#modding-general
1 messages · Page 11 of 1
Under "slotType" "pickup__suspension_R" remove _ slammed from the end of it
Like this
oh i see, much appreciated!
No problem if that doesnt fix it let me know
i found a temporary fix, i just scaled up the strength of the car using the agentY car values mod
Didn't fix, the option for the rear airbags disappeared
the option for the rear coilovers have the slammed at the end
Ok do you have something in there called semi_spring_R_1
in the image i first sent, the only instance where that name appears is there
in the whole jbeam for the rear 4 link
me either not going to lie
Does everything work if you leave it alone the way you had it before
Im not sure about airbags I've never really screwed with them
its alright, just a little minor detail, thanks for the help anyways!
No problem
for anyone wanting transparent app backgrounds: just add a background:transparent; into the apps div style
i got it to be transparent
how can i fix this changing texture?
Hope and pray. The material editor is an ungodly demon, you must sacrifice 3 goats to make it work. If you click the wrong thing once it breaks forever
I have managed to fix it after like 4 hours of straight suffering, thanks tho
Gave +1 Reputation to @ruby kestrel (current: #623 - 3)
you have been graced by the gods 🙏
door is being weird
d14 has huge forces, looks like youre pushing it into the coltri behind the door
whats the coltri?
collision triangle
this?
this thing doesn't have a node
unediting the jbeam makes the shaking go away, but it wont reopen when closed, probably because jbeam shit
wait
of course it does? how should the game know the position bruh
but i can't see it?
Hello, I'm looking for the info on the nine to be able to finish my skin (configuration section to put the name of the skin) but I can't find the configuration. I've looked at the info on the nine but nothing appears
I have taken the example of the skin helper (a useful info to show what I mean)
the config infos are right here, or are you looking for something else?
I think that in order to create I need these files for it to work well
and in a tutorial that I saw on yt I also needed this vehicle file
yeah, for the config
the .pc file is the configuration itself, info_*.json gives extra info to the config (stuff like 0-100 time, description, ui name) and the .png / .jpg is the preview
That's it but I don't know which config I have to use to edit
Hi, 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 if saving / loading car damage is still possible?
and from here I choose the one I want to edit for the skin, I suppose because in the info it simply doesn't say configuration
yes, and you need the configuration itself
easiest way is probably to make one, then save it and move it from 0.34/vehicles/nine to the mod
Here it would be like with other skins to put the name that was given to the folder
That can be whatever you want, thats just what the configs displayed name is
just make sure that the name of the info file is the same as the part config, but with the info_ prefix
yes yes it is the same
door fixed, somehow
I have not been able to create the skin it still does not appear I think I am taking the wrong files
if your trying to create skin, load the car in the decal editor. don't add decals, save skin. go to unpacked/skinname/
find file with cp, open it with photoshop overlay the skin uv in the beamng/content/vehicles/vehiclesname and create your skin. Overwrite the file with cp in name.
It will be much easier, thank you very much.
Gave +1 Reputation to @distant pendant (current: #72 - 40)
just fyi this method won't work with modded cars
as they aren't supported with decal editor
Eh, depends on wether the mod maker added skin support or not. Quite easy to add
If that's true I tried it when that vinyl update came out
suuuuubie, you any good with lua?
Hell no
shiiiiiiiii, tryna get this lua to prevent people from spawning props/ large vehicles
Yeah no any kind of actual code gives me a headache
hm
something is wrong with my bruckel 9 tractor mod
That's how it would be, I haven't already done what you said
I think I'm missing a file here
Can anyone explain how to implement smooth lights?
I reviewed the Jbeam Bruckell Nine headlights and found no differences
ugh, beamng. they changed the skin system once again.
Guys how i can make a UK/JP/AUS Spec from the DT40L?
i believe this is the one you'll edit in photoshop
and then overwrite it, with the one you created
Wait, no need, I found it
And incase anyone does need help with this ^ I collected some info here #1259896099225866321 message
Thank you
Gave +1 Reputation to @river forge (current: #3 - 301)
More or less this is how I believe the game itself, the skin
it just doesn't appear to me
the part doesnt appear or the config doesnt appear?
to choose if it appears but when I select and load the skin it does not appear
It's already solved
if you've created the file from the decals system you shouldn't mess with the json, or jbeam, or skin materials
all you need to do is edit the image how you want the skin to look
I have blueprints and drawings for a mod that i would like to create but have no experience in jBeam
i can make the actual model but don't know how to config everything else
If I realized I only make my skin and save a question that comes to me if I put paint on my skin background then in the car I will no longer be able to change the color?
correct
there is a way you can make it still colorable but i haven't messed with it in awhile
I just make different colored skins, because if you go method of being able to use ingame color selector with the graphics, they get pixelated and look bad.
Yes and the truth is it is not very funny if you
Thank you so much for helping me and sorry for being so annoying.
you are not annoying, beamng is annoying to mod.
The truth is that even for a beginner like me
How do i fix these trees that go no mat depending how close i am to them? this has started to happen since last update
trying to make this in beamng but there's no Cade there's Microsoft edge HELP!
Well don't steal models from other games
it's the only one with a film camera on it
Make one noones gonna help u take models from another game especially another modder
.
i'm new to modding i don't really know how to use blender even with tutorials
Well I suggest looking up The Donut tutorial which will help a lot with learning blender and then just messing around with it converting a model is probably gonna be just as hard as learning to make it yourself and if you make it yourself you've then learned a lot of usefully info
Also why not use the mod in the neological video you sent
a can't it's private sadly 😭😭
@brittle warren what's usps truck?
? how do you know what im working on?
Oh im making one of these
ohh cool can you dm me when it's done?
don't you need a new gpu?!
yea lol join my discord bro imma put it in my bio
subwoofer pessema!!!!
Yea thats my mod lol
GTUMMAN
looks amazing! mabby bigger wheels
Anyone here know how to make a skin uv for additional parts?
I got a body kit I am working on that won't fit on the original skin UV
same issue as mine of Imperial Grille
Decided to try and use normal maps while doing wheels, does not look right, at all, anyone have any advice?
Color and normal maps
PNG version of normal map
Hi. Made a map in beam ng half year ago about being test track of many different kind of obstacles and somehow point system seen while doing such obstacles. Im totally bored to continue it anyone wanna finnish it and upload or something? it's super crude. looks like this
map idea :
i need help to make it ready basically or i upload it being very much WIP 😄
How do I make Mods? Just wondering
There are many helpful tutorials on youtube, for all kinds of mods
A lot of it will come down to making jbeams, the physics models for parts and cars. Many extra features like working lights, powertrain stuff, dynamic mirrors, etc. are also controlled via the jbeam
https://documentation.beamng.com/modding/vehicle/intro_jbeam/
And depending on what you're making, modeling and texturing can also be a part of it
I see
Bring this to paint.net and export it as bc5 unsigned
ACtually
I think your nmap is too noisy
I would also like to note, the shading is still broken even with only a color map
Anyone know how i can turn this into a proper uv for the windscreen after i unrwap the uv for the model?
The original mod for Chinese Skins is broken, so I want to restore it. What should I do?
You'll have to rearrange the parts of the skin based on the new UV map
Oh, I found out the answer in advance, you just put v1.5 version instead of the v1 texture version. I'll even send the evidence.
Are there any tutorials on how to add like, a new suspension to a vehicle?
I was gonna try and add the aurata suspension to the nine and I’m somewhat struggling to figure out where to start.
Just look up how to swap suspension from one car to another I know there used to be a couple videos on it but can't remember the creators
Any one able to help?
I personally don't know much about map modding, but it looks like only some LOD's have materials. When you go to a certain distance it uses different models (LOD's) that show no material
they were working before the most recent game update
Maybe something changed due to the new forest tool 🤷
man, i was way over thinking how skin uv maps work when creating new ones.
it's litterally just setting the uv map - 2, unwrapping it and then creating skin on that map.
If i were to make a glowmap with the lowhigh function for the headlights, would low be name_on and high be name_on_intense?
Correct.
when rothalpha remaster out?????!!!!!!
how tf do i unlock a locked dae
No one knows, know one ever knows exactly when a mod will be released
this is also the wrong place to ask
what do you mean locked dae, shouldn't exsist show picture
yeah its a kenemation mod and i want to see how those things work and his dae is unaccesible i cant import it to blender and when i edit it in notepad ++ it only shows a bunch of null
this
well its a dts file not a dae probably and ask for permision and see if they will let you if not then you cant
i see but is there no way to access it?
nope
damn what the hell i guess
i just wanna see how they do those rgb things and those indicator stuff with the running lights stuff but these damn mods are locked
crazy
cheap compared to some programs i have
i can live a week in 60dollars
is it milkshape?
no, i'd have to look on my desktop to see what it's called
i've only used it twice
uv unwrap pro i bet cause thats what i use
this keeps all the filenames/ textures/ normals
so you also knew how why did u said there is no chance???
because you shouldnt
^
I also wouldn't open it for you without permission from kenemation
why not just look at the ccf and see how they did their rgb interior?
well its not that bad cause im not gonna use his stuff you know im a beginner mod and i learn by seing the things how they work
ya thats what im doing rn
it's probably alot easier to see it in ccf with it being a 100x better mod.
people use dts when they don't want people screwing with their models
rgb isnt done in the model tho so
im fine with rgb but the thing im looking is the running light will turn off when you activate blinkers i cant seem to make it work
just glowmaps
idk where to put the meshes
and the material it self in blender idk how they do it
you just make a material and make a glowmap for it
im too stupid for this lmao
take it slow and easy
look at the glowmaps for the bastion
thank you
Gave +1 Reputation to @brittle warren (current: #48 - 55)
thank you also
ah i didnt do anything
emotional support i guess
I had this added to the official docs as an example
all hail Zeit
thank you master
does anyone know if a prop can have 2 diferent functions?
Can I take the underglow from the bx and put it on another vehicle?
If someone can dm me and walk me through it and how to create lights in the wheel wells of a d series, I’ll tip you $$$
Does anyone have the skin UV for the Nine?
Thanks
How do I begin with making mods?
im almost finished with my mod where did the jbeam editor go? and how do i edit my jbeam?
how does one add halogens to a vehicle
☹️
whats the jbeam error checker thingy at again?
i cant figure out how to jbeam a truck frame i have all the main stuff done tho
i just need to shorten it a little
whats wrong with this line? i keep getting issues with it.
["lowhighbeam" , "SPOTLIGHT" , "tl3r", "tl2r", "tl1r", {"x":-40, "y":0, "z":-20} , {"x":0, "y":0, "z":0} , {"x":0, "y":0, "z":0}, 0, 0, 0, 1, {"baseTranslation":{"x":0.2, "y":0.35, "z":0.03},"flareScale":0.03,"lightBrightness":0.04,"lightRange":8,"deformGroup":"taillightglass_R_break"}, "lightScaling":{}],
why do parts of my dae not import correctly to beamng, yet theyre textured in beamng. they import as no texture
more specifically this'
for my map
figured it out
this is supposed to have a grass texture, why doesnt it?
supposed to look like this
why is there yellow bits on the inside of the taillight that arent fading properly?
and why is turn signals on the ui just always on
sorry for the poor video but noticed there’s quite a substantial delay between turning off the signal and it actually turning off
how do i make a config i made for the pessima a mod ppl can use
the file type is .pc
Are you smoothing the signal values directly?
Because you have to create custom ones that are set to the signal values, they need to be separate
How do I code a frame for a big rig based vehicle, since I am very new to coding.
any help? i do rear seats and console modifided and in game it is existing ones
this is what i modifided in blender
how do you still not know jbeam fundamentals
and how did you asked at a time i’m not available to help again😭
someone help this lost soul with some jbeam introduction plz, on how to modify existing part with new mesh
i'll try to figured it out
did bro modified the parts without duplicating the parts and not save the dae file with different name?
if you did then you modified the game and you cant get back unless you can undo everything, if you cant then clear cache i think
Nah as long it's outside of the game files it's fine, even if they are overwriting
Anyway yea make sure the flexbody has a different name, jbeam file has a different name, and the jbeam part itself does too
God please someone help me
Honestly too broad of a question. Could be 10+ different things that cause this
What have you tried so far?
I don’t know what to really try, since all I really know is how to convert a map from assetto to beamng, I don’t know what to do in a trouble shooting situation
Somebody said its because things in blender have “.001 and .002” at the end but I’ve ported maps that have had those before
I’ve also tried manually selecting my the texture in beamng but that does nothing
The texture properly imports to beamng but when it comes to selecting it, it appears as no texture
if your object has 001 and 002 at the end there is a possibly that the materials will no longer work due to the name change.
correct those issues and that will eliminate the possibility of that then you can diagnose from then if that doesn't fix it
they have that at the end when i import them into blender
and i can always reimport it fresh, so i tried removing the .001 and .002 but that didnt fix anything
and this is for other things aswell, not just stuff that has .001 or .002
selecting it in blender?
yea one sec illss blender
it doesn't show, did you assign blender to the folder where the textures are?
in blender all the textures show, but i can still try assinging the folder again
yes, i know. i did it but i dont understand how it would help a whole ton, since the issue im having is the texture not showing in beamng, everything is textured in blender
as you can see here, this is blender
oh thought you said it shows in beamng
did you make sure the file path in material editor is correct?
yep
ive kinda forgot how since i let this porject go for a bit, but i can absolutley 100% garuntee when i did it everything was correct and did not work
sorry for my sloppy typing, i just woke up recently
I probably can't help any further, 1. skill. 2. at work XD
gotcha
says this yet its here with the dae
theyre all named different, but one texture
if anyone else has some ideas, please help
you got any ideas of what to try?
Textures have to be a factor of 2. So 2048 x 2048, 4096 x 4096 etc.
They can be non square as well but that’s less common
So say 1024 x 4096
where would i adjust it?
would i just trim the image accordingly?
Paint.net works best for dds images
Depending on current dimensions you may be able to simply rescale it
But it all depends
most image editing software
select image on tool bar / image resize / (enter the deminsions you want)
ok, i resized it, so im trying right now to see how it is in beam
how do i add a livery to the game
found a vid
forgot to say, resizng worked, thanks
Gave +1 Reputation to @warm sphinx (current: #58 - 44)
how do i make the road as bumpy as it looks
and how do i make it not go over the curb while still having over objects on
Is there a way I can live view where spotlights are on a car so I don't have to wing it in the jbeam file? I wanna fix a few things from a mod, and got permission from the author because they stepped out from modding
You just save the jbeam and cntl r your car and it will update that about the only way i know of
I'm trying to slap the base game digital race screen on a modded car that already has it's own proprietary dash. When i try to use the dash ingame, all of the slots show up and the console throws this, and the screen itself has no texture. Can anyone help me figure out what I've done wrong?
does any one know where i would find the new bruckell nine .dae file. i looked in vehicles and cant see it anywhere
weird. i only have vehicles that start with M. no nine
then you didnt update cause thats impossible
i updated. cuz i used the drag version of the car
thern your not looking in the right spot
weird cuz i can use the car. maybe ill have to verify files
because it has to be there also dont put ur mods in that folder use the mods folder
i havent put mods in it. idk why but those few made it in there somehow. everytime i delete them they show back up lol
That again isnt possible if you deleted it it cant go back in there because nothing gets put in those folder by the game
Hi, I would like help with the Road Architect tool in the World Editor.
On the level I'm creating, I need to manually load a session in the Road Architect tool everytime I load into the level. Can I setup my world to load this automatically?
does anyone know why my "grass" isn't transparent? i tried exporting DDS BC3 and it doesn't work
Somewhere in the advanced settings I guess you should play around with the alpha blending settings. With the ruler you can finetune the transparency.
I have an opacity mask:
thank you, it works. Do you know how to resize it?
Gave +1 Reputation to @blazing jetty (current: #434 - 5)
and also can you send me dm for your wheat.dds? its beautiful
I'm trying to start making skins and I followed the tutorial, but I can't find the template files 😭
Goto Alpha clip, if youre talking about the black boxes
without opacity mask the alpha clip is right.
You can rip off my wheat if I publish my map 🙂
please someone help me, I feel so dumb
nevermind I finally found it
can some1 help me
i engine swapped a v8 from the q8 to a a6
but idk where the engine model is
and my exhaust doesnt appear in the menu
How can I get my car to use more gas if I switched to a bigger turbo. Or how do I edit the turbos .jbeam for it to use more gas idk
Edit the burn efficiency in engine jbeam
how do i add damage limit to arrive mission, which makes you fail it when you exceed the limit?
do you have some time to help me mod?
hey does anybody have a good tutorial (that is up to date) on texturing or is willing to help me with texturing (btw i am completely new to modding)
So I took this over from the tiltdeck trailer to the D-series, but these lights are now white. They are supposed to be led lights, with the model taken from the common folder. (I think) what am I missing?
anyone here?
anyone know how to fix (suspension breaking)
incorrect beam spring values and or incorrect node positions to have a strong suspension
oh actually sorry it looks like a beam breaks just increase the strength for the beams that break
the beams might also be breaking from a unstable node vibrating
i set the beamDeform and beamStrength to 15900, but it still breaks
Did you set it to the correct beams
i think it's with the halfshafts, so I just did that
it looks like to me its the beams that are for toe adjust
ok let me see that
Anyone know why this part stays here? Ive removed it from the blend and downloaded an older version of the mod and it wont go away. Its not attached to any other parts idk why its here
Deep clear your cache
Instructions on how to Clear Cache can be found here: ```
<https://documentation.beamng.com/support/launcher_support_tools/clear_cache/>
ok thanks
Gave +1 Reputation to @river forge (current: #2 - 306)
no, you see part of the lower arm just snaps off? that beam or bunch of beams is not strong to withstand those vibrations
yo what's up guys. im new to modding and was wondering some tips and tricks.
Alright, this is one that I've been sitting on for a while, and it may just be something to do with the way PBR materials are working nowadays, but I used to be able to make custom glowmaps for skins where anything on the emissive map would emit a soft glow similar to a flare or lightbars, but not the ENTIRE skin or texture image. Is there any possible way to still achieve this? Trying to bring back an old custom of a truck where the lightning bolts on the skins glowed white when the truck was running but nothing else.
A picture of the current state, lightning bolts light up but are flat instead of having the soft glow effect
The kind of glow effect I'm looking to achieve on the lightning bolts ONLY
...tips and tricks about what part of modding?
Make your emissiveFactor higher than 1 / your emissiveMap higher than 255 (since only part of the skin glows I'm guessing emissiveMap in your case)
can some1 help me with flexbodies
what part
audi engine to another audi
i have the jbeam and sound working
its just that theres no visable engine
mod by andronisk
can i paste the jbeam file into this chat?
yea or just hmu in dms
here
i did put the engine into the dea file of the a6 mod (the car where its going into)
also did u get permission from the original author and did you change the name of the flexbodies to the new ones
i didnt ask since im doing it for myself and only myself so noone else has it
i would still ask tho and again did you change the names of the flex bodies to the new ones
no?
their all called q8 but i didnt change the names in the dea either
so what did you do exactly
i copied the jbeam of the engine into the other mod
and changed the engine mounts to the a6 mounts
and exhaust as well the trans so they all work
ok and the engine powers the car?
yes fully functional as it should
also has all working upgrades
but the engine is not visable
did you apply all trnsforms to the engine parts in the dae
no
they may just be in a differrent spot so you cant see em
try lifting the car up and see if its under the ground or something
Any errors in the console? (`/~ button)
1 sec lemme check
how do i apply transforms?
ctrl+A > all transforms
yea that but not if it has props it will mess them up
all transforms to delta's?
no just all transforms
oh btw i think theres no moving parts on this engine
then you can select the whole engine and do tr a and apply them all
ctr
hmm then check the console like Subie said
scroll and see if you find any that say cant find flex mesh
then make sure the engines in the dae lol
yep engine probably isnt in the dae then
put the engine back in and did transform
now reloading game
ight cool
yes lol you have to export it and put it in the mod folder
only way to edit a .dae directly would be with a text editor and a lot of patience, when using blender you always have to import/export - which then turns it into text aka a .dae
textures are dead now but the engines in 🤣
fire you will need to move the materials .json to the mod ffolder also
mission failed succesfully
ummm where can i find that
ooofffff um did all the materials get named .001 in blender? and it will be in the mod folder that you got the engine from
👆 probably got duplicate materials from importing and exporting a bunch of time in the same blend file
Here's a little script for getting rid of duplicate materials, just toss it in the blender console```py
import bpy
only search on own object materials
mat_list = [x.material.name for x in bpy.context.object.material_slots]
remove_slots = []
the following only works in object mode
bpy.ops.object.mode_set(mode='OBJECT')
for s in bpy.context.object.material_slots:
if s.material.name[-3:].isnumeric():
# the last 3 characters are numbers
# that indicates it might be a duplicate of another material
# but this is pure guesswork, so expect errors to happen!
if s.material.name[:-4] in mat_list:
# there is a material without the numeric extension so use it
# this again is just guessing that we're having identical node trees here
# get the material index of the 'clean' material
index_clean = mat_list.index(s.material.name[:-4])
index_wrong = mat_list.index(s.material.name)
print(index_wrong, index_clean)
# get the faces which are assigned to the 'wrong' material
faces = [x for x in bpy.context.object.data.polygons if x.material_index == index_wrong]
for f in faces:
f.material_index = index_clean
remove_slots.append(s.name)
now remove all empty material slots:
for s in remove_slots:
if s in [x.name for x in bpy.context.object.material_slots]:
print('removing slot %s' % s)
bpy.context.object.active_material_index = [x.material.name for x in bpy.context.object.material_slots].index(s)
bpy.ops.object.material_slot_remove()
idk if this tells you guys anything
they both called 001
Bro why is your blender so old?
`honest ly idk lmfao
might be worth it to update :P
i have the modern 1 but when i search for blender it likes to open this verion 🤣
Then delete the old version lol
hehe
wheres the console?
idk on that version lol
k lemme launch current
but on 4.2 its there
that version may or may not have the console
try using this version lol
looks like 2.7 or below lol
i have copied the link but it doesnt paste into concole
you have to put it into scripting tab and click the play button
like this?
ok lol
is it noticable i dont use blender often 🤣
right done that and pressed play
now export?
yea and make sure to export it to the same dae so u dont have copies of the model
i do have the original dea but its in another folder
does that matter>
likie the dae u made the last time that had no materials clik it when you export and overwrite it
no the 1 from the original mod before i messed with it
yea then overwite it
ive done that and reloaded the game but still the iconic no texture
i still have the working dea
is there a way i can copy the textures over to my modded dea?
diffirent idea
im just gonna redo it
good news it worked
@brittle warren the body looks kinda dented now
Normals are probably messed up
the engine texture would that be main meterials.json?
probably just rename it tho to engine.materials so it doesnt mess up the one already in the mod folder
smart
both are set higher than these values
which part would I need to edit to make it stronger
sadly that didt do it
its almost 01:00 here im continueing tomorrow
ty for helping me
Gave +1 Reputation to @brittle warren (current: #46 - 58)
yw bro also just hmu i nthe dms tomrow and ill help u more so we dont clog up te chat again lol
Good evening guys, could someone help me because I don't know how to edit for beamng drive and I really like this tire, but it's been yellow for a while if anyone can help I appreciate it
For some reason I cant at all figure out anything about how beam ng lua scripts work. All i want is that whenever the player is in any vehicle it sends its stats to a serial port (i got chatgpt to help me with the actual lua scripting because I dont code in lua i use C++ or TS). I cant figure out this folder structure
unpackages/myDash.
| -> info.json
| -> vehicles
| -> lua/vehicle/guageCluster.lua
info.json
{
"name": "Arduino Gauge Cluster",
"description": "idc",
"author": "Gavin",
"version": "1.0",
"lua": {
"vehicle": ["lua/vehicle/gaugeCluster.lua"]
}
}
guageCluster.lua
local M = {}
local serial = require('serial') -- Import the serial library
-- Open serial connection
local arduino
local function openSerialPort()
arduino = serial.open("COM4", 9600) -- Update COM3 to match your Arduino's port
if not arduino then
log("E", "GaugeCluster", "Failed to open serial port!")
else
log("I", "GaugeCluster", "Serial port opened successfully.")
end
end
-- Send data to Arduino
local function sendData()
if not arduino then return end
local rpm = electrics.values.rpm or 0
local speed = electrics.values.wheelspeed or 0 -- Speed in m/s
local turnSignalLeft = electrics.values.turnsignal_left or 0
local turnSignalRight = electrics.values.turnsignal_right or 0
local checkEngine = electrics.values.checkengine or 0
local lowGas = electrics.values.fuel < 0.1 and 1 or 0 -- Fuel threshold
local dashLights = electrics.values.dashlights or 0
local highBeams = electrics.values.highbeam or 0
local lowBeams = electrics.values.lowbeam or 0
-- Convert speed to km/h
local speedKmh = speed * 3.6
-- Format and send the data
local data = string.format("%d,%.1f,%d,%d,%d,%d,%d,%d,%d\n",
rpm, speedKmh, turnSignalLeft, turnSignalRight,
checkEngine, lowGas, dashLights, highBeams, lowBeams)
arduino:write(data)
end
-- Initialize when the mod loads
M.onInit = function()
openSerialPort()
end
-- Update function called regularly by BeamNG
M.update = function()
sendData()
end
-- Cleanup when the mod is unloaded
M.onUnload = function()
if arduino then
arduino:close()
end
end
return M
how to select this intersection? it doesn't show up in junctions or even roads. help
There is already outgauge support?
anyone know why this happens?
Too much precompression on a beam?
fixed it trying to rip itself out, but now when it spawns, it instantly bounces up like this
Look for beam spring values and try tweaking those
im trying to make a heckblende for etk i , the model is mapped, whats is wrong here? im literally losing my mind
vant have spaces in the name for the material in blender
i'm having some trouble getting good audio for an engine mod i'm making. i'm using engine sim, and the sounds it produces are really good. but beam makes it sound pretty terrible. i've got the audio samples in 100 rpm increments, i hoped that would yield good quality.
how do i open a "cached.dts" file
i have torque 3d installed already if thats needed
anyone got the documentation for the career cargo boxes
You dont thats the whole reason its a cached dts and its obviosly a mod that someone doesnt want you messing with so stop messing with it
anyone know why the TG1 node falls down? ive never properly jbeamed anything before so i couldve just made a really obvious mistake
needs more beam spirng i think\
how exactly do i add more beam spring?? do i add more beams in blender or is there any way i could change that in the jbeam code
wel you can do both add mor beams in blender and in jbeam but to change the beam spring that is in the jbeam
looks like a node is too close to a collision triangle which is forcing the node to move away from the triangle.
Easiest fix is just move the base nodes of the spoiler up a little
why does my flat area show like that? its completely flat
normal macro map
how do i insert primitives like a cube or sphere
Is there anyone here that would be willing to help me with engine sound development? The engine sounds that i have made for beam sound pretty good on their own, but beam messes them up somehow.
Double left click.
How i can make strong brakes?
I may be stupid but why can't i paint the spoiler and the bottom half of the car? i used th uv map of the etki in the game files. I did some temporary lines to check which area is which. and the transparant areas show up black on the car..
you can ping me when answering! :)
not working
The body kit uses a different UV map
yeah I figured that but
if I apply my skin then it doesnt go over the body parts
but if i choose basso livery, then it does for some reason
The modparts UV is what you need to map to
this is the code atm:
{
"etki.skin.SKINNAME" : {
"name" : "etki.skin.SKINNAME",
"mapTo" : "etki.skin.SKINNAME",
"class" : "Material",
"persistentId" : "8d9bdf4c-739d-487f-b8d0-9dcf0ecf7cc7",
"Stages": [
{
"ambientOcclusionMap": "/vehicles/etki/etki_modparts_ao.data.png",
"baseColorMap": "/vehicles/etki/etki_modparts_b.color.png",
"metallicFactor": 1,
"metallicMap": "/vehicles/etki/etki_modparts_m.data.png",
"normalMap": "vehicles/etki/etki_modparts_n.normal.png",
"roughnessMap": "/vehicles/etki/etki_modparts_r.data.png",
"useAnisotropic": true
},
{
"ambientOcclusionMap": "/vehicles/etki/etki_modparts_ao.data.png",
"clearCoatFactor": 1,
"clearCoatMap": "/vehicles/etki/etki_modparts_cc.data.png",
"clearCoatRoughnessFactor": 0.05,
"diffuseMapUseUV": 1,
"metallicFactor": 0.8,
"normalMap": "vehicles/etki/etki_modparts_n.normal.png",
"opacityMap": "/vehicles/etki/etki_modparts_c.data.png",
"useAnisotropic": true,
"baseColorMap": "vehicles/etki/SKINNAME/etki_skin_SKINNAME.dds"
},
{},
{}
],
"activeLayers": 2,
"dynamicCubemap": true,
"materialTag0": "beamng",
"materialTag1": "vehicle",
"order_simset": 0,
"version": 1.5
},
}
I don't know what I'm doing wrong tho
The body kit requires a separate UV mapping placement and different json iirc
This is the case for most cars with a body kit or custom bumpers
and how can I do that?
I can’t walk you through it, just look at how the vanilla skins are done
how do i add primitives to my map like cube and sphere
yeah I'm trying 😂
can you at least tell me what I'm doing wrong
or steer me into the right direction
The body kit requires a separate UV mapping placement and different json to the normal body
Just look at how the vanilla skins are done, and copy that
so what hes saying is
the original uv for the car is only for stock body panels
there is a seperate uv for the body kits
your pulling uv for the stock parts
it need uv pulled for modded
they are but you've got it calling for the wrong uv
i was having same issue the other day and i can't remember what i did to fix it
ah
nvm figured it out its add object > level > static object and go to art/shapes/common
hi, i want to try out modding but dont know where to start. can anyone pls help?
Well anything in mind, you'd like to make?
idk, just mess around with some stats. I would love to be able to see wich part does what. can you help me with that?
like how much grip a tire has and so on
I also don't have much experience with the modding as well, so if anyone else seeing this would like to jump in feel free. I believe thats the jbeam files. So what car would you like to try this on first?
idk how to open them.i dont have the program to
id probably start with the cherrier
But you know where they are right? I believe you can just use Notepad to open them, they are like text files
i couldnt
Hmm maybe its the .dae files
Ima mess around a bit with mine first so we don't screw up yours
thx
do not alter the contents in beamng/content/vehicles
im not. im just looking at them
it says you shouldnt
Luckily I got a 2nd install to mess with
would you mind helping me a bit in a call or so
thats not the correct way. Instead go to your .34/mods/unpacked (create folder vivace)
.34/mods/unpacked/vivace/ (create vehicle folder inside of vivace folder)
.34/mods/unpacked/vivace/vehicles
now if you wanna mess with jbeams, you can copy and paste as such
vivace_suspension_F.jbeam
rename and put into your folder
Laurenvivace_suspension_F.jbeam
(change the first line of code w/ the name vivace_suspension_F.jbeam to Laurenvivace_suspension_F.jbeam ( so the game can see you are calling for your suspension jbeam instead of vanilla)
Then modify numbers from there
Gave +1 Reputation to @distant pendant (current: #70 - 41)
i am unable to go into a vc with you.
np
https://www.youtube.com/watch?v=nNqsS5a9XVM
(this is the tutorial that taught me the basics of folder preperation and how to make/ copy parts)
This tutorial guides you in making widebody fenders for the Wendover.
This type of video has been request by a few people and I finally got the motivation to make it today.
There is no sound in this video, if you want music then I suggest either Spotify or using another YouTube tab.
Let me know how good or bad the video is in the comments so ...
how can I see the downforce on spoilers? what variable is it?
I've not messed with downforce to be able to help you with it.
"The "$drgr" variable is the one that controls the downforce on this particular vehicle (for the rear spoiler). Make that number bigger inside the parts config file for a vehicle and you will get more downforce."
which i believe would be found in the wing jbeam found in vehicles/common/ as its a shared common part across other cars
again you would need to create file structure, copy over jbeam and change name so it doesn't get confused between vanilla and the modified one you will mess with
Just a fyi, everything i've told you was just less than 2 minutes of searching on google 🙂
i just want to compare them to build the perc+fext car
ok thx
Gave +1 Reputation to @distant pendant (current: #66 - 42)
is the lift coef linked to the downforce?
the hell, when i equip my exhaust that ive made for my vehicle, for some reason and i have no idea why but the rear suspension gets super stiff and gets raised to its maximum, ive changed the jbeam so that not a single node is touching the suspension and from what i have seen there is no node names that are the same, the suspension acts normal with any other exhaust
even with -90 gravity the suspension is stiff and doesnt move down
Uhh its hard to say but most likely your JBeaming is all screwed up, Weight is off, Or its literally breaking the rear end from the JBeam as usually this only happens when the limits of the Rear suspension are being touched by your Exhaust Beams, You can check this by doing CTRL+N (I believe unless thats what I set mine to) or go to the debug menu and visualize all the nodes for your exhaust/rear end and start the process of elimination to see where your Beams are messing up at.
Not sy my computet atm but honestly i really don’t think it’s my jbeam touching the suspension since it already broke the suspension when I used the original jbeam (I’ve just edited an already existing jbeam) but I’ll check once again when im at my computer👍
If you edited an already existing Jbeam make sure its the same Exhaust Jbeam as the Original exhaust and just modify that, makes it so much easier (only saying that if you didn't do that already)
To be fair, the exhaust jbeam I edited is from the picolina and the exhaust sits right about where the suspension on the Miramar is, still doesn’t really make sense to why it’s breaking the suspension since I completely moved the jbeam to the front, but shouldn’t be too hard to just change that
hello, can anyone help me with jbeam and in-car navigation and technologies?
Does anyone know how to fix this
@final belfry Hello, I saw your question on the thread for your snowy skins and I found these vehicles that have misbehaving snowy windows. Wasn't able to direct message you.
Dug through the LUA console and found these warnings if it may help.
Anyone know why sunroof wont open?
how might i go about rectifying this
fixed it i made a typo in material namer
Ah, question. So in the engine jbeam file, what controls the ability for the engine to over heat and what controls the engine's displacement?
"thermalsEnabled":true,
"engineBlockMaterial":"aluminum",
"oilVolume":5.6,```
I have thermals set to true, but idk if I'm doing anything else wrong
Anyone
How do i Create a mod that detectes the Crash Damage/Strength?
check the forums, i figured it out
You cant, its sounds and torque values
Oh. What file would change that, then?
Or does it actually doesn’t matter because of the torque values?
delete this mod and install again.
Is that the old fullsize mod if so you need both the normal oldfullsize mod and the expansion pack
Anyone know how to fix the external action camera from doing this? https://medal.tv/games/beamng/clips/jlUvO10NZY5FHfgr9?invite=cr-MSxxZzEsMjAxNTA5NDc3LA
Watch Any ideas how to fix the camera? and millions of other BeamNG videos captured using Medal.
so im trying to mod the model of the nine, do i need to have the important stuff (suspension, engine, ect ect) if im just modding the body
Not really if your not planning on changing the postitions of them
k
How can one make a new Jbeam for the bus body?
how do i make a template?
that mesh will deform so poorly that there is genuinely no point in wasting time jbeaming it well. you can just look at general uvmapping tutorials to find out how to make a usable uvmap for skins, but with such a poor mesh you will really struggle to make anything worth having
could i just make a simple box Jbeam for it?
take a look at the wentward jbeam maybe? simple box wont quite cut it, but a vaguely segmented box with some nodes to strengthen panels would match the quality of the mesh. normally i wouldnt advocate for such poor jbeam practices, but unless you are going to spend significant time redoing the mesh it would be pointless to spend a lot of time on the jbeam
i dont have a usable texture for it cause the model dont even have a template.
wentward
yeah, whatever the base game bus is
ohh
How do i Create a mod that detectes the Crash Damage/Strength?
It isn't that.
It's jbeam stuff because the base car does it always
It's based on the Genesis F2
So I downloaded a mod and the rims and tires in the picture are not in the truck
Well that means there not in the mod ask the mod creator
Not sure if that's possible, maybe you could somehow use lua to check the lenght or some other value of a beam to see if it has deformed
Maybe use g forces?
Or simply count the overall forces from beamDeformed calls
so im trying to make a skin mod and the skin wont show up in-game. can anyone try and help me figure out the issue?
(update: it showed up, without any textures)
Im making a custom gauge cluster and entertainment system. I have most of my hardware done but I was wondering how can I interface this with beam ng. I was trying to use the outgauge system but I would really like more control. Perferably using websockets. My mod is enabled but i see no activity.
lua/ge/gaugeCluster.lua
local M = {}
print("JDash - File")
M.onInit = function()
print("JDash - Init method")
end
M.update = function()
print("JDash - Update")
end
M.onUnload = function()
print("JDash - unload")
end
return M
info.json
{
"name": "Arduino Gauge Cluster",
"description": "idc rn",
"author": "Gavin",
"version": "1.0"
}
Help me!
how can i port the spare tyre used on the gavril charro to the gavril roamer?
Calling all world editor experts. Im in the middle of recreating my local drag strip. Im struggling with getting the timers/trees/timeboards etc set up. Plz halp? 😅
is there any way of deleting this after i finalized junction?
Does anyone know how to fix this issue with the Flexbody? Right now it doesn't has any jbeam, and I just need to get it working to see if the scale and everything is alright. Quick help would be appreciated, thanks in advance
you need to register the lua if you want to use it in the Gelua VM
you need a modscript for that
what is the info.json for? Do you want to make a UI app?
try and rework the wentward body
probably not the best way but it's how I'd do it
anyone know why my cab mesh for some reason is attached to this dash? im building all of this on the MD series chassis
Hey i made a body kit and it does not appere in the game and the J-beam is even there.
make sure the name for flexbodies matches the name in blender
also make sure the correct material is applied and the material uv is in its correct spot
It's the same but how do i do this with material?
you ever mess with uv's in blender?
What is that?
https://www.youtube.com/watch?v=nNqsS5a9XVM
Scroll till he mentions putting materials on the parts
This tutorial guides you in making widebody fenders for the Wendover.
This type of video has been request by a few people and I finally got the motivation to make it today.
There is no sound in this video, if you want music then I suggest either Spotify or using another YouTube tab.
Let me know how good or bad the video is in the comments so ...
Thank you!
Gave +1 Reputation to @distant pendant (current: #66 - 43)
also the parts should still show if no material is on them
Send me a pic of your blender file with the body kit names visible
send me a pic of the jbeams with the names visible
@proven igloo
It workt!
sorry for late response but I honestly dont know. How do I make a mod script? I had googled some stuff and asked chat gpt and it said aparently i needed a info.json
@gentle fox
ricer gaming
Does anyone know how to replace the sound of a modded car on another modded car?
to make autoparts i need to learn blender right?
So i moved my custom car to its own vehicle and now its flying away when i spawn it any help?
Chat gpt isnt a lot of help for beamng stuff.
Take a look at how its done in other mods, i learned a lot like that at the beginning, since i found the wiki kind of confusing.
I knew chat gpt was wrong because It kept changing its mind and also there isnt much online about it. The wiki isnt "confusing" it just doesnt provide enough examples
One sec, i will write how the modScript needs to be done
Thank you
Well true i guess
also getting this error
or even just an example would help
These are my files
@hollow timber :
in /scripts/pirzsArduinoCluster/modScript.lua
setExtensionUnloadMode("prizs/ArduinoCluster","manual")
also put your lua mod file here:
lua/ge/extensions/prizs/ArduinoCluster.lua
the lua should also be adjusted to stuff like this:
local function onExtensionLoaded()
print("Loaded Arduino Cluster")
end
M.onExtensionLoaded = onExtensionLoaded
M.onModDeactivated = deleteTempFiles
M.onModActivated = onExtensionLoaded
M.onExit = deleteTempFiles
return M```
tysm I will try this out
do the file names explicitly matter?
can i slightly change things more like
like this
i would assume but just to ensure im right
looks like some issue with the coupler points the way the error is written
well i figured out the error was just for the vehicle vecinity app my problen is just the car spawning the moonhawk and flyin away lol\
call the folders something like your name, usually helps more
ok
can i use reverse domain?
just because when you have errors its easier to finde the issue
like net.justwhatever.jdash
not sure how beam handles dots tbh, but should in theory be fine
il try without first and if it works il use reverse domain. Not the end of the world if reverse domain doesnt work
i usually structure mine like this
I have coded minecraft mods in the past and java loves reverse domain which is why im askinbg
But obviously java is very diferent from lua
makes sense
@gentle fox umm what kinda error handling is this. This is the least readable error i have ever seen
yeah beamng lua errors are very unreadable
but this one seems weird
its mad about my functiopn
this like here local onExtensionLoaded()
thats my line 3
can you send what your lua looks like now?
is it that my folder name in my mods folder isnt the same as in my "extensions", regardless this error isnt related to that. I will fix that anyways tho to make my folder structure better
dont call your lua main.lua
oh no
you forgot local function onExtensionLoaded()
oh whoops
my bad i forgot it
i just blindly copy and pasted your code without looking sorry
and i should have just copied instead of writing from the top of my head lol
yea works fine now. I wish it just said "Syntax error jdash/main.lua:3" not an entire page of red
yeah
im gonna fix my file structure a bit
have fun debugging when the game throws errors every visual refresh, those are even more fun
i shouldnt call my main extension main
is your filename really riviera..jbeam? with two dots
HEy i just saw that lol fixed it and testing now lol
i thought that too but just figured im new its probably some weird error logging
Fixed it now another question if i may so my jbeam calls for moonhawk engines but they dont show up now that i moved it to its own car
This is what i mean. it only shows my engine i have in the vehicle folder and not the actual mopohawk engines
yup i know know what your talking about. Im trying to get my electics on update and i keep getting an error saying electrics is not defined. (trying to steal some of the code from the outgauge protocol). Is there something I need to define to say I want to use electrics?
WAIT do i need to use vehicle and not GE(im assuming game engine)
You need the engines either in your vehicle's folder or in the vehicles/common folder to be available. It doesn't work to use every engine just because you have the slot. This is because beamng loads just that vehicles resources and not the ones for every single one, which wouldnt make sense, especially for performance.
This also means that you need the mesh and textures
oh umm tommo how do i use vehicle controls?
Possible
Thats lameeeeeeee but ok
You might need one in gelua and one in the vehicle vm
ok
You can make them communicate, but the gelua and the vlua are different virtual machines, its well documented in the wiki
do i register them the same?
i found them in the wiki
your right they did document these in the wiki
I wish they showed modscripts would have helped me in the beginning
That would be a vehicle controller afaik. Im not sure right now how exactly those work, but you usually also need custom jbeam
not excactly use sorry
No, for the vlua you dont need to register those
just read. I looked at the outgauge protocol and was just using the electrics
That can be done in gelua i think, just by getting them from vlua
One sec
@hollow timber did you try electrics.values.throttle for example?
here is my exact code
local M = {}
local function onUpdate()
if not electrics.values.watertemp then
-- vehicle not completly initialized, skip sending package
return
end
print(electrics.values.highbeam)
end
M.onUpdate = onUpdate
return M
i just snached that from protcols/outgauge.lua
I think you need to target an exact vehicle for that. If done in gelua you need to use that something specific. I dont remember where i found that and how to do it and dont have time right now, sorry
no problem. Thank you for everything you've done
Gave +1 Reputation to @gentle fox (current: #170 - 18)
Try finding a mod that might be doing something like that and try to reverse engineer its code. That usually helps
Can someone help my apply textures, its not working for me
is it possible to put beamng grass on top of a dae mesh? something like the image below?
ik you figured it out, but that can happen becasue the size of the texture aswell
you didnt do anything, skyboxes dont change depending on the time of day
you cant change that to my knowlegde
Gave +1 Reputation to @crystal wraith (current: #817 - 2)
Not that I know of no. Just for actual terrain
anyone know how I can basically do some thing like this be:getPlayerVehicle(0):getElectrics()
Is there any way to activate a simpleFunction with two variables? Like, an either or, type scenario?
"p2p_active": {"simpleFunction":"nitrousOxideOverride"/"nitrousOxideArm", "off":"p2p_inctive", "on":"p2p_active"},
does anyone have any ideas of what could be causing this transfercase to not be recieving the input from driveshaft?
big bummer :/
After a bit of research and gamefile digging i've worked out that i need my mainLevel.lua set correct to trigger the drag timers. most people completely write their own script. is there a way to script the main lua to look for the main game drag scripts in directory \lua\ge\extensions\gameplay\drag? p.s. i'm super new to any for of coding and scripting.
Just import your model into blender and make it a height map for terrain
What do these values do for gearwhine in the transaxle jbeam? Last time I tried, they did nothing
"gearWhineInputPitchCoefSmoothing":50 "gearWhineOutputPitchCoefSmoothing":50 "gearWhineInputVolumeCoefSmoothing":10 "gearWhineOutputVolumeCoefSmoothing":10
Maybe theyve been removed from the FMOD sound engine
also: the modding for dummies discord (MFD) might be of more help with your Lua sometimes in the lua section
turned out i needed to clear cache
Hi
anyone know why NBE is refusing to load my jbeam and chucking errors? its claiming "missing value separator, on line: 238" but i see nothing wrong on 238 whatsoever
if i delete 238 entirely, it complains about 237, then 235, and i cant figure out what ive done wrong
@chilly flare I usually don't like pinging devs but I figured you'd probably be the best one to ask. This was in the v0.33 changelog and I was wondering what it is exactly. Does this mean we can somehow change the interior muffling whenever a door is opened? 
is this good enough
Someone wanna Take on a project for me? I asked a Game dev to help me and he said the model has wayyyyyyyy to many edges (also out of Knowledge) im looking for someone who will be willing to Donate a few hours of there day to Have fun with a Bus model an make it have a skin UV
(The model)
current uv
if you decide to help youll get your name in the credits of this next update
and maybe a few $
So I put the T-series rear frames into the MD-series and most things work instantly, but there is a gap between the upfit and cab. Can I somehow nodemove everything forward to close the gap? because when I apply the nodemove or nodeoffset to the rear frame slot it just moves the frame, but not everything else like axles and upfits. Is there any quick solution or do I have to move every object by hand?
New Engine?
Im trying to import a tire texture but it doesn’t appear. How do I fix?
I thought is that new engine? If it is i suggest make it Hot V (V8 Turbo at Engine Gallery)
hot v is considerable but meh maybe future
im not sure is it new engine or remix
feel like remix for me
GM LTA, MB AMG GT Series is Hot V, BMW X6 too
Doors aren't my area, but I guess just opening and closing doors are considered dynamic. Changes to muffling when these open etc are also on the list however.
It's the in-rate for exponential smoothers that are put ontop of the whine pitch/volume calculation, most likely to avoid major jumps for those two parameters
I want to make skin for the etk i series. and the skin works. but it doesnt spawn with the car
even though I selected the paint in the .pc file. this is in the pc file:
"paint_design":"etki_skin_kerst"
and this is the etki.jbeam
I don't want to manually select the skin every time I load the car
please ping me when answering! :)
How can i fix this
ive pulled the exact code from the flatbed legs and mounted them to this trailer im making, but they seem to refuse to collide with the ground. i havent modified the node structure at all, they spawn above the ground and just fall through. they have collisions enabled but nonetheless phase through the floor
anyone have any ideas as to why?
how do i add custom sound to an sfx space
like an audio file i downloaded not one of the default ones
So, if I have my output in 4th gear at 0.20, and the output for 5th gear at 0.90, if I have the smoothing, it should fade the volume up to 0.90? I am trying to emulate a ZF Ecomat 604
Do you get any errors in the console (`/~ key)?
nothing that doesnt persist when this part isnt present
It should, yes
You might need to lower the inrate value tho, exponential catches up pretty quickly
is there a specific order these need to be in? porting the etki auto box to another vehicle, have gotten literally everything working except need to move the shifter location. added the baseTranslationGlobal and it seems to work, the prop moves position, but it also causes a fatal error with the vehicle? bit confused
this is the lua error. not gonna pretend i understand it haha
can someone help please :)
The max function just expects numbers, you seem to be passing in the whole table
Did you copy the translation etc from another file? I think they need to be in order, im pretty sure the names are just to help and dont actually say what is what. Im not 100% sure tho.
i took the info about it from the documentation
Oh okay. Judging by the lua error it could also be some syntax error like missing {} or too many of them. Im trying to figure out in my head rn what would cause something from the props section which should just be a number to be passed to the max function as a table
Make a config and every time load in the config
Yeah I fixed it. Somehow it was a duplicate? Thats why the car didnt want to spawn with the texture
Now it spawns with the texture
Any tips for eyeballing a paint color from an image or paint code to rgb/hex?
also any good paint editing applications? I’m thinking of making a Minnesota State Patrol pack or Wisconsin State too
https://imagecolorpicker.com with this you just upload an image, select a part, and it gives you the rgb of which part you selected
Color Picker:Color Picker: With this online tool you can upload an image or provide a website URL and get the RGB Color, HEX Color and HSL Color code. 👍
you did say eyeball so sorry if thats not applicable
Thanks
I’ll probably share progress once I figure it out, hopefully goes well
Btw while I’m here, anyone able to help me figure out making a materials and jbeam file for a vehicle? (Or a vid tutorial!) I’ve got the mod that has templates for base vehicles but I also wanna do mod vehicles if possible, and the Nine (which isn’t included in that mod yet)
Gaaah my god working with materials is doing my fucking head in
So I was working on my materials and noticed my edits weren't doing anything so I deleted the materials in the material editor since I thought that would force the game to start loading them from my json files again, but now the game refuses to load them at all. Like they don't exist, but they very clearly do. How do I undo this? Moving the json files out and back in doesn't work, disable and reenabling the mod doesn't work
im having an irritating and weird issue where only these rear triangles and nodes refuse to have collisions, kinda. they have no collisions until a wheel hits, +at which point it gets stuck. ive attached photos of the nodes sections and triangle sections (with the apropriate nodes and triangles moved to the top of each for ease of reading)
note: the 'fu' nodes are intended to be underground but still collidable, but the rest are not.
all other parts of the frame of this vehicle have functioning collisions as per normal
this is compounded in its weirdness by the fact that tall crawler tires can climb up the back of this just fine
any ideas to fix this would be greatly appreciated, as this is an issue that expands onto other components and i cant figure out why
i realise i cropped the triangles image slightly too far and missed half of the important triangles so heres an updated image with the important ones
how do i make crown slope on mesh roads
ok looks like its not possible
what about decal roads?
i could just use the raise terrain tool with max softness but that wont make a consistent slope
I am currently making a map, and the World Editor isn't automatically creating the full list of materials that the shape editor lists an imported object as having, only a few of them. I can fix this by hand but was wondering if anybody knows what is going wrong.
tried adding dynamic mirror to a car, but when i spawn the car, the mirror doesnt exist in the vehicle config/ on the car
Do you get any errors in the console (`/~ button) related to the mirror?
no
Hello, Where can I find employees interested in BeamNG?
What do you mean by employees?
I'm looking for someone who can create a parkour. I opened an ad on Upwork, but I think this place is more suitable because everyone here knows this game.
Barely any modders do commissions, and tbh I wouldn't trust 90% of the people thay say they do. Pretty much all decent modders make mods as passion projects, not as commissions
If I remember correctly, @warm sphinx might do map commissions? Might be thinking of someone else, sorry for the ping if that's the case
I don't know any other trustworthy modders that might
spencer johnson might, but he would probably be very pricey at this point. i think he has done quite a few similar maps to that
if i am making an additional bumper to a car, can i just delete the other things unrelated to the bumper??
yes.
just remember to rename your new mesh if you copy and modify an existing one
like this but suggest to seperate the folders
do you guys have how to do Air Suspension?
compare and contrast look at how the bus does it
can i adapt from Semi truck?
you can adapt anything into anything that is the beauty of this game
its some jbeam and some lua i think. but suspension is pretty complicated if you haven't worked with it before, just as a heads up
I used to be able to find engine sounds thru the f11 menu, for whatever reason I can’t now. Can somebody point me in the direction of the engine sounds
why does it alwyas no material
No worries I do infact do commissions. Though it is not cheap and I honestly wouldn’t be very willing to make a parkour map as it’s just not my thing
make sure the texture is sizd in a resolution thats by 2
like 2048x2048
god damn it WHY does beamng do this shit
i need that file manager tab
but its literally not on any of my monitors
its "open" but doesnt exist
i cant finish my map now becasue of this.
its not a port no
ah, idk then
i am going to go INSANE.\
why is that still there
not a single mission even exists on the god damn map
i aint no expert or modder but i would try to raise the map a bit so the map is over it so nobody can see it
i would like to create my own map, but i am terrible at city planning and terrain planning. where do i start?
either recreate a real area or do a concrete jungle with no terrain
u dont really need to be good at city planning unless u want ur city to make sense when people look closer
oh, okay. thank you, @hushed bridge
Gave +1 Reputation to @hushed bridge (current: #635 - 3)
Its a time trial not a mission, look under quick race
is this in files or in the world edit?
Files
if its supposed to be in the files of the level, i do not see it
Yes
Hi guys
Does anyone know if it is possible to add additional nodes to activate lua triggers?
The screenshot shows the Race Corners mode and I moved these nodes back, but is it possible to add more nodes that would activate the trigger?
I assume not as it most likely just uses all wheel outer-center nodes, which is really the only nodes the game can depend on to be close to the corners
Is there anyone able to give advice on importing a state seal into a paint software?
Specifically trying to input the old MN state seal (POSSIBLY PIC 2) onto a vehicle's door vinyl (EXAMPLE PIC 1)
i dont have one at all
okay nevermind, i got it gone but i have another problem
i have a full timr trial setup but doesnt appear ingame
nevermind this stupid icon is still here
from a past time trial that is literally COMPLETELY deleted
why cant anything ever work
as you can see, where the mission marker red circle is, theres not time trial
like i might go insane istg
how can i make my autoamtion mods packed like the beamng cars? under a brand name folder. instead of havign the models separete liek this
all this fixed itself, somehow
how to fix air suspension lua that use cannon lua? it's interfered with other repos
How do i make a custom beacon lightbar? I will try to make a thing like this (with the normal blue beacon from the piccolina)
(i have no backround with coding or anything)
Anyone know how to fix this texture issue?
im not that happy with the the results, But i hope someone would like to help me getting it into the game and making the beacon actually work.
Change this to match the other names, the .001 is added by Blender
Also show that too
can anybody perhaps help
ty mods 
some good
weather we're having today down in mod development
thank god for vencord that was one good storm of yapping right there
Gave +1 Reputation to @icy crane (current: #39 - 65)
consider the following : not having a life trol
well it's whats expected of a moderator
I might just be unfit for the task 🙁
anyway let me not contribute to offtopic
Sorry for all the disruption
why does beamng do this..
trigger is placed at ground in the editor but its actually in the air...
ugh it pisses me off
nevermind, seems like this crap happens and then fixes itself like the 8th time you reload the map..
someone please help
what do you mean by other names? Do I just name it obsidian? or get rid of the .001?
NVM
Why's it so hard to get this into Beam😭 😭
what size is the portal dds image
I would love to tell you if I knew what that ment 😭 😭
I appended them from here idk where to go from here
If you reload lua it sorts itself
Ctrl + L
yea i found out, thanks
Gave +1 Reputation to @warm sphinx (current: #57 - 45)
ok, locate the download folder of whatever this is
like where it was before it got in blender
Thankyou bro I appreciate this
I went on fiverr to see if I can get someone to do this for me but apprently no one does this small weird things😂
okay goto the texute
like goto here
click where it says base color then image texture
and that should be where the textures are
if not then uhhh, i really dont know
okay so since it's animated I think that's the problem maybe?
possibly but im not sure about that
you can import animations, but idk about an animated texture
you may be able to though, i dont have any experience on that though
okay I appreciate the help
I could put a normal one in beam but I really wanted it to be animated I thought that would be sick
still though, can you goto the folder that appears when you do what i said on your file explorer and see what size the portal texture is?
okay I'll look up how to get to it quickly and see
when you click it and click image texture, there should be a path at the top
btw where's chrome trim of bastion door files?
sorry bro I might be dumb idk what to do from here
this is what I get when I download it
no here ill send an image to help, 1 sec
thankyou bro
It just send me to the desktop
it just ends at desktop
you sure youre selecting the texture, not something on top of it>
I'm on portal.001
changed it to image texture
open folder
and it just goes to desktop
really weird
i mean you could try something idk if it would work
try exporting it as a obj and import it as an obj on a new project
im not sure what to do at this point, i just wanna help you get this
if you cant find it use this tool https://www.voidtools.com/
just can search anything on your pc in a second
dont get your hopes up, this may not work but hopefuly it does
wym its free
No like I'm not qualified to do this haha
oh lol
am I dumb
😭 wtf
try this
bruh
haha
goto window and open material editor
idk if you can read that text i've hovered over
ugh idk man, i really cant think of anything to try atp, i could help more if it was an obj, so i really dont know what to do..
Yeah I'm willing to pay someone to do it but can't find anyone that does these things
It's such a random little thing to do haha
what do you need it so bad for? no reason im just curious
lol