#modding-general

1 messages · Page 10 of 1

river forge
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Mod info shouldn't be added manually. The repository creates it automatically when you upload the file, with info from the mods page

shell fable
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Would I have to upload the mod to the repository for it to work?

river forge
shell fable
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I thought that you needed the mod info for the script to work

river forge
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Not at all

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Its only function is to add info to the mods ingame mod page (repo/mod manager)

shell fable
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alright

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Im also having trouble with the script not working in game

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Im thinking its because of the layout I have the files in

river forge
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I wouldn't know, I know nothing about lua stuff

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Hopefully someone else can help

shell fable
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Alright

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Thanks anyway

river forge
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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

shell fable
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Yes

calm venture
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how do i begin creating a trailer mod? specifically a semi truck, enclosed stacker car hauler

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also including a liftgate

mystic bridge
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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

thorny rune
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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

inner heart
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you can make a dummy part to use that slot, then u can see it

silent glade
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somehow

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not working ingame

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idk whats wrong

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nvm

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fixed

river forge
narrow lion
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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

warm forge
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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?

ruby kestrel
# river forge Creating a full vehicle like a trailer would be a big first project, I'd recomme...

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.

river forge
ruby kestrel
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oop 😭

river forge
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No worries

ruby kestrel
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@narrow lion Meant that for you :D

pulsar hawk
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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.

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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)

signal adder
toxic widgetBOT
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Gave +1 Reputation to @pulsar hawk (current: #774 - 2)

upbeat blaze
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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 ?

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it does still shop up when clicking onto maps it just doesnt want to go to the map

little portal
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For some cars it could work but some need more detail

pulsar hawk
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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.

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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.

heady trail
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Because you do need .tech for any of the sensor functionality

pulsar hawk
heady trail
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You can't do anything else unfortunately

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It's just pos, dir, and distance or pos1 and pos2 depending on the distance

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All 3f vectors

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If the height adjustment doesn't work you'd need to fix it in the code

pulsar hawk
toxic widgetBOT
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Gave +1 Reputation to @heady trail (current: #64 - 41)

sullen ice
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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 ? 🤔

narrow lion
# ruby kestrel your map needs to be under 0.33/levels/*mapname* models should be under "*mapna...

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.

little cedar
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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

heady quail
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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

river forge
merry crystal
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Anyone know why my glowmaps wont work properly?

river forge
merry crystal
river forge
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Well give it a try then :P

merry crystal
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I try to add the material in material editor, it says its there but it doesnt show up in the editor

river forge
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Ah I don't really know about the material editor, I never use it

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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

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That way you'll know if it's a problem with materials, or with the glowmaps

toxic widgetBOT
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Gave +1 Reputation to @river forge (current: #3 - 262)

merry crystal
river forge
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Then it seems the problem isn't with the glowmaps, but with the materials

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Since it uses covet textures, try having a look at the vanilla material. There are a few differences

proud sierra
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How do i make my camera go to the right?

little portal
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You need the ek9_lights_on

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You could set both on and off of the glowmap to the _on to test if it is the material

river forge
fervent wagon
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can anyone help me with my interior

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my bolide's interior texture is wrong and the matierla isnt showing in the material editor

little portal
dry cargo
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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)

warm sphinx
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But I don’t think there is a maximum

dry cargo
warm sphinx
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If your terrain is 1024x1024 I believe your height map should be too

dry cargo
dry cargo
# little portal A gigapixel is crazy

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)

warm sphinx
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So is it 1024 x 1024 then?

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In map size before x32

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Also max height should be wayyyy more than 1

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1 is 1 meter

dry cargo
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it will be 32768 x 32768 since thats how many pixels are on the heightmap

warm sphinx
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Well 32 meters in this case I think

dry cargo
warm sphinx
dry cargo
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so to stop it crashing I used 1. then scaled up

dry cargo
warm sphinx
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Yes

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That’s about the maximum

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The supported maximum is 4096

dry cargo
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ah ok. thats a bit irritating. I tried to get around it by using a larger image so it works better.

warm sphinx
dry cargo
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oh well

dry cargo
warm sphinx
dry cargo
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yeah. I was trying 32000 so that the map can be big, but wouldnt have as bad of the large terrian painting ect

toxic widgetBOT
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Gave +1 Reputation to @warm sphinx (current: #60 - 42)

warm sphinx
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So 8192 with a multiplication factor of 123x would get you your 1,000km goal

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And then set your max height to whatever you want your highest point on your height map to be (assuming it’s pure white)

brittle warren
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cant seem to make this work any ideas cause im at a loss

little portal
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Remove the on_intense line

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And simplefunction ignition instead of lowbeam and highbean

brittle warren
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i want to be able to cahane it weith the low and high beams i want 3 seperate states of material switching

little portal
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So whats not working

brittle warren
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it doesnt do anything lol the tv2 material is on constantly

little portal
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You sure the blender material is ipad and not tv2 by accident?

brittle warren
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so the first name is the material?

river forge
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Yeah, this should be the material in blender

brittle warren
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i thought thhat was just the generic name of the glow map sorry checking it now

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works perfect thank you @river forge and @little portal

toxic widgetBOT
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Gave +1 Reputation to @river forge (current: #3 - 263)

brittle warren
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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

dry cargo
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@little portal got scammed out of a rep 😭

brittle warren
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damn didnt work lol

river forge
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There's a cooldown

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Not that it matters, the points aren't used for anything anymore

dry cargo
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except funnies

toxic widgetBOT
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willfa: -9955 Reputation (#2707)

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lordlichi06: 52 Reputation (#49)

tacit halo
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can anyone give me 17 reputation

dry cargo
toxic widgetBOT
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Gave +1 Reputation to @tacit halo (current: #48 - 53)

dry cargo
river forge
toxic widgetBOT
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Gave +1 Reputation to @tacit halo (current: #48 - 54)

river forge
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Aha

dry cargo
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15 rep to go

river forge
brittle warren
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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

gaunt quail
brittle warren
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im making subwoofer style show cars but im also working on a limo from the oldfullsize mod and putting my tvs in it

tacit halo
tacit halo
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thats a first for me

brittle warren
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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

gaunt quail
# brittle warren

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

brittle warren
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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

gaunt quail
brittle warren
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no its just easier to use videos and embeds so people can change the video playing since im planning to release the mod

gaunt quail
brittle warren
little portal
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Is it possible to set the “diffTorqueSplit” with a drive mode?

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To send 100% to the rear for 2wd

meager sable
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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?

gusty onyx
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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

brittle warren
gleaming cipher
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Anyone wanna help me put this on my F8 car?

thorny atlas
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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.

near gorge
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Could someone provide me with a tutorial on how to use imgui.

vale mulch
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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

signal adder
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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

river forge
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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

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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

signal adder
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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

river forge
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Ah I don't really know much about maps specifically, maybe someone else can help ya out with that

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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

signal adder
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yea, good tip, i didn't think about it, will check triangles count on largest maps on original maps

worn jetty
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Hey I was trying to get my mods in beam and I would pay someone if your interested please shoot me a dm

river forge
worn jetty
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I made mods for assetto corsa and I wanted to put them in beam

river forge
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Yeah no offense but that'd be pretty much impossible for a first project

worn jetty
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Mods like this

river forge
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I'd recommend getting to know your way around BeamNG modding first, for example by making a new part for an existing car

worn jetty
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I can’t just pay someone?

shut pollen
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not unless you have very deep pockets

river forge
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There isn't anyone that does car commissions as far as I know (other than meshslaps - slapping the model onto an existing car)

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And if there was, that'd run ya thousands of dollars. Full cars take a lot of time in this game

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Most people only tend to make what they want, as passion projects

thorny rune
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^

river forge
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But you could start learning yourself, and work your way up to make a full car someday

tacit halo
# worn jetty I can’t just pay someone?

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

sullen ice
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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

brittle warren
sullen ice
toxic widgetBOT
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Gave +1 Reputation to @brittle warren (current: #50 - 51)

sullen ice
brittle warren
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im not sure where it is for automation cars

sullen ice
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😭

tacit halo
sullen ice
# tacit halo unsure if you can change it there, you should open the jbeam file, alternatively...

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 ?

gleaming cipher
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Does this work? Making a Fictional Scheme pack so i can post it on the repo once my F8 car gets approved

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(Sponsor is ridleys' truck stops)

dry cargo
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how do I:

  1. make the paints less square (like the old version style)
  2. make the textures smaller (since it looks massive compared to a d series)
meager sable
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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

brittle warren
meager sable
delicate wigeon
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I downloaded the toyota supra mod and i don't have any sound form the engine can some body help?

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this one

patent hornet
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Does anyone know how to make a vehicle that you built in beam into a mod?

river forge
# patent hornet Does anyone know how to make a vehicle that you built in beam into a mod?

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patent hornet
toxic widgetBOT
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Gave +1 Reputation to @river forge (current: #3 - 268)

brittle warren
meager sable
brittle warren
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send a ss of what it says

meager sable
brittle warren
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ighty

meager sable
red briar
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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

jagged parrot
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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'

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Where did I do wrong?

cold sundial
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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

sullen ice
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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 ?

fossil widget
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anyone know why the trains wheels on the railcars no longer work?

meager sable
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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

snow mountain
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couple questions for different sorts of mods:

  1. how do I make a UI app transparent/not have the annoying grey box behind whatever I'm trying to display?

  2. 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)

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(fwiw the documentation on app creation sucks so bad, last modified way before the documentation got moved out of the wiki)

shut pollen
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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

heady trail
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BeamNG CEF uses premultiplied alpha

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So it'll always darken

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You can't get clean transparency with cef

snow mountain
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i know some things are transparent/dont have a square though (simple damage, default speedometer, default electronics)

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and i cant for the life of me figure out how they do it even when looking at the sources

heady trail
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Oh, different issue then

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Can't tell you without having the UI app

snow mountain
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compare this, with the transparent grey, to the default gauges and such that dont have the grey square

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or the damage ui which doesnt have it either

wooden cryptBOT
#

Hey there! 👋
It seems there is no characters on this server yet 😓
Reach out to the owner or the bot masters of this server to invite them here.

verbal linden
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Any resources for Jbeam editing? I have the tools, but as far as tips to help.

patent hornet
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How do i import the base game t series into blender?

river forge
north gulch
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Does anyone knows how spoilers materials and textures are managed for vanilla cars?

hushed bridge
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in the asset browser no .dae files are appearing?

vale patio
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anyone know how to export tires from beamng into blender?

patent hornet
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after im done creating something in blender how do i put it in beam?

unique zealot
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as well as making the jbeam

clear crescent
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Anyone know where the upfits are in the files.

hushed bridge
sand bison
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Doing materials on my street stock mod make me want to jump from the empire state building

inner heart
thorn hinge
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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?

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it says to check syntax but honestly dont know what that means

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alr figured it out

verbal linden
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Does the Covet body jbeam (non mid-engine) genuinely not have any nodes or beams?

river forge
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It does

verbal linden
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If I open it in Blender with the addon or nodebeameditor, none appear

river forge
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Not sure about the Blender addons as I don't use them, but it does have nodes and beams just like any other part

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Maybe someone who knows more about the addon can help you

leaden lion
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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.

verbal linden
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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

brittle warren
gentle fox
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When using the vscode plugin you can also view it in 3D inside vscode

brittle warren
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also works fine in nbe so is the jbeam edited if so you may have a jbeam syntax error causing it to not work

verbal linden
brittle warren
verbal linden
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Okay. I think I have Cursor. If I need to change to standard vscode, I will

brittle warren
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you definitly will need to use vscode for the addon to work if thats what ur using

verbal linden
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Yes, it's a modified version of vscode

clear crescent
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Anybody know where the textures for the rollbacks are?

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I wanna make a used deck

unique zealot
clear crescent
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I was looking through but I couldnt find the material.

brittle warren
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open the roll back in beam and look at the materials in material editor?

clear crescent
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Ended up making a wooden deck

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Made it

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Why wont it let me send this

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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.

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Any suggestions?

brittle warren
clear crescent
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Its saying theres an instability. Unsure what was changed that caused it.

brittle warren
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have to fine tine the values

clear crescent
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One sec getting to it. Trying something else quick

brittle warren
clear crescent
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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.

brittle warren
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yea lol so that fixed it?

clear crescent
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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.

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Altho I forgot to save the 3/4 version incase lower didnt work. 😭

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So ill do it again another time.

severe grail
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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 :/

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I may just have had a skill issue. Hoping I fixed it 🤞

dusty hull
#

Who made the flood mod in BEAMng?

keen shadow
cursive tartan
warm moth
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hm...i need idea i made some lorefriendly wheels

urban chasm
#

i keep having issues trying to get input actions working for a forklift i am mounting to the md series

dusty hull
river forge
keen shadow
dusty hull
river forge
dusty hull
#

On mobile I can’t access member list, or atleast I don’t know how. Thanks .

heady nacelle
#

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.

crystal cipher
#

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

tacit halo
crystal cipher
#

Ah, ok

#

They do have different materials

hushed bridge
#

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

proud sierra
#

Can someone help me move my hubs, they keep staying in the same spot

amber needle
#

how do you change the speed limit on a road

humble epoch
#

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

humble epoch
#

be:reloadCollision() fixed the issue

hushed bridge
#

no matter what i do materials just wont apply to objects

#

oh

#

i jsut had to switch it to pbr

fickle raptor
hushed bridge
humble epoch
brittle warren
#

And did u save the material?

fickle raptor
#

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

hushed bridge
#

yes i saved the material

brittle warren
#

Is it for custom objects or? Also try moving the temp material file from levels folder to your mods levels folder

brave lintel
#

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?

glossy grail
#

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?

lusty wharf
#

im looking forward to make a car what program do i use?

acoustic ivy
#

i made a custom lights but this is the result is there anyone who can help me with this?

river forge
river forge
toxic widgetBOT
#

Gave +1 Reputation to @river forge (current: #3 - 276)

versed glacier
#

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

tacit tulip
#

You’re @ing a bot

river forge
# versed glacier How I add mode to the game?

You can find mods via these official resources:

  1. The in-game repo
  2. https://www.beamng.com/resources/
  3. https://www.beamng.com/categories/mods.23/

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/

versed glacier
#

Ok thanks

#

Ok thank

#

thank

silent haven
#

I'm adding glovebox to my car(based on etk800),but the shape are always spark when it open,how can I solve it?

sullen ice
#

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

burnt marten
#

In an engine JBeam file, can you have non-standard keys and reference them somehow in Lua?

swift roost
#

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

river forge
# swift roost i want to make a skin for a vehicle. how exactly do i put the file into the game...

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...

▶ Play video
toxic widgetBOT
#

Gave +1 Reputation to @river forge (current: #3 - 278)

near bay
#

Hi

ember pawn
#

uuuu

rancid wedge
#

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

gentle fox
#

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

marsh charm
#

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

toxic widgetBOT
#

Gave +1 Reputation to @gentle fox (current: #169 - 17)

rancid wedge
little portal
dawn rain
#

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?

dawn rain
hushed bridge
#

game crashes whenever opening asset browser

thorn hinge
#

How do i change the material for a map in beamng

#

I dont want my grass behaving like asphalt

native gazelle
#

So, if I wanted to learn how to modify lighting fixtures/textures on cars, how should I begin? Where should I start?

tough sierra
#

right side skirt shows up left one doesnt, any reason why this could happen? jbeam seems fine

pulsar flame
# brave lintel

the Origin point on the steering wheel is wrong in your 3d software, adjust the orgin point so its correct then it will work

sour cape
#

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

toxic widgetBOT
#

Gave +1 Reputation to @river forge (current: #3 - 281)

safe trout
#

any video tutorial about how to make this smooth lights?

river forge
sour cape
#

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

marsh charm
#

skin shows up as blank colour on hellish arrow's charger

frigid forge
#

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.

sour cape
#

i found that to be my issue for the taillights

frigid forge
tulip sapphire
#

how do i make the interiors_details_bl_g.dds material glow? do i need to update to PBR, newer system or something?

sand bison
#

So after the update my mod won't show up in vehicles anymore. Any help?

brittle warren
sand bison
#

Yep. Did both

hushed bridge
#

the one from 0.33

hushed bridge
sand bison
#

So it shows up in other people's game but not mine:/

brittle warren
sand bison
#

I got it to work. Some weird things with files and whatnot

hybrid python
#

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

warm sphinx
#

You can't do it without some file editing and moving. Its not all going to be in game

hybrid python
#

oh..

warm sphinx
hybrid python
#

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

brittle warren
hybrid python
#

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.

warm sphinx
#

You don't need blender to make a map

#

You just need to be able to move around folders and edit json files

brittle warren
#

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

warm sphinx
brittle warren
#

Yea u right

hybrid python
#

aAAAgh

#

i give up this is too hard for my simple brain :(

winter crown
tough sierra
#

what i am doing wrong here??? everything seems fine, ive had the same issue with every model i export pls help

unique zealot
#

It previously happened to me and it was the materials

Also check the explorer

tough sierra
#

ok

tough sierra
#

normals seems fine

tacit halo
tough sierra
#

blender console?

river forge
#

BeamNG console, `/~ button

river forge
tough sierra
#

found this

#

weird

river forge
#

Well then either your mesh isn't in the .dae, or the .dae isn't in the right place

tough sierra
#

where should the .dae be

#

looks like this atm

river forge
#

Yeah that's correct, hm

#

Could you send over the .dae?

tough sierra
#

ok

#

dms

river forge
#

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 no_material)

#

A typo would make the most sense, but I don't see any in your files... so honestly idk at this point 🤷😬

unique zealot
# tough sierra dms

You might get a better answer in the modding for dummies server, after what has been tried here

little portal
#

You can delete the .cdae from the temp folder i guess

tough sierra
#

did that but didnt work

#

maybe ill just do complete cache clear

little portal
#

Is the vanilla car still there?

#

Might be that its colliding with the unpacked model

tough sierra
#

i remade the mod and now works

#

apart from texture

#

and ik why

river forge
tough sierra
#

its nine_main_hotrod cus i was trying one thing

#

now after i restart game it should work

fickle raptor
hybrid python
#

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

sullen turret
#

what changed in the update to cause a lot of modded cars to break?

fickle raptor
#

the fuck is this supposed to mean?

#

why can't this editor from the stone ages actually be responsive

little portal
#

Chekx it in visual studio code

fickle raptor
#

vscode says nothing but BN is whining over nothing

unique zealot
fickle raptor
#

but i just went to the ide anyways to continue editing

unique zealot
#

I get you, although that can still be done in VSC or blender

fickle raptor
#

blender doesn't really tell me where it made the beams/triangles

#

even with the texxt editor open

little portal
#

Then use vsc

naive oxide
#

does anyone know how to make {"simpleFunction":{"brake":0.49,"lowhighbeam":0.49},
equivalent in new lights?
i got it working but not smooth

river forge
# naive oxide does anyone know how to make {"simpleFunction":{"brake":0.49,"lowhighbeam":0.49}...
"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]]
    ]
}```
storm badger
#

Does anyone know the file name of this?

quick axle
#

tfsb i’m pretty sure

safe trout
#

anyone do a tutorial how to make this new smooth lights? please

visual rivet
#

does anyone have the burckell nine skin files?

hard gyro
#

You’ll find them there

visual rivet
hard gyro
#

Oh

#

If I’m making a skin, one that just uses the primary, secondary, and tertiary colors, what color represents tertiary on a DDS?

tacit halo
hard gyro
#

Thanks.

hushed bridge
#

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

tawny knoll
#

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

mod page: https://www.beamng.com/threads/94-04-inkaei-rxs-g2-rotary-corvette-jbeam-help-needed.99324/#post-1740239

if your willing to give me a hand please let me know!

tacit halo
#

do you have a polyflow pic

hard gyro
#

fml
The skin tutorial im following uses skin helper, which hasn’t been updated for the Nine

tawny knoll
#

such as the popups and skirts

tacit halo
hushed bridge
#

holy polygons

light pewter
#

that is

tacit halo
#

i mean its fine if its your first time
but its not good by any means

light pewter
#

mindblowing

#

high poly

tawny knoll
tacit halo
#

and if its triangulated its basically usless since for anything youd want to have it as quads

hushed bridge
#

its not a bad model visually but that is not going to work in any games

hushed bridge
#

everything has to be triangulated

#

it is impossible for it not to be

tacit halo
#

i generally dont even triangulate my models until they are done (or just let beamng do the calculations when it creates the cached .dae)

tawny knoll
#

then the frame, i know its high poly in some areas just have not gotten around to fixing that yet

light pewter
#

that rear will cause problems

tacit halo
#

that looks like a gta5 frame but just absurdly high poly

tacit halo
tawny knoll
light pewter
hushed bridge
#

i wish it was easier to lower polygon count

tacit halo
tawny knoll
#

what do you mean?

hushed bridge
#

me when decimate modifier removes 2 tris and turns my beautiful model into a cube

tacit halo
#

doesnt look like an rx7 either way

tawny knoll
tawny knoll
tacit halo
#

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

tawny knoll
#

never really been the best at 3d modeling lol

tacit halo
#

well yeah thats why making such a complex thing as a car is not reccomended for a newbie

tawny knoll
#

ive had blender for ages, just not that good at it

tacit halo
#

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

tawny knoll
#

i was able to get it ingame awhile ago using D series textures and BX jbeam, the update broke it though

tawny knoll
tacit halo
#

as in not a mod
just models for practicing
modeling

light pewter
#

is it going to be a mod or no?

tacit halo
#

yes

#

however keep in mind that this is a highpoly

light pewter
#

ahh dont worry

#

im sporting an rtx card

tacit halo
tacit halo
#

ill do it the beamng way

#

i also like how normalmaps look, they have a charm to them

light pewter
#

true

tawny knoll
tacit halo
#

gimme 2 seconds ill show you smth

light pewter
#

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

unique zealot
tacit halo
tawny knoll
#

oh wow

tacit halo
#

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

hard gyro
#

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?

tacit halo
#

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

tacit halo
tawny knoll
#

oh wow

#

thats alot

hard gyro
# tacit halo ?? 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

hard gyro
#

Yes

#

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...

▶ Play video
light pewter
#

ima make a accord mod

#

well try to

tacit halo
tacit halo
hard gyro
#

Shit

tacit halo
#

I just
Make it from scratch and copy the code from an existing skinn

light pewter
#

i know how to model

#

i have a scan i can use as a reference

tawny knoll
tacit halo
light pewter
#

yeah ik

#

im not a scumbag who would do that tho

#

this mod is gonna be free

#

just cleaning up the 3d scan rn

tacit halo
light pewter
#

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

hallow cloud
#

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 😭

urban chasm
hallow cloud
#

But I’ve done that

urban chasm
#

i do not recoomend modland mods but thats the location

hallow cloud
#

What’s wrong with it?

#

Is modland bad

urban chasm
#

there shouldn't be any virus or anything but usually those mods are lower quality

hallow cloud
#

Oh then we’re should I go to get them

urban chasm
#

yea just not recommended

#

that mod could be broken because of hte update

tropic heath
#

how make car door have stronger opening spring?

brittle warren
finite current
#

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

cosmic laurel
#

since you made another folder it should be /vehicles/nine/rusty9/nine_main_skin_rusty9

tropic heath
#

if its not the file directory, might need to make the .png a .dds
ive had that cause issues with skins for me

cosmic laurel
#

that shouldnt matter

#

its just got the wrong path

tropic heath
#

just suggesting it as its something ive ran into before

finite current
cosmic laurel
#

hmm

#

have a look in the console

finite current
#

how?

cosmic laurel
#

press '

finite current
#

not doin anything

cosmic laurel
#

maybe try in freeroam

#

if that doesnt work check your keybinds for it

finite current
#

alright

cosmic laurel
#

click on the red error thing

#

and ctrl R the car

finite current
cosmic laurel
#

oh wait yoy already had it active

#

click it again and ctrl r

finite current
cosmic laurel
#

is there no red errors anywhere if you scroll up

finite current
#

nope

cosmic laurel
#

try opening up your skin and saving it as dxt1/dxt7 dds

#

if not i have no idea

finite current
#

i already did that but idk how to get it to dxt1/dxt7

cosmic laurel
finite current
#

no i used my tablet to draw the texture, i did download it tho

cosmic laurel
#

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

fresh laurel
#

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

cosmic laurel
#

is the right material assigned to the mesh in blender and not a .001

fresh laurel
#

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

finite current
cosmic laurel
#

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

finite current
#

i used the skin uv

cosmic laurel
#

should be ok then

#

could also be worth trying making the background white

#

since materials are funny with alpha

finite current
#

can i save it over the other or should i make it seperate

cosmic laurel
#

save it over

#

might want to make a pdn with the layers seperate as well incase you want to edit it

finite current
#

ive always got the transperent one in my storage server lol

cosmic laurel
#

if you want to make it colourable properly its different but it should at least tell you what the issue is

finite current
#

still blank

cosmic laurel
#

hm

#

god knows then

finite current
#

the material thing im using is borrowed from another skin mod someone made for the nine , idk if that might be causing the issue

cosmic laurel
#

maybe try remaking the materials using a vanilla one

#

but that looks fine to me

finite current
#

ill try

#

do i use the skin one or main?

cosmic laurel
#

skin

#

you dont want to use the whole file just steal one of the vanilla skins

finite current
#

hows that look?

cosmic laurel
#

give it a go

#

itll look wierd cos it has the palette from another skin

#

but it might work

finite current
#

still blank somehow

cosmic laurel
#

bruh

#

try painting the car white

finite current
cosmic laurel
#

yeah i have no clue

#

sorry

finite current
#

dam

finite current
#

okay i kinda got it working, just cant see it

finite current
#

getting there, just dont know why its so low quality and not the color ist supposed to be

cosmic laurel
#

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

dull forge
#

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.

sick crypt
#

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.

rancid knot
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How to attach/make parts not fall?

river forge
tacit tulip
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Mods

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Yippee it’s gone

proud sierra
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Anyone know where the 14x6 4 slot wheel dae and jbeam is?

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And whitewall tire dae and jbeam?

vernal badge
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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.

crystal wraith
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Why when i import a dae to the game, some texures are missing and some arent..

verbal linden
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Is there any kind of information on creating UI apps? I did a little searching and couldn't find much

finite current
crystal wraith
# crystal wraith

what is happening is the DDS image is importing correctly to the files, but in beam it appears as nothing

pulsar harbor
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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

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could anyone help me next time i try?

craggy tartan
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does anyone know how backfire works these days?

crystal wraith
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the project im working on is sorta secert so i cant show entire photos

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i can send those in dm though

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all things are textured in blender

craggy tartan
tough sierra
tough sierra
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also show .json

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and if theres any .001 or .002 in blender delete them

acoustic ivy
tough sierra
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i dont think so

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thats one way to do it tho

crystal wraith
# tough sierra textures

like which part, sorry. I know how to import maps from assetto to beamng but not much beyond that in blender

crystal wraith
tough sierra
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they issue many times

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just make sure textures dont have them its easy fix

still canopy
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what is a .cdae?

safe hull
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I believe it's cached dae? Could be way wrong

still canopy
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thx

lusty trout
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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.

verbal linden
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Any UI app modding help? I haven't been able to find much documentation

hard gyro
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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

verbal linden
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Basically have the UV underneath your work for reference

hard gyro
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Yes

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That’s exactly what I’m doing. But it’s still turning out shit

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I can’t figure out what beam officially uses

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Their skins are crisp and perfect

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I’ve spent 4 hours on these skins already just to find they’re horrible if I use ANY sort of contrasting colors

verbal linden
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Did you try using the UV and an existing skin?

hard gyro
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Yes

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That’s where I started.

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And when I zoom way in to try and really follow the lines, the UV just looks like this

gilded lark
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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

lusty trout
urban chasm
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having issues algning this driveshaft so it will line up

hard gyro
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Is there a way to open the model in blender, color it that way, then use that as a skin?

ancient bear
verbal linden
hard gyro
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Great.

4 hours fucking wasted

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Is there a way to do it in blender?

safe hull
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Whats your DPI and or PPI

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I usually use a higher resolution for my skins, that way I can avoid what you're experiencing, in most cases.

hard gyro
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The base UV is the resolution im using

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Which is like 4000x2000

safe hull
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Interesting, I'll have a look into that.

hard gyro
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I’m not even trying to make a complex or high detail skin. Just move the highlights and different color zones to other areas

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im about to lose it honestly

safe hull
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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?

hard gyro
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One sec

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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

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I’m trying to change the raised part on the pink to be white

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That’s the ONLY thing I can’t get is those to be crisp

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Fenders I figured out already obviously

safe hull
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Dm me, I dont want to clutter up this thread. I think i can help.

hushed bridge
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how do i make one decal road appear over another

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i have changed z bias to no avail

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renderpriority nor decalbias do anything either

hard gyro
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Evidently a smooth curve in paint.net means Jack shit on the car itself.

silver compass
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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

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This is built entirely off of the "us_semi" btw

brittle warren
silver compass
toxic widgetBOT
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Gave +1 Reputation to @brittle warren (current: #50 - 53)

tacit halo
gleaming copper
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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

proper narwhal
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can someone give me a tutorial on how to import my own horn sounds

loud girder
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how do you reset the template world map?

rancid knot
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How to remove “003” and “005” in the names?

tacit tulip
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click the thing you want to change the name of, hit f2 and then you can change the name

rancid knot
smoky silo
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@rancid knot Here 🔵 but when you change name and other names get .### select material without .### from materials list 🟢 .

toxic widgetBOT
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Gave +1 Reputation to @smoky silo (current: #1203 - 1)

glacial forum
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how do I find where a jbeam I edited with the blender plugin was exported to?

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or does it just overwrite the one you imported

river forge
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If you ever want to also keep the original, just copy it to a different location before importing ;)

glacial forum
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thanks

rancid knot
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tried to make a new material, but it doesnt appear in the game (even in material editor)

heady trail
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just give it { at the start and a } at the end

wheat salmon
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yo anybody know how to impoert beamngs car into blender

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i wanna mod some cars

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@heady trail or someone.

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im kinda new to beamng moding so idk.

river forge
# wheat salmon yo anybody know how to impoert beamngs car into blender

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)

river forge
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All good, just letting you know ;)

wheat salmon
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kk : )

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am i stupid or

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...

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I think im stupid :3

river forge
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Well the full location would be
D:\SteamLibrary\steamapps\common\BeamNG.drive\content\vehicles\bastion.zip\vehicles\bastion\bastion.dae

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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

wheat salmon
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Oh ok, ty then : )

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bru my typing

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thanks @river forge

toxic widgetBOT
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Gave +1 Reputation to @river forge (current: #3 - 288)

wheat salmon
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Yo i cant find any bastion file, i think ima just not mod cars.

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But ty.

wheat salmon
inner forge
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What can this be caused by? (not my mod, I'm just curious)

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the other side is fine

terse dawn
inner forge
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its always like that, in all configs

terse dawn
inner forge
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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

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I guess it's clipping into the hood or something

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Modland quality 🤷‍♂️

terse dawn
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FR

river forge
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Yeah Jbeam issue

proud sierra
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Can someone help, if my rad support gets damaged every body part other than the actual body turns invisible

river forge
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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

river forge
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Just any that have deformgroups, like in that first screenshot

proud sierra
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Ok

craggy tartan
hushed bridge
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i put the image in the right directory and made in 1024x1024 but it wont show up in game

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oh i just had to make a material in the material editor

hushed bridge
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can someone please help

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its been 4 days and the asset browser crashes my game every time i open it

hushed bridge
brittle warren
hushed bridge
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largest i have is 64mb

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but it wasnt crashing when i added that model

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it started crashing when i added prop cars longer lod assets to it

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but didnt stop when i removed them

dry cargo
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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

limpid cargo
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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?

hushed bridge
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thats super weird

brittle warren
hushed bridge
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ok yet another question if u couldnt tell i know almost nothing about the world editor

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when selecting over objects on a decal road

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how do i change the limits

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like the height it will go over

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i need it to go over this little rectangle with a cylinder cut out

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but not the curb

safe hull
safe hull
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How do i fix that if it were the case?

brittle warren
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look up how to check normals in blender

hard gyro
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Can someone give me a quick rundown of what I need to put in a skin zip to submit to the repository?

safe hull
brittle warren
safe hull
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I might just forgo the glass because the actual "bulbs" themselves work flawlessly. I think its a texture related issue at this point

little cedar
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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?

rancid knot
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ignore the secondary and tertiary since the “mechanicalsRepaintCrossmember” should be Customizable like in primary (forgot to change it)

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also idk if these names even matter

mental estuary
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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

slate spindle
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Hello,can anyone help me?How to delete this material,i pushed tsstatic button

river forge
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Could be wrong though, been a minute since I've used the world editor for materials

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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

slate spindle
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I cant find it

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IDK how , but this material picked from mesh

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I really need bmng dev

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I havent got directory for this material

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it shows oly one dot

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and i cant change name or map

lusty trout
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The new Bruckell nine has the file (nine_skin_uvs) ?

river forge
lusty trout
toxic widgetBOT
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Gave +1 Reputation to @river forge (current: #3 - 293)

violet heron
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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.

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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?

shut pollen
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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

warm sphinx
# violet heron hello, i'm lipe, i'm currently a stage creator in richard burns rally, but with ...

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.

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And yes, all done off of a height map

tacit halo
shut pollen
violet heron
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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.

balmy wren
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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.

coarse halo
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is there a way to update a mission without refreshing the game?

shut pollen
hushed bridge
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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"

hushed bridge
heady trail
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ye, 0 7 0.5 -1 1 7

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should work

hushed bridge
toxic widgetBOT
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Gave +1 Reputation to @heady trail (current: #64 - 42)

steel maple
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How do I make the v4 lip removable?

river forge
steel maple
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oh k thanks

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thanks @river forge

toxic widgetBOT
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Gave +1 Reputation to @river forge (current: #3 - 294)

steel maple
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gotta give you the rep points lol

river forge
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Oh don't worry about that, they're not used for anything anymore :P but ty!

steel maple
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doing that makes the front bumper be removed, and it doesnt show up in the slot

river forge
steel maple
river forge
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Ah you're missing a ] at the end of that line

steel maple
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ohh lmao I completely missed that

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its back now

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Thanks!!!

river forge
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Ayee nice, you're welcome and good luck with the mod!

hushed bridge
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how do i make lights that turn on at night

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like streetlights

heady trail
solemn cedar
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Do you know how I would be able to make underglow lights like this?

heady trail
# heady trail

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)

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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
gentle fox
river forge
balmy wren
gentle fox
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Oh sorry i misunderstood then. Also have not worked with skins yet so sry, cant help you with that

balmy wren
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I just cant find where to change material for them. I tried looking through vehicle files and material editor and still no luck

heady trail
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so you'd need to add the pessima_aftermarket.skin.bodycolored material

balmy wren
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Hmm.. Im gonna take a look at it now

heady trail
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seems to have uvs equivalent to normal, so you can just use the same skin textures

balmy wren
# heady trail seems to have uvs equivalent to normal, so you can just use the same skin textur...

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.

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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

heady trail
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You need to skin the pessima_aftermarket material as well, like I said above

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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

balmy wren
heady trail
balmy wren
toxic widgetBOT
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Gave +1 Reputation to @heady trail (current: #62 - 43)

steel maple
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every single one of my textures turned into this and now my car has no textures what do I do???????

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did I completely fuck up??

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and I have a ton of each texture

river forge
heady trail
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Blender duplicates materials when you duplicate the object

steel maple
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I did and it still had no texture

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like the whole car has no texture

steel maple
heady trail
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@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
  },
heady trail
steel maple
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its every single texture on every single part

river forge
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iirc there is some code that you can throw into the blender console, that turns all 'duplicates' (.001, .002, etc.) into the original material

steel maple
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welp I just lost everything I did today 😭

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it looks like the DAE didnt even change and there are zero textures

balmy wren
steel maple
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i give up

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I cant restart from the beginning

heady trail
balmy wren
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With thsese

balmy wren
heady trail
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Both

balmy wren
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oh. Mb. Let me try rq

heady trail
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I said ADD

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Not replace

balmy wren
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@heady trail AND IT WORKS. Thank you man for putting effort into this. I really appreciate it.

toxic widgetBOT
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Gave +1 Reputation to @heady trail (current: #57 - 44)

oak smelt
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but currently, it looks like this

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im not really sure how to fix this

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there's also a mod on the repo that tries to achieve this but basically the exact same thing happens

oak smelt
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i can provide the jbeam file that i have so far

abstract tapir
#

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?

brittle warren
abstract tapir
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Ah...

abstract tapir
brittle warren
abstract tapir
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For personal use only

brittle warren
spice radish
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hallo, trying to make my exhuast quieter. currently messing with the settings in the jbeam, but nothing seems to make a noticable difference

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anyone done this before?

civic blade
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any 1 know how to diagnose this