#modding-general
1 messages · Page 10 of 1
I don't want to upload the mod though, I want it to be a local file
Would I have to upload the mod to the repository for it to work?
Oh, then why bother with mod info?
Not sure if you can get it to work by doing it manually
I thought that you needed the mod info for the script to work
Not at all
Its only function is to add info to the mods ingame mod page (repo/mod manager)
alright
Im also having trouble with the script not working in game
Im thinking its because of the layout I have the files in
As for the layout of the files, I see the zip has another folder in it with the same name, but I'm guessing that's only how you packed it to share, not how you actually run it yourself
Yes
how do i begin creating a trailer mod? specifically a semi truck, enclosed stacker car hauler
also including a liftgate
I need someone to help me put the normal map of some wheels in their correct position, but they have to stay blue, because they don't work for me in yellow
what's the process for adding cargo loads to a vehicle? ive got the slot set up, but that's about it. Doesn't even show up ingame
if no part use that slot, that slot wont bother show in game
you can make a dummy part to use that slot, then u can see it
Creating a full vehicle like a trailer would be a big first project, I'd recommend getting to know the basics of modding first by trying to make a new part for an existing car
Trying to have custom signs edited from base signs to employ in a map mod. I can make it work when editing my OWN files but I cant figure out how to have it only save as a mod not locally.
Unsure what file is needed it be edited to incorporate it as a mod and not local file. Google turned up no useful results, just a bunch of unanswered questions.
File copied and moved with edit: t_billboardsigns_dealers_d.color.pdn
**File sourced from: **
\steam\steamapps\common\BeamNG.drive\content
does anyone have a huge empty map with all assets imported? if anyone does please send it to me
like a template for a huge map?
your map needs to be under 0.33/levels/mapname
models should be under "mapname/art/" and then typically "/shapes/signs" or however else you wish to do it.
the textures for your model should be in the same folder, although they can technically be anywhere inside of the level's root folder. What you MUST do, however, is a 'main.materials.json' file for each and every folder that contains models. The .json will list the models in it's folder, and provide the path for the textures to be used.
As for doing just the signs, I dont think you could do that as a mod to be honest. I mean, you might be able to edit it in the world editor, which saves it under I believe "BeamNG.drive/0.33/temp/levels/[etc...]" and provide that to people, but I don't know for sure how well that'd work.
Guessing you replied to the wrong person?
oop 😭
No worries
@narrow lion Meant that for you :D
Does anyone know how to view sensor debug info (ie. Radar, ultrasonic, etc)?
From what I read online, you need license for beamNG.tech.
Context: I’ve added reverse sensors to the MD-Series, but I cannot for the life of me, figure out how to adjust the height so that it will sense a bolide. It works fine for sensing taller vehicles. The sensors sense slightly above the bumper height.
I’ve spent hours on trying to solve this and I’m getting a migraine reloading lua every 60 seconds for testing.
The only thing that really matters when importing animated models is your poly count.
I made animated tornados for the storm chaser server, and we would have more than 50 spawned at a time, with a very negligible fps loss.
For reference a typical car can have 600,000 to over 1,000,000 polygons. I would make my models have less than 40,000, and most of the time less than 10,000 polygons.
(You will also have to make your key frames extend further than your actual animation, otherwise your loop won’t be seamless)
Thanks for useful piece of information 🙏
Gave +1 Reputation to @pulsar hawk (current: #774 - 2)
before the latest update i had made my own maps of an irl track near me and now after the update when i try to load into them it just sits on the loading screen forever did i do something wrong here or is this just a known problem ?
it does still shop up when clicking onto maps it just doesnt want to go to the map
Wont your models look kinda low poly with only 40000 faces?
For some cars it could work but some need more detail
40,000 isn’t my hard limit just an example number. I use as little polys as possible, to achieve the level of detail/performance that is needed. You can use the “shade smooth” option in blender which reflects in game, and helps tremendously.
Also, he said he was making a windmill, not a car. If you were making a complete custom car, my goal would be to keep everything under 1,200,000 for the initial run, then refine it as needed.
A windmill can be very low poly imo, it only calls for a few components and shapes. You could probably make the base and pole with less than 100 polys, easily. And then the blades and other components, less than 10,000 polys probably. Nuts and bolt details could take another 10,000 depending on how detailed you get.
How'd you make those?
Because you do need .tech for any of the sensor functionality
I didn’t make them, I just added them. It’s a mod from the repo. I was just trying to adapt it to the MD. https://www.beamng.com/resources/advanced-driver-assistance-systems.17384/
I’ve already asked the original creator, but the original height adjustment in the scripts no longer work, so he couldn’t help beyond saying that SHOULD change it, but it doesn’t. (You can see this in the mod comments)
Oh, all adas mods for .drive use raycasts
You can't do anything else unfortunately
It's just pos, dir, and distance or pos1 and pos2 depending on the distance
All 3f vectors
If the height adjustment doesn't work you'd need to fix it in the code
Thanks for the insight. I will do some more research based on that.
Gave +1 Reputation to @heady trail (current: #64 - 41)
hellooo
im back from the dead
im going back into my undercab automation truck mod
and im struggling with something in the suspension
i wanted to give the same strength to my suspension as the official US_Semi suspension with the jbeam files
but when i do that my halfshaft seems to explode and the wheels detach from the truck
the problem is i dont find anything that seems to control the strength of the halfshaft
so i wanted to know if there was anyone here that could guide me ? 🤔
per my original message, I had them packed as a mod file but unpacked, they are stated here:
MyUserProfile\appdata\local\BeamNG.drive\0.33\levels\Johnson_extra\art\shapes\garage_and_dealership
within other files I don't see a file that references a few other of the signs within such. Additionally, i will look into making the main.materials.json but I do not see one in the folders associated with other signs imported and customized from the Utah and Italy maps on the basegame.
Johnson_extra is sourced from the repo, originally created by a recognized good tutorial for modders to use as a basis for map making.
I am trying to make custom soundscapes for the indicators, but it doesnt work. It clicks, but the sound of the clicks, is the sound of the indicator stalk moving. The sound file is only referenced in IndicatorStart and IndicatorStop, not the indicator loop. But it acts as it is, looping the audio file forever.
Is there anyway to fix this? Any help will be appreciated
hi, quick question, what is the correct syntax to have nodemove and core slot at the same time? couldnt find anything on the docu site
You can add any arguments together in the {...} section, just add a comma inbetween them
For example {"variables": {"$example":-0.25}, "coreSlot":true, "nodeMove":{"x":0.25, "y":1.0, "z":0.5}}
So in your specific example, with nodeMove and coreSlot, the line for the whole slot would be:```json
["type","default", "Description", {"nodeMove":{"x":0.0, "y":0.0, "z":0.0},"coreSlot":true}]
Anyone know why my glowmaps wont work properly?
Do the emissive materials work outside of the glowmaps? Like if you were to just apply ek9_lights_on directly to the model, does it look the way it's supposed to?
i got no clue, this is my first time trying to do glowmaps
Well give it a try then :P
I try to add the material in material editor, it says its there but it doesnt show up in the editor
Ah I don't really know about the material editor, I never use it
But what you could try, is to rename the headlights material in blender from ek9_highbeam, ek9_lowbeam, etc. directly to ek9_lights_on, so you can see what it looks like ingame
That way you'll know if it's a problem with materials, or with the glowmaps
Oh ok thank you
Gave +1 Reputation to @river forge (current: #3 - 262)
didnt seem to make much of a difference
Then it seems the problem isn't with the glowmaps, but with the materials
Since it uses covet textures, try having a look at the vanilla material. There are a few differences
How do i make my camera go to the right?
Because highbeam isnt a material
You need the ek9_lights_on
You could set both on and off of the glowmap to the _on to test if it is the material
Doesn't need to be, glowmap materials are basically just placeholder of which only the name matters
can anyone help me with my interior
my bolide's interior texture is wrong and the matierla isnt showing in the material editor
Yea but the guy searched it up in the material editor
is there a limit to the image size for th terrain import heightmap? im using a 32000 x 32000 image for it. (not exactly that res, I multiplied 8196 x 8196 by 4)
It should match the terrain resolution iirc
But I don’t think there is a maximum
terrain resolution?
If your terrain is 1024x1024 I believe your height map should be too
A gigapixel is crazy
ah. so is it anything here I should change?
yeah. and its still not the best for the map im doing. the map is 1000km x 1000km but the heightmap is 32km x 32km (if you do it to 1 pixel per meter)
So is it 1024 x 1024 then?
In map size before x32
Also max height should be wayyyy more than 1
1 is 1 meter
it will be 32768 x 32768 since thats how many pixels are on the heightmap
Well 32 meters in this case I think
yeah ik. its because it crashed a lot before lol.
BeamNg cannot handle a terrain block of that size
so to stop it crashing I used 1. then scaled up
can it do 8196?
ah ok. thats a bit irritating. I tried to get around it by using a larger image so it works better.
Also it’s 8192 but yeah
oh well
oh yeah close enough
Yeah 8192 is the max and then you can multiply the block size to make the map larger with the same terrain size
yeah. I was trying 32000 so that the map can be big, but wouldnt have as bad of the large terrian painting ect
thanks tho
Gave +1 Reputation to @warm sphinx (current: #60 - 42)
So 8192 with a multiplication factor of 123x would get you your 1,000km goal
And then set your max height to whatever you want your highest point on your height map to be (assuming it’s pure white)
cant seem to make this work any ideas cause im at a loss
Whats not working
Remove the on_intense line
And simplefunction ignition instead of lowbeam and highbean
i want to be able to cahane it weith the low and high beams i want 3 seperate states of material switching
So whats not working
it doesnt do anything lol the tv2 material is on constantly
You sure the blender material is ipad and not tv2 by accident?
so the first name is the material?
Yeah, this should be the material in blender
i thought thhat was just the generic name of the glow map sorry checking it now
works perfect thank you @river forge and @little portal
Gave +1 Reputation to @river forge (current: #3 - 263)
So is there a way to make it work with html materials cause rn my sound keeps playioing when its supposed to be a material with no sound
@little portal got scammed out of a rep 😭
Thank you
damn didnt work lol
except funnies
can anyone give me 17 reputation
yes. thanks
Gave +1 Reputation to @tacit halo (current: #48 - 53)
Now I wonder if there is also a cooldown when someone else is giving rep. Thanks
Gave +1 Reputation to @tacit halo (current: #48 - 54)
Aha
15 rep to go
Anyway I can't find anything on this, try looking though the game files to see if any cars are doing something similar
Btw if you're making a screen with proper html stuff, do you even need a glowmap at all? Don't think the vanilla screens have one
idk lol im new to html textures im currently streaming youtube videos through html embed idk jack about anything but what ive gotten working so far lol
Are you making a luxury limo with working luxury interiors?
im making subwoofer style show cars but im also working on a limo from the oldfullsize mod and putting my tvs in it
wtf why is there a fukin ipad embedded on your dashboard
thats a first for me
car audio is big on using ipads for playback because most of the time you dont have an actual head unit you just use amps powering alkl your speakers with a audio splitter and crossovers to split the signal to the amps
As for the videos, I can send you actual fan made music videos made and rendered with b3D when my main pc will be fully repaired, for now I can work on a powerful laptop for the actual b3D project video template
i just use youtube embed but i have another htm that i can put webm format videos in just for some reeason when the material is on it doesnt reset the sound or the video when i turn the material of so isk if it doesnt work that way or what lol
Did you try the dynamic material with frame after frame videos rendered as PNGs?
no its just easier to use videos and embeds so people can change the video playing since im planning to release the mod
So the mod fully works if there is an internet connection, don’t you think that some people have weak hardware that can lag the game if the mod requires internet while running beamg drive?
you can also just download the video and convert it to webm format and i have one of the worst pcs in the beam community and mine doesnt laf at all having it run through the internet to play the video i have had 10 screens on at the same time with all different youtube streams playing and it works just fine
Is it possible to set the “diffTorqueSplit” with a drive mode?
To send 100% to the rear for 2wd
I want to move the rear axle back to make a car longer but I’ve tried before and the wheel didn’t move what would I shave to do for it wo work and would I have to make a longer shaft as it rwd?
So obviously I cant just have a 1:1 copy of a car on the repo, but to what extent do I have to change things? I'm not making a meshlap Im recreating a car I own, and I want to know If I can go ahead and just model the entire thing from my 3D scans or if I need to alter the design in a major way, aside from just like changing the labels and badges and such
You should just have to use node move on the suspension slot in the frame jbeam
Anyone wanna help me put this on my F8 car?
Im importing a few different objects from other (vanilla) maps into the one im messing with. There are a few objects with random missing textures. I have found the textures missing and it looks like there are multiple of the same textures being imported in. I tried deleting all but one of them but that doesnt solve the problem. How would I go about fixing this? Thanks in advance.
Could someone provide me with a tutorial on how to use imgui.
hey all... recently i just got my Standalone truck mod working in career mode, but one problem. repairing the truck is always free, and instant. aswell as new parts arent primered and when applying a new part i want to buy it primers the whole truck. is there something i need to do to get primed parts to work?
any help would be greatly appreciated
if i make material as double-sided then gpu will render both side even if i am not looking at the back? i wanna make flower petals as plane to avoid extruding it and creating unnecessary topology, but i am not sure if it will create unwanted job for gpu
I don't quite remember, but I think double sided materials only work well for completely flat meshes, they can causes some weird lighting in order cases
For your thing, you might be better off duplicating the mesh, so you can have one with the normals facing one way, and one with the normals facing the other way. So it will look like 1 double sided mesh, but without weird lighting/shadows
thanks @river forge , i am noob at game optimization 😄 i don't know what is triangle limit for a map in beamng, i am creating low poly world with area of 10km^2 and not sure if for example if i can put like 5mln triangles in flowers in different places, i read that gpu only renders what camera sees and ignores other stuff, but still i am not exactly sure how things work and how much triangles i can put into my map
Ah I don't really know much about maps specifically, maybe someone else can help ya out with that
Anyway what also helps me a lot (for cars in my case, but might be helpful for maps too), is looking how the vanilla game does things
yea, good tip, i didn't think about it, will check triangles count on largest maps on original maps
Hey I was trying to get my mods in beam and I would pay someone if your interested please shoot me a dm
What do you need help with specifically? You can just ask around in this channel, I'm sure there are many people willing to help for free, me included
I made mods for assetto corsa and I wanted to put them in beam
Yeah no offense but that'd be pretty much impossible for a first project
I'd recommend getting to know your way around BeamNG modding first, for example by making a new part for an existing car
I can’t just pay someone?
not unless you have very deep pockets
There isn't anyone that does car commissions as far as I know (other than meshslaps - slapping the model onto an existing car)
And if there was, that'd run ya thousands of dollars. Full cars take a lot of time in this game
Most people only tend to make what they want, as passion projects
^
But you could start learning yourself, and work your way up to make a full car someday
beamng modding is mostly passion proyects, the few people that do it are grifters at that and they wouldnt even accept that since they cant take an existing car phisics and slap it
hey 😄
i am doing a mod with an automation base
and i wanted to know if someone know what do i need to change to "lower the sportiness" of my engine ?
to explain further :
i want to do a truck
so i want my engine to behave like the engines of the T-series when i accelerate
but for the moment when i accelerate, the behavior is closer to a 10T scintilla with a 140kmh topspeed rather than an big'old diesel engine that slowly go up in the revs
Friction and inertia and dynamic friction
thanks ^^
Gave +1 Reputation to @brittle warren (current: #50 - 51)
someone on an other server, after seeing the video of how the engine is behaving, told me that i should change the flywheel weight (btw here is the video if you want to see)
but i dont manage to find it, do you know by any chance where it is ?
im not sure where it is for automation cars
😭
unsure if you can change it there, you should open the jbeam file, alternatively, you could swap the code from the t series engine (i6 or v8) so it would behave like that
in the end, after increasing the three settings a lot
and change the automation tires values by the T-series Tire values
i got a pretty good result in term of acceleration adn grip
but now im searching for someone to test my truck and give me an outside opinion, to see if someone can see some flaws that i dont see ? 🤔
i feel like the wheels are a bit too fragile, but maybe it's just me and the wheel are alright ?
Does this work? Making a Fictional Scheme pack so i can post it on the repo once my F8 car gets approved
(Sponsor is ridleys' truck stops)
how do I:
- make the paints less square (like the old version style)
- make the textures smaller (since it looks massive compared to a d series)
So I’m trying to modify the jbeam on this car I’m making but since I got the new update I can’t export them properly and not sure were there going if anyone nows or can help it will be much appreciated
The jbeam just get exported to the the same jbeam you imported?
I tried but it don’t work and now it won’t let me export it as what I want it as
I downloaded the toyota supra mod and i don't have any sound form the engine can some body help?
this one
Heya! Gameplay PC BeamNG Drive - Save Custom Configs as MODS! How to play BeamNG Drive
Want to play BeamNG on a MAC!? You can with Crossover!
https://www.codeweavers.com/?ad=899
==============================
Thanks to Patreon supporters:
Hero_Of_God:
https://www.youtube.com/user/warheroesgaming
GamerGull:
https://www.youtube.com/user/Gamerg...
Thank you that helps alot
Gave +1 Reputation to @river forge (current: #3 - 268)
Are you using the beam importer or the old jbeam exporter that makes a jbeam
I’m using the latest one as my blender updated so I had to re install it but when I try put expirter in says I’m missing some files
send a ss of what it says
Will when I’m home just collecting sister from school
ighty
thats what it says when i try put it in
Hello i would need some help, Im trying to make my customized East Coast map with world editor a mod so I can put it onto my Beammp server can someone pls help.I have already tried it somewhat and it detected it as a mod in the mod manager but there were many missing textures except the roads I made with the road maker
Anyone know why the texture wont show up, im at loss it said : 1503.503|W|engine::GFXTextureManager::createTexture|texture invalid filepath '/vehicles/roamer/nsmskin1/roamer_skin_nsmskin1.dds' corrected to '/vehicles/roamer/nsmskin1/roamer_skin_nsmskin1.dds'
Where did I do wrong?
Heyo guys, I'm having trouble distinguishing the player from the traffic, is there any way to check if the current parsed data is from the player itself? I'm using vehicle lua
can someone explain me how the brake line works between the t-series and the trailers ?
how can i make my fifthwheel on my truck unlock the brakes of the trailer when it's attached ?
i guess it use the ["us_semi_air_compressor","us_semi_air_compressor", "Air Compressor"]," that i can find inside the us_semi_engine.jbeam
but i dont manage to find where the air compressor is so i can copy-paste it into my truck
and i dont know if copy-paste it will be enough, maybe there is other things between the air compressor and the trailer ?
anyone know why the trains wheels on the railcars no longer work?
so im making this and ive used the bluebuck files and changed the name but when i made a template now it doesnt work any one got any ideas what it could do or i something need todo
couple questions for different sorts of mods:
-
how do I make a UI app transparent/not have the annoying grey box behind whatever I'm trying to display?
-
are there any sorts of quick jbeam generators for car models? (ie if I just wanna do a really quick meshslap and polish the jbeam up later on)
(fwiw the documentation on app creation sucks so bad, last modified way before the documentation got moved out of the wiki)
no such thing as a quick jbeam generator. you would genuinely be better off making a meshslap lmao. you could try the blender jbeam editor, though that isnt really for starting from scratch
As for 1
BeamNG CEF uses premultiplied alpha
So it'll always darken
You can't get clean transparency with cef
i know some things are transparent/dont have a square though (simple damage, default speedometer, default electronics)
and i cant for the life of me figure out how they do it even when looking at the sources
compare this, with the transparent grey, to the default gauges and such that dont have the grey square
or the damage ui which doesnt have it either
Any resources for Jbeam editing? I have the tools, but as far as tips to help.
How do i import the base game t series into blender?
Import us_semi.dae and us_semi_mechanicals_dae, both can be found in the game files /content/vehicles/us_semi.zip/vehicles/us_semi/ here
Does anyone knows how spoilers materials and textures are managed for vanilla cars?
in the asset browser no .dae files are appearing?
anyone know how to export tires from beamng into blender?
after im done creating something in blender how do i put it in beam?
export it as dae and link the flexbodies in the jbeam
as well as making the jbeam
Anyone know where the upfits are in the files.
how to prevent this
Doing materials on my street stock mod make me want to jump from the empire state building
common.zip
hey guys im currently making a Skin for a car and im following the beamng website tutorial. it says to find the skin material in the material editor but it wont come up is there anything i can do?
it says to check syntax but honestly dont know what that means
alr figured it out
Does the Covet body jbeam (non mid-engine) genuinely not have any nodes or beams?
It does
If I open it in Blender with the addon or nodebeameditor, none appear
Not sure about the Blender addons as I don't use them, but it does have nodes and beams just like any other part
Maybe someone who knows more about the addon can help you
Hello, I am working on a dune buggy mod, and I am having lots of trouble with the suspension Jbeam. If I set the longBoundRange and BoundZone to get the travel how I need for it to handle well, I get all sorts of weird warping and instability issues. I'm looking for someone with experience making suspension for off-road vehicle mods (jbeam stuff, I know my way around kinematics and setup) to take a look at it, because it's honestly a mess and I'm at my wits end. I am willing to provide the mod.
I will say I am a little excited yet dreading working on the suspension for the vehicle I'm doing right now. The springs on the front are horizontal rather than vertical which I believe might get challenging. Jbeams already seen challenging enough
whicxh version of blender are you using im on 4.3 with the addon and it works
Dont use nodebeam editor, use visual studio code and the jbeam plugin for editing jbeam and for the locations use the blender plugin
When using the vscode plugin you can also view it in 3D inside vscode
also works fine in nbe so is the jbeam edited if so you may have a jbeam syntax error causing it to not work
I just extracted the files. Looking at the makeup for my project
try vs code like TommoT said
Okay. I think I have Cursor. If I need to change to standard vscode, I will
This?
you definitly will need to use vscode for the addon to work if thats what ur using
Yes, it's a modified version of vscode
most likely in the common zip
I was looking through but I couldnt find the material.
open the roll back in beam and look at the materials in material editor?
Didnt notice the response till now but I figured it out.
Ended up making a wooden deck
Made it
Why wont it let me send this
So I just changed the node weight of the deck of the rollback and made the nodes know theyre wood. Now it explodes when I swap to it.
Any suggestions?
need to also change beam damp when you change node wight
Its saying theres an instability. Unsure what was changed that caused it.
beam damp
have to fine tine the values
One sec getting to it. Trying something else quick
I have learned that beamdamp and beamspring are perfectly scalable with node weight. I 3/4 the node weight and 3/4 the damp and spring and its perfect.
yea lol so that fixed it?
Turns out it scales until roughly you half it then not so much bc every other part starts causing problems but yes it fixed it.
Altho I forgot to save the 3/4 version incase lower didnt work. 😭
So ill do it again another time.
This is what happens when I add the texture to the "layer 2" base colour map. The bleeding past the letters is fixed but cache.
The file is literally just the white "ibishu" over transparent background :/
I may just have had a skill issue. Hoping I fixed it 🤞
Who made the flood mod in BEAMng?
daniel-w
https://www.beamng.com/resources/flood.23313/
you could've looked it up in 5 secs instead of waiting for an answer lmao
the front wheels wig out and idk why
-# (carbonworks mod, use the config i added)
hm...i need idea i made some lorefriendly wheels
i keep having issues trying to get input actions working for a forklift i am mounting to the md series
Yes but his discord to get in contact
Just send them a message on the forums
https://www.beamng.com/conversations/add?to=daniel-w
Is aerofrom a typo?
Their is no way this dude doesn’t have a discord account
Well yeah, literally the first one you see. But what's wrong with a forums message?
On mobile I can’t access member list, or atleast I don’t know how. Thanks .
Hi guys, I'm experimenting a bit with the t-series and modified the jbeam of the hood to create a front fender trim. The issue I'm facing is that the nodes meant to hold it in place are jittering sporadically when stationary. It holds in place good when driving I guess, but the nodes start moving around and snapping back repeatedly if left idle. This behavior is driving me crazy. I've attached the mod here—if anyone with more experience could take a look and help, I'd really appreciate it. I've never encountered this issue before so I changed around a lot but nothing helped rlly.
Anyone know how to fix this?
I would like to have them so the reverse lights (bottom inner) are white, the signals (bottom outer) are the yellow/orange and for the brake lights (top) are the red
needs different material and glowmap for each part
i cant get this to have a material
it wont export with a material attached
and when i go in the shape editor it stays no material
Can someone help me move my hubs, they keep staying in the same spot
how do you change the speed limit on a road
no?
anyone know why when i spawn a object like this
local object = createObject(objectData.className)
object:setPosRot(objectData.pos.x, objectData.pos.y, objectData.pos.z, objectData.rot.x, objectData.rot.y, objectData.rot.z, objectData.rot.w)
object:setScale(vec3(objectData.scale.x, objectData.scale.y, objectData.scale.z))
object:setField('shapeName', 0, objectData.shapeName)
object:setField('collisionType', 0, "Collision Mesh")
object:setField('decalType', 0, "Collision Mesh")
object.useInstanceRenderData = true
object:registerObject(Sim.getUniqueName(objectData.objectName))
group:addObject(object.obj)
the collision doesnt apply unless i enter then right away exit map editor?
ohh nvm it seems to get collisions when i manually change the type from none back to mesh
but i still need to do it all auto with the script
be:reloadCollision() fixed the issue
no matter what i do materials just wont apply to objects
oh
i jsut had to switch it to pbr
i remember you from the insane ets2 modding server
no longer working and the material disappears on restart
👋 hi hi
Map or Car?
And did u save the material?
how to i stop my middle beams from spasming out? i have tried everything and im going to go crazy
i decided to make a scratch made jbeam instead of a modified vanilia car and i feel like im a rocket scientist
Is it for custom objects or? Also try moving the temp material file from levels folder to your mods levels folder
Hello everyone! I'm very new to this modding thing and I'm trying to add a GT2 steering wheel to a BMW M3 E92. Can anyone explain me why it turns like this?
does anyone know if there is any good tutorial of creating map in Beamng? I mean there are some but they are kinda outdated and not showing all the most important things on how to create smth. Anybody knows some?
im looking forward to make a car what program do i use?
i made a custom lights but this is the result is there anyone who can help me with this?
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
Looks like you need to fix your UV map. It's what links the 2D textures to the 3D model
ok ty
Gave +1 Reputation to @river forge (current: #3 - 276)
How I add mode to the game?
I want to add a nissan patrol
Nismo
Can anyone help me plz
@toxic widget
@toxic widget
@toxic widget
You’re @ing a bot
You can find mods via these official resources:
The search feature on the site is pretty bad, try googling site:beamng.com and then whatever it is you're looking for. That way it will only show results from the official site
There are also 3rd party sites such as Modland, but those feature a lot of low quality / stolen mods, and potentially even malicious content / viruses, so using such sites is not recommended. If you do, use at your own risk, and don't click any suspicious ads or links
As for how to install them, follow this guide:
https://documentation.beamng.com/tutorials/mods/installing-mods/
I'm adding glovebox to my car(based on etk800),but the shape are always spark when it open,how can I solve it?
if i want to redo the whole jbeam of the vehicle, so it have better deformation
should i just put jbeam around the body+ the jbeam of the interior
or should i do the jbeam of all the I-Beam of the chassis+the jbeam of the body+the jbeam of the interior
In an engine JBeam file, can you have non-standard keys and reference them somehow in Lua?
i want to make a skin for a vehicle. how exactly do i put the file into the game? apparently i can use paint.net for the skin itself but idk how to actually put it in the game
https://documentation.beamng.com/modding/materials/vehicle/skinsystem/skintutorial
https://www.youtube.com/watch?v=LqFkVR2FiYA&ab_channel=BNGFPlus
A comprehensive guide on how to create skins in BeamNG.drive, including setting up the files, using Paint.NET, creating custom configurations, and packaging the files for distribution.
Special thanks to @TopTierStudios for providing this walkthrough! Check out his work on the BeamNG Mods Repo here: https://www.beamng.com/members/top-tier-studio...
thank you ill try this out
Gave +1 Reputation to @river forge (current: #3 - 278)
Hi
uuuu
So I am making a openable hatch, but when closing it, the car gets pulled to the hatch instead. (found this out when making it 100x as strong for testing) what would I need to change?
It opens perfectly fine aut closing does just not work
What do you mean by non-standard keys?
If you mean if you can add stuff like "Version" with a value or something like that, then yes you can
You can access everything that is defined in Jbeam files and they are not limited to what the game itself reads. So you can add however you like pretty much
tried making a skin for hellish arrow's explorer but it wont show in the parts selector
also tried making one for maxies crown vic except this time it shows and game but doesnt have texture
Perfect, thanks!
Gave +1 Reputation to @gentle fox (current: #169 - 17)
Either you didn't show it in the image, or you forgot the } in the final line on the jbeam. Any time you can't select something in the parts selector, the jbeam is at fault.
Open the files in visual studio code with the beamng addon and check for errots
Hello, I am trying to install the jbeam editor in blender and I can not seem to get it to work at all. I am following the guide from here https://github.com/BeamNG/Blender-JBeam-Editor/blob/main/docs/user/user_docs.md. I am installing it from the preferences tab just like the outlined steps but nothing happens. When I click refresh it gave me an error "User Default: [WinError 3] The system cannot find the path specified:'C:\Users\user\AppData\Roaming\Blender Foundation\Blender\4.2\extensions\user_default'" and when I create the file path I get no error but still nothing happens. I tried installing other addons directly from blender and those work. I am using the steam blender version but I tried both blender 4.2 and 4.3 from the legacy download on their website and those exhibit the same behaviour. Does anyone know how to get it to work?
yeah i fixed it last night
If anyone else is having this issue, I figured out what I was doing wrong. I was trying to install the file from the main codebase from here https://github.com/BeamNG/Blender-JBeam-Editor. The file you need is the one from the release page from here https://github.com/BeamNG/Blender-JBeam-Editor/releases. You only need the blender_jbeam_editor_X.X.X.zip file for the addon to work
game crashes whenever opening asset browser
How do i change the material for a map in beamng
I dont want my grass behaving like asphalt
So, if I wanted to learn how to modify lighting fixtures/textures on cars, how should I begin? Where should I start?
right side skirt shows up left one doesnt, any reason why this could happen? jbeam seems fine
skins
the Origin point on the steering wheel is wrong in your 3d software, adjust the orgin point so its correct then it will work
Any beam devs out there. What part of the headlight jbeam file changes the light fading properties
looking to add it to the burnside lights as well
thank you very much
Gave +1 Reputation to @river forge (current: #3 - 281)
any video tutorial about how to make this smooth lights?
Not yet, you'll have to make do with the documentation for now 👆
@safe trout
ok so i got smooth lights working on headlights but now taillights are giving me troubles :/
the taillights go in and out at different steps but not smoothly
skin shows up as blank colour on hellish arrow's charger
I'm having a different kind of issue with the smooth lights, they work, but when turned off they get stuck in a dimmer phase, and then turns off for good suddenly, the jump can be clearly seen. Even when it's working the issue happens, the moment is not pulsing, it's stuck for a second in a dim phase, not fully on, not fully off, just stuck in a weird way, hopefully the video shows the issue clearly...haven't been able to figure out how to solve it.
are you textures pbr?
i found that to be my issue for the taillights
Yes, they are
how do i make the interiors_details_bl_g.dds material glow? do i need to update to PBR, newer system or something?
So after the update my mod won't show up in vehicles anymore. Any help?
is it activated? and did u move your mods from the .33 folder to the .34 folder?
Yep. Did both
check ur user folder
the one from 0.33
still happens after update
So it shows up in other people's game but not mine:/
Thats super odd
I got it to work. Some weird things with files and whatnot
how do i make a new map for beamng?
but only using beamng?
if somebody says that i should put this in another server then my brain is gonna get so confused on which one
You can't do it without some file editing and moving. Its not all going to be in game
oh..
https://github.com/alexkleinwaechter/BeamNG_LevelCleanUp
This will get you allot of the way there
looks like i will just have to deal with saving official levels.
i tried, but thats fine :)
when i turn 18 or 19 and move out then i will finally be able to do the things i wanted to do my whole life.
without having to ask for it
Why cant u use blender? Its free
i would have to ask my father to download it on my computer, and i have no clue what his answer will be
which is why i just gave up and will wait until i can finally move out.
You don't need blender to make a map
You just need to be able to move around folders and edit json files
True i guess but if hes making a full custom map he would need to have some sort of 3d model program cause a lot of beam assets are grouped in to single dae's
Fair. But at least 75% are usable without breaking them up
Yea u right
what i am doing wrong here??? everything seems fine, ive had the same issue with every model i export pls help
Make sure to apply transforms with Ctrl + A, check for empty material slots and your normals are facing the right direction
It previously happened to me and it was the materials
Also check the explorer
ok
normals seems fine
Ckeck the console for ant possible errors
blender console?
BeamNG console, `/~ button
Some other basic things to check
Well then either your mesh isn't in the .dae, or the .dae isn't in the right place
Yes thanks, 1 sec
Uhhh okay weird, it works just fine for me, so I guess the .dae isn't the issue
(Threw it in a completely different mod just so I could quickly get the mesh ingame, so don't pay attention to the Piccolina or the
)
A typo would make the most sense, but I don't see any in your files... so honestly idk at this point 🤷😬
You might get a better answer in the modding for dummies server, after what has been tried here
aw man
Might ve a cache issue
You can delete the .cdae from the temp folder i guess
Is the vanilla car still there?
Might be that its colliding with the unpacked model
What is the material name in blender? Make sure it doesn't have .001 or .002 etc. behind it
its nine_main_hotrod cus i was trying one thing
now after i restart game it should work
convince him that is a creative program that you need to use for the stuff that you do
tried that before, last time he said no so i will wait until i move out, plus i have already given up now.
like a long time ago, gave up yesterday long
what changed in the update to cause a lot of modded cars to break?
the fuck is this supposed to mean?
why can't this editor from the stone ages actually be responsive
The coma at the ]?
Chekx it in visual studio code
vscode says nothing but BN is whining over nothing
Isn’t it advised against using BNE anyway
it makes me easily connect nodes and make triangles
but i just went to the ide anyways to continue editing
I get you, although that can still be done in VSC or blender
blender doesn't really tell me where it made the beams/triangles
even with the texxt editor open
Then use vsc
does anyone know how to make {"simpleFunction":{"brake":0.49,"lowhighbeam":0.49},
equivalent in new lights?
i got it working but not smooth
"glowMap":{
"materialname": {
"simpleFunction":{
{"brake_filament":0.49,"lowhighbeam_filament":0.49}
},
"off":"lights_off", "on":"lights_on", "on_intense":"lights_on_intense", "materialEmissiveScaling":{"on_max":1}
}
},
"electrics": {
"customValues": [
["electricsName", "electricsFunction"],
["brake_filament", "electrics.brake * electrics.electricalLoadCoef"],
["lowhighbeam_filament", "electrics.lowhighbeam, * electrics.electricalLoadCoef"]
],
"smoothers": [
["electricsName", "smootherType", "params"],
["brake_filament", "temporalNonLinear", [10,10]],
["lowhighbeam_filament", "temporalNonLinear", [10,10]]
]
}```
Does anyone know the file name of this?
tfsb i’m pretty sure
doesnt work, i dont know whats wrong
anyone do a tutorial how to make this new smooth lights? please
does anyone have the burckell nine skin files?
Go to steamlibrary>steamapps>common>beamng>content>vehicles> Nine> vehicles>nine
You’ll find them there
yea ive got them now i just gotta figure out how to make them work since they made the jbeam different from the rest of the cars. since it does show up in game but the actual skin doesnt
Oh
If I’m making a skin, one that just uses the primary, secondary, and tertiary colors, what color represents tertiary on a DDS?
red = primary
green = secondary
blue = tertiary
i think its like that but it might be the other way around for g and b
Thanks.
the game crashes every time i open the asset browser
i have deleted the assetbrowser.lua and then verified integrity, cleared cache
last time this happened a restart fixed it
hey!
im looking for someone who could help with the Jbeam of a car i have been making. proper credit will be given to whoever helps out. its a 90s rotary powered corvette
its not a massive mod, will only have a few aftermarket parts and will be using the BX suspension
if your willing to give me a hand please let me know!
that model is pretty rough
do you have a polyflow pic
fml
The skin tutorial im following uses skin helper, which hasn’t been updated for the Nine
i do plan on remaking some body panels
such as the popups and skirts
ow god
holy polygons
that is
i mean its fine if its your first time
but its not good by any means
ive been told that before lol, it is my first time
and if its triangulated its basically usless since for anything youd want to have it as quads
its not a bad model visually but that is not going to work in any games
blender just shows it as quads for ease of use
everything has to be triangulated
it is impossible for it not to be
well yeah but for editing, quads are just better, so if you triangulate your model you are just making your life hard for it to be used
i generally dont even triangulate my models until they are done (or just let beamng do the calculations when it creates the cached .dae)
then the frame, i know its high poly in some areas just have not gotten around to fixing that yet
that rear will cause problems
that looks like a gta5 frame but just absurdly high poly
yeah i know, like i said though i plan on fixing that
i wish it was easier to lower polygon count
well yeah but it doesnt mean the frame is probably not accurate at all to anything
what do you mean?
me when decimate modifier removes 2 tris and turns my beautiful model into a cube
well it looks very blocky, and uh i know its not meant to be a c5 corvette but
doesnt look like an rx7 either way
i originally made the C5 frame and then just incorporated it into the body
its not supposed to
yeah well you have to base it in reality to a certain degree
yours just isnt realistic or feasable or usable in any kind
also interescting cubes is the worst thing ever
never really been the best at 3d modeling lol
well yeah thats why making such a complex thing as a car is not reccomended for a newbie
ive had blender for ages, just not that good at it
well my point still stands
if you arent good then you are just basically a newbie
we gaming
on the topic of frames
they require a complex understanding of well everything in a car and are a very very difficult thing to make
this alone took me like 2 months of work
i was able to get it ingame awhile ago using D series textures and BX jbeam, the update broke it though
ive got the knowlege on cars
well then uh you should really look into doing more models
as in not a mod
just models for practicing
modeling
oohh looks good
is it going to be a mod or no?
since behind what i just showed, is like 30 failed proyects and abandoned mods
ill be baking it to a lowpoly for making them normalmaps
ill do it the beamng way
i also like how normalmaps look, they have a charm to them
true
what do you think is the best course of action for the mod?
try again until done
gimme 2 seconds ill show you smth
modeling takes me like 20 years and i have like no addons to make it easier
cus im a broke mf
so i just use fusion and use a mesh tool and import to blender
pt1
god damn
pt2
oh wow
pt3
so
this is a shortened list of all of my proyects
most are dead, some are in hiatus
my blender folder contains many more models that only got to the half shell phase and then they died
many other of my smaller works are also skipped
Ok. So. Making a skin for the nine and read the “allow for body specific skins” in the Nine jbeam.
So what am I supposed to do if it’s not going to be body specific, and it’s supposed to be a universally applicable skin?
id say my start at "proper" beamng modding was this, the hirochi cerelia, which was my first attempt of currently 3 celicas ive made in beamng
?? all skins can be selected in all bodies?
Yeah but I’m following a tutorial that uses skin helper. Which hasn’t been updated for the nine, and it’s saying to copy and use the main jbeam.
Well, the stuff it’s saying to change in that jbeam isn’t in the Nines main jbeam
It’s in one of the body ones and when I go through that, still can’t find it
Skin helper?
Yes
I’ve been following this https://youtu.be/LqFkVR2FiYA?si=8oXuQiu6upFTjOMo
A comprehensive guide on how to create skins in BeamNG.drive, including setting up the files, using Paint.NET, creating custom configurations, and packaging the files for distribution.
Special thanks to @TopTierStudios for providing this walkthrough! Check out his work on the BeamNG Mods Repo here: https://www.beamng.com/members/top-tier-studio...
Didn't you see me explaining why that's not a good idea
Can't help with that Ive never used anything like that
Shit
I just
Make it from scratch and copy the code from an existing skinn
yeah
i know how to model
i have a scan i can use as a reference
i did that tutorial ages ago and ran into issues, its either outdated or not perfect. i had to go to the forums for help iirc
Oh that's rather good, but still keep in mind that the difficult part is texturing and jbeaming also, consider the following : make shell, shove mk2 pessima stuff
Ez profit
yeah ik
im not a scumbag who would do that tho
this mod is gonna be free
just cleaning up the 3d scan rn
Ez profit as in You wouldn't spend months making a crappy chassis that looks worse than If you just reused mk2 pessima
oh
this is going to be as accurate as humanly possible
its not going to have very many configs at first
basically just a stock accord
nice thing about the scan is that it has the interior aswell
so i dont have to use a million different references
Hello sorry to ask but can someone like screenrecord downloading a mod from modland then putting in folder for game the instructions I keep reading are getting me confused and my adhd ain’t helping either 😭
if u go into mod manager from ingame and there is a button to open mod folder
But I’ve done that
i do not recoomend modland mods but thats the location
there shouldn't be any virus or anything but usually those mods are lower quality
Oh then we’re should I go to get them
how make car door have stronger opening spring?
Mostly all stolen mods
so im trying to make a rusty livery for the nine and i cant get it to properly work, heres the files and what its doing in game
this is my first time trying to make a skin for a car
You need to change the path for the skin in materials
since you made another folder it should be /vehicles/nine/rusty9/nine_main_skin_rusty9
if its not the file directory, might need to make the .png a .dds
ive had that cause issues with skins for me
just suggesting it as its something ive ran into before
ive done that and now the car is blank
how?
press '
not doin anything
is there no red errors anywhere if you scroll up
nope
i already did that but idk how to get it to dxt1/dxt7
no i used my tablet to draw the texture, i did download it tho
open it in paint.net and when saving it should give you the option
i imagine the issue is with the skin texture itself since the path is clearly right if its not no texturing
hey my mesh is suddenly importing with the no material texture on it? the previous mesh worked just fine but this one wont import with the materal. not sure why
is the right material assigned to the mesh in blender and not a .001
yeah
i basically did the same process as the first one but its just refusing to import the material now and i cant figure it out
yes
one more thing did you use the skinuvs or did you just draw the texture on a blank file, if so you need to resize your image to the same aspect ratio as the skin uvs
i used the skin uv
should be ok then
could also be worth trying making the background white
since materials are funny with alpha
can i save it over the other or should i make it seperate
save it over
might want to make a pdn with the layers seperate as well incase you want to edit it
ive always got the transperent one in my storage server lol
if you want to make it colourable properly its different but it should at least tell you what the issue is
still blank
the material thing im using is borrowed from another skin mod someone made for the nine , idk if that might be causing the issue
hows that look?
give it a go
itll look wierd cos it has the palette from another skin
but it might work
still blank somehow
dam
okay i kinda got it working, just cant see it
getting there, just dont know why its so low quality and not the color ist supposed to be
To improve quality you can save the dds as dxt7
To make it colour able make a palette map for it with the rust as alpha and the rest as full red
Hi, I'm working on a bus routes mod, and I am wondering why my objects aren't appearing on the italy map after 0.34. The other maps are working fine.
Why are the map creation guides so lame?
I tried to create a simple map, but the game decided to give out an endless download, and then the inability to create a landscape.
How to attach/make parts not fall?
In your parts jbeam, make beams that connect to the car (they can connect to nodes from different jbeams)
Anyone know where the 14x6 4 slot wheel dae and jbeam is?
And whitewall tire dae and jbeam?
What are the differences in terrain version? My map is version 9 according to the terrain.json file. I'm investigating why some people are having the terrain not load and am wondering whether this is the cause. One person reported that a different map loaded fine and the only differences are that it is version 8 and uses 1 material.
Edit: the person now reports that since the latest version (0.34) it works now, I didn't make any changes.
Is there any kind of information on creating UI apps? I did a little searching and couldn't find much
its working now but what if i wanted to have the rust be the colors i made it when i drew it?
what is happening is the DDS image is importing correctly to the files, but in beam it appears as nothing
ive been trying to make my own map for a couple days but i keep running into issues and im not sure what to do
could anyone help me next time i try?
does anyone know how backfire works these days?
show blender
show what specifically
the project im working on is sorta secert so i cant show entire photos
i can send those in dm though
all things are textured in blender
thumbnail doesn't work on my end, would someone be willing to have look if the issue is on my end or not?
textures
you need to put materials in it in material editor for it to have texture ingame
like which part, sorry. I know how to import maps from assetto to beamng but not much beyond that in blender
these both make up pretty much the entire map
what is a .cdae?
I believe it's cached dae? Could be way wrong
thx
I want to make skins for Bruckell nine but I can't find the skin_uvs file in its folder so I can edit it.
Any UI app modding help? I haven't been able to find much documentation
What’s the best program to make skins. I’m trying to use Paint.Net but the UVs are too crusty so I can’t get right on the lines
Did you try adding a new layer and making changes on the new layer?
Basically have the UV underneath your work for reference
Yes
That’s exactly what I’m doing. But it’s still turning out shit
I can’t figure out what beam officially uses
Their skins are crisp and perfect
I’ve spent 4 hours on these skins already just to find they’re horrible if I use ANY sort of contrasting colors
Did you try using the UV and an existing skin?
Yes
That’s where I started.
And when I zoom way in to try and really follow the lines, the UV just looks like this
could anyone explain to me on how to use the new simulation lights? i have it to where the glow maps will simulate but the texture wont
Or does it have another name because I know the others if I find the UV
having issues algning this driveshaft so it will line up
This is the problem I keep getting.
This crusty shit is the best I can get with using paint.net, the UV, and one of the other skins as a base.
Is there a way to open the model in blender, color it that way, then use that as a skin?
https://www.beamng.com/resources/beam-regenerator.2627/ can someone else verify that this mod is broken? it doesnt work for me at all (yes ik that its outdated)
This is possibly due to the composition of the car body mesh. A lot of the cars have clipping mesh. Probably unavoidable without redesigning the mesh unless it's something else. Looks like mesh clipping to me
Whats your DPI and or PPI
I usually use a higher resolution for my skins, that way I can avoid what you're experiencing, in most cases.
Interesting, I'll have a look into that.
I’m not even trying to make a complex or high detail skin. Just move the highlights and different color zones to other areas
im about to lose it honestly
I am having trouble understanding what you're trying to do here. Are you trying to make the highlighted areas more visible for a better workflow?
One sec
Making a personal skin for the nine.
This is an early version with less detail
Fenders and sideskirts are supposed to always be black.
The pink is primary, white secondary, and gold tertiary
I’m trying to change the raised part on the pink to be white
That’s the ONLY thing I can’t get is those to be crisp
Fenders I figured out already obviously
Dm me, I dont want to clutter up this thread. I think i can help.
how do i make one decal road appear over another
i have changed z bias to no avail
renderpriority nor decalbias do anything either
working on this truck mod for someone. How can I adjust the driver camera so that it's not behind the seat? Is it in some jbeam file? Thanks
This is built entirely off of the "us_semi" btw
It called the dash node in the jbeam you have to move it
ah ok, gonna try that, thanks!
Gave +1 Reputation to @brittle warren (current: #50 - 53)
Nah you prolly fucking up something dawg
hey i got a question i was using ashmakers monster frame and i want to fit it to the challenger mod ive been reworking im not 100 percent sure how to jjbeam or anything if someone could help me i would really appreciate it
can someone give me a tutorial on how to import my own horn sounds
how do you reset the template world map?
How to remove “003” and “005” in the names?
click the thing you want to change the name of, hit f2 and then you can change the name
It doesnt work for “generic_perf_parts.005”
@rancid knot Here 🔵 but when you change name and other names get .### select material without .### from materials list 🟢 .
that instantly works ty lol
Gave +1 Reputation to @smoky silo (current: #1203 - 1)
how do I find where a jbeam I edited with the blender plugin was exported to?
or does it just overwrite the one you imported
It will just overwrite whatever you imported
If you ever want to also keep the original, just copy it to a different location before importing ;)
thanks
tried to make a new material, but it doesnt appear in the game (even in material editor)
looks like youre missing the brackets to open and close the file
just give it { at the start and a } at the end
yo anybody know how to impoert beamngs car into blender
i wanna mod some cars
@heady trail or someone.
im kinda new to beamng moding so idk.
Don't just ping random people lol, someone who thinks of themselves as a "community guide" should know better
Anyway, for all official cars, you will find their .dae (file containing their 3d model) in (steam folder)\steamapps\common\BeamNG.drive\content\vehicles\ then into the .zip of the car in question > vehicles > carname > carname.dae
Extract that .dae file somewhere, then you can import it into blender with the file button in the top left > import > collada (.dae)
Sry for ping, and ty.
All good, just letting you know ;)
Well the full location would be
D:\SteamLibrary\steamapps\common\BeamNG.drive\content\vehicles\bastion.zip\vehicles\bastion\bastion.dae
But I doubt file explorer likes working with .zips (since they are technically just a file, not a folder), so you might be better off searching for the zip and then following the rest of the file path manually
Gave +1 Reputation to @river forge (current: #3 - 288)
Maybe this can help
Tysm
it happens if you restart veh and not do anything?
its always like that, in all configs
weird,maybe latches nodes are too weak
wait I just realised that if you put the game at 1000x slow motion and respawn the car it's good for a couple of seconds
I guess it's clipping into the hood or something
Modland quality 🤷♂️
FR
Yeah Jbeam issue
Can someone help, if my rad support gets damaged every body part other than the actual body turns invisible
Jbeam
You probably have a 'leaking' deformgroup somewhere
Add an empty {"deformGroup":""} under every flexbody section with deformgroups, to properly close them (see screenshot)
Also good practice with some of the other sections, for example here you see the devs giving the beams some standard properties at the end of the beams section, just so that any following sections won't act weird if they are missing their properties
Under all of them?
Just any that have deformgroups, like in that first screenshot
Ok
i put the image in the right directory and made in 1024x1024 but it wont show up in game
oh i just had to make a material in the material editor
can someone please help
its been 4 days and the asset browser crashes my game every time i open it
is it on every map?
no just the one im making
Do you have an extremely large file in your map somewhere
how big
largest i have is 64mb
but it wasnt crashing when i added that model
it started crashing when i added prop cars longer lod assets to it
but didnt stop when i removed them
Hello, good evening, how can I see the vehicles editor as before the update please? currently i have this and i can't modify any jbeam
I'm looking for a lua way to save and load car damage - I know there is an option for this in the circular menu but it's broken (saving a prestine car and loading it results in explosion). Does anyone know of this type of functionality?
ok well deleting that model fixed it
thats super weird
Sorry i was busy maybe the model was corrupted in some way
ok yet another question if u couldnt tell i know almost nothing about the world editor
when selecting over objects on a decal road
how do i change the limits
like the height it will go over
i need it to go over this little rectangle with a cylinder cut out
but not the curb
I need some help with this issue. I cannot seem to figure it out for the life of me.
Normals maybe?
How do i fix that if it were the case?
look up how to check normals in blender
Can someone give me a quick rundown of what I need to put in a skin zip to submit to the repository?
Can confirm, that is not the issue, the normals are fine. this only happens with the glowmap transitions. with out them it works normally.
hmm your using the new lighting im not sure then i havent messed with it
I might just forgo the glass because the actual "bulbs" themselves work flawlessly. I think its a texture related issue at this point
SOLVED
It does work in the RND order, so the third number is the first gear
In the automatic gearbox jbeam, you can define the RPMs to shift with a array, but is is the first number 1st gear, or does it start in reverse, so the 3rd number is the 1st gear?
whats the problem in the jbeam file? The mesh appears in beam but the material is not changed (Colorable Rear Crossmember)
ignore the secondary and tertiary since the “mechanicalsRepaintCrossmember” should be Customizable like in primary (forgot to change it)
also idk if these names even matter
What is the best way to line up a google maps screenshot over a heightmap so to make real life roads without point clouds or any other complicated things
Hello,can anyone help me?How to delete this material,i pushed tsstatic button
If I remember correctly, materials made with the world editor get saved in your userfolder /0.34/vehicles/carname/ here
Could be wrong though, been a minute since I've used the world editor for materials
Anyway if it is there, just delete the something.materials.json file from there, that will delete any changes you made. The original materials are stored in a different location
I cant find it
IDK how , but this material picked from mesh
I really need bmng dev
I havent got directory for this material
it shows oly one dot
and i cant change name or map
The new Bruckell nine has the file (nine_skin_uvs) ?
Yes, nine_uv1_layout.png
Thank you so much I was looking for it like crazy
Gave +1 Reputation to @river forge (current: #3 - 293)
hello, i'm lipe, i'm currently a stage creator in richard burns rally, but with the future inclusion of rally mode i'd like to try to bring some of my creations to beamng. the thing is that i've been looking at beamng's documentation to import real terrain, and unless i'm missing something. currently the option is through a heightmap image, right? at the end of the documentation it talks about opendem, but i imagine it will be to get the heightmap of the real terrain. i'm completely new to beamng in the world of modding.
This height map is roughly limited to 2 square kilometers. To import a larger area, it would be necessary to divide the terrain into several sections, right?
you can have pretty big heightmaps in beam (16k res max i think, plus a modifier for how many pixels per metre). there is a point where you have to sacrifice detail for size though. if you want all of beams terrain features you must use a singular height map, you can cheat with mesh as terrain (like spearleaf island does) but you lose features. if you mean opendem only supports 2km2 per capture, you will either need another site or to stitch several captures together yourself. 2km2 would be fine for a highly detailed map. might not be making much sense, pretty late here. track broseff specifically might be your guy for this, does both rally stuff and mapping
I am in fact your guy for this 😅
BeamNg in theory does not support terrain blocks bigger than 4096x4096, typically in 1x1 scale that is 4096x4096 meters. A scale bigger than 1:1 and the terrain becomes very jagged. Some maps like the default Johnson Valley even have smaller than 1:1 scaling if they have very complex terrain like whoops and ruts in the case of JV
You can reasonably go all the way up to 8192x8192 but it will become more ram intensive and is not offically supported. You can also in theory have a map be non square (say 4096x2048) but again unsupported offically
Depending on how RBR works you can also just import the entire stage as a DAE and not use any terrain blocks though it will visually suffer and there may be issues with "tire poppers" which are really annoying to deal with.
TLDR: If a stage is very straight and long in one direction it likely will be tougher to import, if it loops around on itself it is more likely to work with beams terrain system.
And yes, all done off of a height map
is that game the very old one but that still has very good driving phisics that was abandoned ?
you can defo see when ram is getting abused with maps like the 16k res version of caney ridge. you start having issues like rock/tree collisions not working sometimes on systems with less than 32gbs ram
Richard burns is experiencing a new youth these days, the modding community is in full swing bringing out improvements in all senses, from new replay methods, cars, stages, pacenote systems,...
the stages I have made have been completely modeled in blender from lidar data with a precision of 0.5 meters and thanks to a blender addon exported to Richard Burns.
I have to do the math because an average stage is 10km long and I don't know how much surface I have in square meters, but I think it exceeds 10km squared, because the game has a vision limit of 10km and in some areas, depending on the position of the camera, some mountain peak disappears.
I'm trying to put a custom paint design on pessima and my goal is to have that skin on pessima.skin.bodycolored (bodycolored trim design) so if I join multiplayer server everybody else just saw bodycolored trim. The problem is that my custom design doesn't show on bumpers and skirts but if I set my skin for lets say pessima.skin.custom then it will show perfectly. First of all, is that possible? If it is, then I'm available for any ideas/suggestions.
is there a way to update a mission without refreshing the game?
you might be able to squeeze them diagonally in an 8kmx8km map, you could still have .5m accuracy if you went for the very ram intensive 16k res heightmap. not ideal but could work for some stages
how do i change the temperature curve? i want it to be -1c at midnight and 7c at noon but whenever i type in "0 7 0.5 -1" it just sets itself to "0 -1 1 -1"
you need values for 0 and 1
oh ok thx
Gave +1 Reputation to @heady trail (current: #64 - 42)
How do I make the v4 lip removable?
Remove {"coreSlot":true} from the slot that it's in
Gave +1 Reputation to @river forge (current: #3 - 294)
gotta give you the rep points lol
Oh don't worry about that, they're not used for anything anymore :P but ty!
doing that makes the front bumper be removed, and it doesnt show up in the slot
Could you show what the entire line for that slot looks like now in the .jbeam?
Ah you're missing a ] at the end of that line
Ayee nice, you're welcome and good luck with the mod!
you need a mainLevel.lua like this one from small island, put that in the main /levels/.../ folder
down here change the two scenetree.harbour_lights to scenetree. and then the name of the simgroup in the world editor (you dont need the line for helipad_lights)
so if my group name is dynLights the command to replace those 4 lines would be
if scenetree.dynLights then
setAllLightsEnabled(scenetree.dynLights, value )
end
the multiplayer thing has to do with how that works. In BeamMP the mods get loaded from the server and if you have your skin differently, others cant see it since they dont have that skin in their game. Your locally installed mods do not get synced to the server. So if you want it to show up for everyone you need to make a custom one and add it to your own server
Works the same as normal lights, just in a different position. For the material, make it emissive (for bonus points, make a glowmap for it, so you can turn it on or off). Add spotlights to project light onto the environment, which you can position like this #modding-general message
Thats not what i meant. Basically im trying to get my custom paint on bodycolored trim design (pessima.skin.bodycolored) and the paint applies on car except bumpers and skirts. And Im trying to get it fixed. About multiplayer, im saying why exactly i want it on pessima.skin.bodycolored (because i want to see my skin but other players to see ONLY bodycolored trim, not my skin).
Oh sorry i misunderstood then. Also have not worked with skins yet so sry, cant help you with that
I just cant find where to change material for them. I tried looking through vehicle files and material editor and still no luck
those use the pessima_aftermarket material as far as i can tell
so you'd need to add the pessima_aftermarket.skin.bodycolored material
Hmm.. Im gonna take a look at it now
seems to have uvs equivalent to normal, so you can just use the same skin textures
Sorry for taking so long but i still cant get it. In 1st attachment you can see that i changed uv and base on pessima.skin.custom and in 2nd attachment you can see that everything works (almost). When i copied the same code to pessima.skin.bodycolored it works except bumper and skirt (my goal is to put my skin on bodycolored one).
So possibly that it doesnt work because of a file that others have. You can see that in 2nd attachment it left the old material on bumper and skirt. So there are 2 files - pessima_skin_custom.color.dds (that i changed) and pessima_skin_custom.dds (i didnt change) and if change 2nd material to my skin too then everything will be perfect (already tested and can confirm). What i think is that pessima_skin_custom.dds is the one for bumpers and skirts. But where in the code is it mentioned to activate it? I need to make the same file for bodycolored but i cant find where to put path for it in code.
I can easily make pessima.skin.custom paint have bumper and skirt how i want by again putting my material BUT i HAVE TO rename it to pessima_skin_custom.dds or it will not work (because somewhere else in files its mentioned but i dont know where). I think that if i knew where pessima_skin_custom.dds is mentioned to access it then i could make one for bodycolored too
You will need to change both because they are basically one skin, but split up into a color pallette so you can recolor it
You need to skin the pessima_aftermarket material as well, like I said above
The pessima material is the one for the body and doors and most panels, but the tuning stuff was added later and is in a different material
Aight. But do you know where is this file located in code? I know that it is the one that changes bumper and skirt material for custom paint design. But i dont see where its used in code.
It's the same two skin files, but also applied on another material
Ah. I just couldnt find it being used neither in material editor, neither in code.
But im gonna try to figure it out. Thanks for help tho!
Gave +1 Reputation to @heady trail (current: #62 - 43)
every single one of my textures turned into this and now my car has no textures what do I do???????
did I completely fuck up??
and I have a ton of each texture
just press this for each material and select the one that doesnt have .001 .002 etc
Just select the ones that don't have the suffix
Blender duplicates materials when you duplicate the object
is there any easier way to do it? every single part of the car has the broken textures
@balmy wren just add this to the materials (and maybe change the paths for the baseColorMap and colorPaletteMap)
"pessima_aftermarket.skin.bodycolored": {
"name": "pessima_aftermarket.skin.bodycolored",
"mapTo": "pessima_aftermarket.skin.bodycolored",
"class": "Material",
"Stages": [
{
"ambientOcclusionMap": "/vehicles/pessima/pessima_aftermarket_ao.data.png",
"baseColorMap": "/vehicles/pessima/pessima_aftermarket_b.color.png",
"metallicFactor": 1,
"metallicMap": "/vehicles/pessima/pessima_aftermarket_m.data.png",
"normalMap": "/vehicles/pessima/pessima_aftermarket_nm.normal.png",
"roughnessMap": "/vehicles/pessima/pessima_aftermarket_r.data.png"
},
{
"ambientOcclusionMap": "/vehicles/pessima/pessima_aftermarket_ao.data.png",
"baseColorMap": "vehicles/pessima/pessima_skin_custom.color.png",
"clearCoatFactor": 1,
"clearCoatMap": "/vehicles/pessima/pessima_aftermarket_cc.data.png",
"colorPaletteMap": "vehicles/pessima/pessima_skin_custom_palette_uv1.color.png",
"colorPaletteMapUseUV": 1,
"diffuseMapUseUV": 1,
"instanceDiffuse": true,
"metallicFactor": 1,
"normalMap": "/vehicles/pessima/pessima_aftermarket_nm.normal.png",
"opacityMap": "/vehicles/pessima/pessima_aftermarket_c.data.png"
},
{},
{}
],
"activeLayers": 2,
"dynamicCubemap": true,
"materialTag0": "beamng",
"materialTag1": "vehicle",
"version": 1.5
},
not really? ideally you shouldn't duplicate stuff when modeling anyways, either make new objects or split off of one
I didnt even duplicate anything it just randomly did this
its every single texture on every single part
iirc there is some code that you can throw into the blender console, that turns all 'duplicates' (.001, .002, etc.) into the original material
welp I just lost everything I did today 😭
it looks like the DAE didnt even change and there are zero textures
This should work yeah. But something is still missing. Now its the opposite problem 😭
Did you remove the other material?
I replaced baseColorMap and colorPaletteMap. All other changes made before i removed
With thsese
Tried exactly the same code you gave. And it looks like this:
You need a pessima.skin.bodycolored and a pessima_aftermarket.skin.bodycolored
Both
oh. Mb. Let me try rq
@heady trail AND IT WORKS. Thank you man for putting effort into this. I really appreciate it.
Gave +1 Reputation to @heady trail (current: #57 - 44)
hi hi, i found this gif on discord the other day and im looking to see if i can create a mod that buffs the hydraulics to the match the gif
https://tenor.com/view/beam-beam-ng-beam-ng-drive-beam-ng-crash-beam-ng-car-gif-25177605
but currently, it looks like this
im not really sure how to fix this
there's also a mod on the repo that tries to achieve this but basically the exact same thing happens
i can provide the jbeam file that i have so far
Hello.
I downloaded the Volvo XC90 mod from Fastlane, but I noticed that there is no right-hand drive interior. (I'm Japanese.) Is it difficult to convert a left-hand drive to a right-hand drive by myself? I really want the right-hand drive version. Can someone help me?
Your would have to ask FastLane for permission
Ah...
Is the process itself easy?
not really
Could you please explain in more detail?
For personal use only
You would have to mirror everything pretty mucj then change where all the props are
hallo, trying to make my exhuast quieter. currently messing with the settings in the jbeam, but nothing seems to make a noticable difference
anyone done this before?
any 1 know how to diagnose this