model. In beamng don't copy the height og (sorry for My English, i speak spanish) can somebody help me?
What can i use to make mods?
Blender
Blender for models
Paint.net / GIMP / Photoshop for textures
Any text editor for most of the other files (.jbeam/.json), something like Visual Studio Code or Notepad++ would be recommended, but even the standard Windows notepad app would work
Thanks
Hello, im working on my wheel pack and i wondering is there a way to move whole RIM/Tyre inwards against the hub i want to move it to the red line, the problem i get is to move the tyre.
i have tried to change the POS but that just changes the rim, i want also to move the tyre, i have tried to move with NodeMove but then the Collison is wrong,
So my question is How do i move whole Rim/Tyre in the Jbeam?
What are causes of flexbodies not showing up? Normals are all good etc
you need to Apply all transforms on the body part you working on
Yea I get that, everything in blender is fine
I think i mightve used a generic name that was already used so the cache is fucked or something
mabye, i allways use my name infront of everything 😄
Yea i just prefixed them aswell but ig it was too late
why are they not synced at all. and beamng keeps resetting the value back
it wont update and keeps breaking and I have no idea
have you cheked you TEMP? so you dont have a file in there
yeah yeah cleared cache multiple times and temp
hm weird, and when you have changed the name of the texture in the Jbeam file, have you tried to restart, and se if it works?
i can somtimes get that i need to restart the level for my Cars textures etc to load in when im working on them
yeah. Ive closed the game, checked the material file and then reopened the game but it still is the same
im completely lost
hm
Turns out my issue was the group i put after the flexbody….
you'd have to make your own tire slot, copying the vanilla tires that use the tire_F_18x9, rename the slot then move them inwards
although, wouldn't it be easier to just use the offset slider in the tuning tab?
😅
yeah i guess so but it will still be wrong
or widen the suspension
mm yeah i have thinking about that to i will go out and take som messurment and se if it matches IRL, if not then i will adjust it
I'm forgetting something simple for sure, but I can't get the model to show up.
Blender materials and in game materials are same.
All flexbody names are same, and I can't get it to show up 
Only the JBEAM shows up
node group names match?
yup
Does anyone know how to prevent the door from opening too far? (And stop it from flying back shut 😭)
Is there a max poly count you can export from blender to beamng?
no
doubt it
hardware is the limit usually
Cool
My ground decal deseaper if I make it widder than 70m. I remember I could make them 3 km wide. Is there a way to fix this?
I really need help.. Please.. why is the thing im trying to export from blender to beamng just exports as a "no-mesh" into beamng
Everything is selected in blender
I have exported the same way before and it works just fine, why is it not now?
Check the naming on the mesh in the jbeam and dae file
have you applied the material to it?
and checked the console for the error as well?
how i can open the console?
@royal crater How did you make this work?
i tried make the beam more strength but don´t work
look at the code in normal vehicles, you'll see dampening beams that usually attach to the frame or body work. You'll also see torsion bars. I'd suggest starting there
mmhh, okey, i try follow your video and maybe is for the shape of the chasis, can be?
i used the car tutorial mod by beamng, and i used the original chasis node.
someone please help, its for a map
hi bro, can you explain me?
when i export a map from blender to beamng, it appears as a "no mesh" after placing
its a large map, i cant say any further on the description as it is to be kept secret
Does anyone know if theres a way to make the running lights shut off for the headlights? I'm sure theres someway within the glowmaps
Is it a server because if so then your probably editing the sp map and it doesn't have the mesh in the server one
If you look in the headlights jbeam of some of the cars in beam I believe it should have a glow maps section you can look at
Yeah I know it has glowmaps, I just don't know if I can make that happen using them.
The lowbeams shut off for the highbeams, I wonder if I can incorporate that into drls shutting off for lowbeams.
You should be able to have multiple lights shut off with the same key I believe i don't use glow maps so I'm not 100% sure but i believe so
Try You export the model? Or made an height image for make a terrain
the detent
Can someone help, my light textures are on when lights are off and off when there on, also my windows textures are acting like headlights
Does anyone know how to change the standard vehicle config for a certain vehicle? Like the config you get when you just double click the vehicle
idk how to fix this lol, plz help
For the lights being backwards, check glowmaps, and for the windows, check materials in blender.
Im not sure how to do allat, i didnt change the windows, there still the d series ones
And yea idk glowmaps…
@opal sky also the original headlight is still there…
Its your lucky day, cuz I dont know either
Sad
fire lol gl0wing windows
also anyone know where this damn wheel is ive opened every wheel dae in game and cant find em
How I make a car without physic
I only want to model the design and not the motor
Only the shell and wheels
In the cars info.json, add
"default_pc":"configname"
It's in common/wheels/wheels2.dae
Sounds like a glowmap issue, the window thing too. You'll have to go through your .jbeams (most likely the main .jbeam or headlights .jbeam) to check them
There is some useful info about them here
https://documentation.beamng.com/modding/vehicle/sections/glowmaps/
and here
#modding-general message (mainly for slightly more advanced ones, but the first bit about 0-0.5-1 should be helpful)
Look up 'BeamNG mesh slap tutorial'
A mesh slap is when you take the jbeam (which is what gives the car its collision and physics basically) from another car, for example one from the base game, and change out the model for a different one
Obviously the physics and deformation will be quite bad, but it will allow you to at least have you model ingame
Absolutely possible, check these two guides
https://documentation.beamng.com/modding/vehicle/sections/glowmaps/
#modding-general message
Bottom one explains an example that sounds very similar to what you're trying to do
the game you are looking for is : asseto corsa
why cant it find my jbeam
i see
"rear left door"_chopped is breaking it
thank u lord
Gave +1 Reputation to @tacit halo (current: #54 - 46)
Also the 3rd line is for the text that appears in the parts selector so it would ideally be legible text like "Chopped Rear Left Door"
"type" is the part type, default is the default part that gets selected, description is the legible text in the parts selector
Uh check the body jbeam flexbodies section
not there
Can you select a normal pessima and strip everything to see if it removes it
I swear it used to be there
If it still stays when the body Is the only thing left then it has to be there
isnt it in the backlight
It's called pessima_chsml (Centre high mount stop lamp)
Normally the center brake lights are either behind the seats or in the tailgate, not mounted on the backlight
ah alright
Can somebody help me???
thsank you so much idk why i couldnt find it i had wheel2 imported i just mustve not seen it
Why would I be trying to make a map in multiplayer
is there a way to make so the lowbeam still on when i press the brake, or is the only way to make the intense texture have a darker color on the lowbeam section, would be easier to match if there is a way to blend the lowbeam texture and brake texture togheter in the JBeam file
@pulsar flame check the guides I listed here, they explain how glowmaps (the things that control the light logic) work
can someone explain to me why doesnt this tutorial work:
https://www.youtube.com/watch?v=L31exwj7krY
and what can i do to make a custom engine appear in the "engines" tab?
Here's an in-depth tutorial on how to add more power to cars in BeamNG by editing the game files!
Join the Discord Server! https://discord.gg/ZHKGUMmsVY
Music Credit :
https://www.youtube.com/@inremiss (inremiss)
https://www.youtube.com/@NKMusic (NKMusic)
#beamng #beamngdrive
needs to have correct slot type
for example covet would be “covet_engine”
if that’s correct then there is likely an issue with another part of the jbeam
unrelated to the question, but are you using materials V1.0 glow function? if so, consider using V1.5 PBR emissive material and cranck up the values past 255 255 255
Hello, I would like to make my own tachometer, any tips for me ?
(I dont know angular but I am not new in programming.)
what can i do?
fix the nodes
i tried to do it for etki
so i followed the tutorial like with the same names but it doesnt appear even after restart
do i need to do smth else like enable smth so it appears?
i guess my pc broken or smth
I'm having the same issue. Did it ever get fixed?
Or if its possible to stretch a terrain texture instead of it tiling?
anyone know why this happens when I import a heightmap
I found a workaround if you just need the image as road guidelines or anything that you will remove later on. You need to set the "Macro" texture of your ground material to your image, set the strenght to 1 and the scale to what you need. The downside is that the colors won't be right, and you can't put it in a specific place
Like this? Doesn't appear to do anything?
why does this happen? all the textures are with it... i literally loaded back into the map and this happens
you're a genius, thanks
Gave +1 Reputation to @ebon shuttle (current: #1170 - 1)
looks like u didnt make a materials file
no it does this sometime, reimporting the map fixes it
How do you get newly-created decal roads out of the Levels folder and actually bundle them in with a map?
can someone tell me what could be the problem and @ me
Does anyone know why this happens?
local isPlayerSeated = playerInfo.firstPlayerSeated
log ("I", "dsx", string.format("isPlayerSeated: %s", isPlayerSeated))```
can you see if you can check for the currently active player?
since i think once you exit a car it might be getting the info from the car and from the player thing
I'm not sure, there is no documentation about it
I'll check into the game's lua
or if you cant get that to work make it so it has to be true more than 60% of the time to assume its actually seated and not a bug
this is like the absolutely worst fucking idea but if you cant do anything else it might be worth a shot
lmfao, it might work but this is tragic
it would be worth a "-- This is the worst thing ever in existance but its the only thing that works" type of code comment
Checked in game, activePlayer is always 0
I'm trying to check for the vehicle id, since the unicycle is 37831, but I can't find it
Not my solution, someone gave me the idea on Reddit lmao
Can anyone help me? My added model is not showing up
fixed with a check, v.config.mainPartName == "unicycle"
Could someone possibly take a look at my Jbeam Files for my mod (just looking at them) and tell me what can be changed to be modern? This mod is from 2022. I'm sure the Jbeam is way different/better than it was back then.
I would do it but I only got permission from the creator himself (SealedGecko). Plus I don't know shit about Jbeam 😂
I'm just a no body who knows how to break things
No one has ever produced the 1999 Chevy S-10 body for BeamNG before. Dan Evans' Destroyer requires this body; but if no one will create it for BeamNG, the entire Destroyer team is out of competition period.
So be it. I'm done here.
yeah
aw boo
Oh no so sad boohoo
Wait he left
Even better
Dont complain about free stuff
Yep
if anyone knows how to fix sticky gaurd rails, please let me know
custom collision mesh is needed. current mesh is probs too high poly and confuses the game
can anyone help me later tonight with making a prop? i got the flexbody to appear ingame when i had it as an accessory for the d series but i can't get it to spawn alone.
please help
how does imgui work
how do i turn on collision on ai cars and my cars?
hey guys i am trying to make street races on beam and for some reason when i start the races the cars drive everywhere but the next check point
when i start the race they go backwards
Seems like you are somehow calling the function rotate with the arguments NaN and a value. NaN means its Not A Number
Hello there ! I need HELP 😥
Anyone knows if it's possible to recover lost files from a "clear cache" ?
I was working on a map since 8 months, and I needed to clear cache, so I have made a copy of my map elsewhere (outside of gamefiles obviously) and I done it.. after that my mod was like back to an ooold version and even my copy is in the same state.. most of my assets are gone, and I also loose my terrain shape and textures... Is there a solution or do I have to redo it from almost scratch ?
Hello everyone,
I’m trying to figure out how to make the tires (like the ones in the picture) reset to their original positions automatically, similar to how vehicles can be reset to their initial state using a reset key or track record feature.
Is there a way to add a feature like this for objects, so I don’t have to manually reposition them after every use? Any tips or guidance would be greatly appreciated.
Thank you so much! 🙏
Hey guys, hope you're having an awesome day so far. If not, I hope this video can cheer you up! Will any of the cars complete the ultimate car wipeout challenge in one piece? Sit back, relax, grab some snacks and something to drink, and enjoy the madness ;)
✅Subscribe for more New videos! LIKE if you enjoyed it!
MY P...
I believe the only way you can do something in this situation is completely re do it
use the hotlapping tool, click advanced and use the start ai button when you're ready
how about you create original content instead of making these crappy videos that are so overdone
I don't want to create content like that, I just take examples of these videos, I'm also not interested in making videos like that, I take examples because that's all I get
Whenever i press my brake pedal, my brakes instantly fade. its not because of input, its because of the car (aka my mod car) what could be causing this?
does importing animated object (for example pendulum animated via keyframes) from Blender to BeamNG has huge impact on performance or it doesnt matter static object vs animated?
probably not much as long as its not an absurdly complex animation, tho keep in mind that the colision will always be at the origin of the animation
thanks for information, i wanna to make like wind turbine animation which loops to create some more living world
Gave +1 Reputation to @tacit halo (current: #50 - 50)
i think the etk driving center has wind turbines
i make low poly world so i need to make everything from scratch :D, also need to test if i set texture to 'BUSH' property and i drove car throught it and if it will slow down car
i want to make the race a mission though
hmm
i dont get it lol. and the thing is. all the ai tries to do is hit me slowly
I am trying to make a mod that simulates dieseling, turbo wastegate failure, and engine runaway. I am having a lot of trouble getting the mod to work though. The mod info isn't being displayed in game and the script isn't working. Does anyone know how to fix it?