#modding-general
1 messages · Page 12 of 1
how badly do you want the portal animated
extract this and use this then
its an obj, should import fine
im sure you can figure out how to make it animated on that other one one day
I tried this also tried this and got same problem but we will see
Yeah it's no big deal
since this is an obj i maybe able to help
wait a sec before you import it
jsut thought it was easy, since putting animated characters in is a drag and drop I thought was gonna be simple haha
ok i see why that one didnt work, lemme find a dif one
none have worked for me that's why I made a custom one
and I'm not good with all this technical stuff so it hurts my brain
extract this to the folder in the lever, this should work
level*
if not then... idk i tried i guess :/
😭
thats just how the model is, there was other portals but they all looked dumb
like hyper realism or something
I tried that first one and that was blurry too
i think the video would still get attention, nobody will pay that enogh attention
here let me try something with that portal
That's fair
goto material editor, and find the portal texture
try and see how the glow makes it look
make sure to save the texture at the top next to its name
can change the color under glow factor aswell
Why is it not coming up for me
click the portal and just try clicking this arrow
but find the purple portal, not the obsidian
idk lol, try unselecting it and searching portal
i mean this isnt needed or anything but would make it look cool
not coming up for me😭
eh oh well not a big deal
im trying to make a skin but im stuck here
enjoy the portal ig lol
its not appearing in the editor
hahaha
nah thankyou bro I appreciate the help
means alot
I can use this until I find someone that can make a animated one
yup
heres my json, i valididated it in the json website thingy
{
"citybus.skin.ciytbus_RTA": {
"name": "citybus_main.skin.ciytbus_RTA",
"mapTo": "citybus.skin.citybus_RTA",
"class": "Material",
"persistentId": "03b2fe53-b37a-48d7-a572-f212158cd229",
"Stages": [
{
"ambientOcclusionMap": "/vehicles/citybus/citybus_main_ao.data.png",
"baseColorMap": "/vehicles/citybus/citybus_main_b.color.png",
"metallicFactor": 1,
"metallicMap": "/vehicles/citybus/citybus_main_m.data.png",
"normalMap": "vehicles/citybus/citybus_n.dds",
"roughnessFactor": 1,
"roughnessMap": "/vehicles/citybus/citybus_main_r.data.png",
"useAnisotropic": true
},
{
"ambientOcclusionMap": "/vehicles/citybus/citybus_main_ao.data.png",
"clearCoatFactor": 1,
"clearCoatMap": "/vehicles/citybus/citybus_main_cc.data.png",
"clearCoatRoughnessFactor": 1,
"colorPaletteMap": "vehicles/citybus/citybus_main_p.color.png",
"colorPaletteMapUseUV": 1,
"diffuseMapUseUV": 1,
"instanceDiffuse": true,
"metallicFactor": 1,
"normalMap": "/vehicles/citybus/citybus_n.dds",
"opacityMap": "/vehicles/citybus/citybus_main_c.data.png",
"useAnisotropic": true
},
{},
{}
],
"activeLayers": 2,
"dynamicCubemap": true,
"materialTag0": "beamng",
"materialTag1": "vehicle",
"order_simset": 0,
"version": 1.5
}
}
I'm glad I don't have this guys problem tho
yea sadly i cant help with that guy
Alt f4 might be needed
what did i do to break my textures? ive tried packed and unpacked and everything was working and next load up it was all unmapped again
just a handful of typos i think, you might also need to clear the persistent id for it to show in the editor or something. not home to verify and this looks cursed on mobile
probs missing a bracket somewhere considering everything is busted
ciytbus_RTA
didnt notice this
i hate and love at the same time how our brains just ignore minor errors
i cant find anything wrong or im just missing it, i cleared my temp files and restarted the game with the vehicle packed and everything was good to go until i got on again
yeah we skip over these things after looking at it for too long. you would have seen it tomorrow haha
first line comma broke it
maybe not, very hard to sift through on mobile. one sec
ok fixed all the typos and removed the persistent id and still not working
the docs didnt say to remove it so
persistent id is how the editor knows what material everything is (simplified from memory, probs not 100% correct). did you clear cache after that?
yeah sorry dude, way too long for me to sift through on mobile. it will be a bracket/comma issue somewhere unless the whole file just isnt loading i guess?
just did and it didnt work
and that makes sense
damn, will have to hope someone else comes along. feel bad about leaving ya hanging, but not much i can do when im so far from home haha
ok i figured it out
i have to apply it in the config editor
i was about to say it would be nice if it said that but turns out i just skipped the entire paragraph
ok so now this is happening
does it need to be the citybus material and not citybus_main?
ig its worth a try
ok finally got it working but theres this weird dirtiness
its the same colormap as every other skin but its like this for some reason
it appears to be the specular map
ok for some reason despite the json saying "version": 1.5 it chose to be version 1
extremely overdue update post (life got in the way and I didnt get to mess with beam), I managed to get the stop/turn lamps separated in the pickup.jbeam! theres still some kinks to work out. couldnt have done this without your help!! thank you!
There is also that little glowing bit in the "middle" between the two lamp sections I gotta fix
I gotta get that sorted out, then I'll make some nice amber lenses texture for the middle bit
The portal
Do anyone know where to find dae file with Nomi gtrx, gtc, and gtt in it and the jbeam files?
spotlights are fixed! I tweaked the intensities so no matter if the taillamps are on or off, the turn lamps illuminate as bright as both the tail/brake would be together
dumb question: where are the dds/texture files located for the d-series? Ive dug all through the files, but have yet to locate them found in vehicles/common folder
Does anyone here have experience with the front axles breaking for basically no reason at all? Me and a friend is working on a "Group 5" etk i, basically a 2 door widebody etk i. We have managed to get it running and driving, but the front axles break after doing a respawn, if i do a CTRL + R respawn they work how ever long i want them to, untill i press just R, when i press R the car respawns and axles break immedietely.
would it be possible to change this value based on the drivemode?
so basically setting a variable thru the drivemode
it will always be a range of number
you CAN make each number like 0, 1, 2 to be a specific drive mode, but it will only show as number in the tune tab
Best is if i dont have to use the variable, i want the torquesplit to change per drivemode but I dont know how
oh
that idk but i feel it’s possible
modern etk have drivemode that changes between awd and rwd
Yea but thats thru an electronic splitshaft
And with that it isnt always awd, makes it so it pushes thru the brakes because when launching it only sends power to the rear wheels
so im building this car in beamng its a bruckell nine but i wanna add a 5th gear to it how do i do that
Transmissions jbeam
bruh
Tf you mean bruh its like a minute of work
UV maps (the map that links the 2d textures to the 3d model) are not always perfectly straight. So just because your texture is straight, unfortunately doesn't always mean that it's also the case on the actual model
anyone know why my spawnpoints do not appear
I just did another bit for my mod and separated the brake/turns on the bastion. Now "lightbar" functions as both tail and brake lamps, while the original brake/turns now function solely as turns
Would anyone know a lua script for switching the automatic gearbox to neutral when approaching a stop. In real life, usually they switch to neutral around 5kmh, and go back into gear (with a bang) when you apply throttle.
Ive had this script for a while, but it doesnt work, even with the right file structure, and being referenced in the transaxle jbeam as a controller
`local M = {}
local function updateGFX()
-- speed is in m/s (m/s * 3.6 = km/h)
if electrics.values.wheelspeed < 15/3.6 and electrics.values.throttle == 0 and electrics.values.gearIndex > 0 then
controller.mainController.shiftToGearIndex(0)
end
end
if (M.doorsOpen or M.isKneeling) then
controller.mainController.shiftToGearIndex(0)
end
local function init()
end
M.init = init
M.updateGFX = updateGFX
return M`
This was for a different gearbox, thats why its 15 instead of 5
For the ETK, its this file. I take its the same for all the others
Add the 4th and 5th values here. Ratios under the writing
Since when do automatics switch to neutral when stationary?
The torque converter slips but thats about it
Many bus gearboxes switch to neutral when stopped at a bus stop. It's known as NBS, and a specific gearbox, a Voith, that has really long first gears, switched to neutral around 10-15 kmh
How would i go about integrating a mod with a map in the mod's zip
i want to have time trials for my maps but not as seperate mod
s
You can add as many folders as you want in the same zip, for example
modname.zip/levels/mapname/ map files go here
modname.zip/gameplay/missions/mapname/timeTrial/ time trial files go here
That way you can have both the map and time trials in the same zip
thanks
they still wont appear for my friend, is something im doing wrong? hold on ill send images
So they work for you, but not for your friend?
Are you by any chance working in an unpacked version, and then sending your friend a .zip?
yes
Hmm could be some kind of packing issue then, could you send me the same .zip you sent to your friend?
sure
i sent it in dms
Shows up just fine for me 🤔 Maybe your friend could try deep cleaning their cache? Unsure if it would help, but I can't think of anything else
sorry, do you mind testing one more?
just so i can be sure
Yeah sure
Hello, I've been developing a map for some time and I have one question/issue. Is there any method that I can use to make the roads less bumpy/jaggered? I tried pretty much everything and the roads still came out as uneven. I just want them to have a smooth slope... is there any workaround to this?
You can tell by the lines how uneven it is.
are they decal roads?
Yes
then use the really smooth brush on your terrain
Yes I tried the smooth brush it just makes the road bend inward on itself? Is there a certain pressure setting I need to use for best results?
try the flatten brush maybe or turn the pressure down a lot maybe
Hm okay I will try, the problem is I want the road to go slightly uphill and the flatten tool well, just flattens it
then your just gonna have to try the smooth brush and experiment
I made a new project an i startet with the basic (info and Jbeam) but the game doesn't know thats a vehicle and i even lookt up an tutorial and he had it exactly like me. Why? The game sas Type:"unkown".
Hello guys, does anyone know how to make custom functional gas stations for custom maps? Haven't been able to find anything on it and straight copying how it worked on ECUSA didn't provide results unfortunately
setup the sera with a bx engine slot, everything works but for the love that is all holy i cannot get the intercool to show its mesh.
the part selector works, and the parts work just no visibility. i've been at it 3-4 hours
Help! Why BTR won't spawn when i try to execute the following code?
core_vehicles.spawnNewVehicle("BTR80", {config = vehicles/BTR80/winter.pc, mainVehPos = vehPos, mainVehRot = vehRot})
Would anyone know a lua script for switching the automatic gearbox to neutral when approaching a stop. I am trying to emulate the NBS feature for my gearboxes for the DT40L. They switch to neutral at speeds around 5kmh, when there is no throttle, and change back into gear when throttle is applied
anything that the console yaps about?
I had the same problem exactly like you and you helpt me lol. And for me it was that I writen in the flexbodies the name wrong.
No, console is being a quiet pain in the arse
Just added the bx engine slot to the sera, could it be something with the front tubs?
well i imagine the jbeam names on the sera and bx are different and the intercooler is generally bound to the body mesh and not to the engine
so how would i go about making it see the intercooler, i've already tried putting exy10sera_intercooler in the engines j beam and nothing.
It doesn't call for a intercooler in sera body
ah i wish it was that easy for me lol, i'm telling a car to use another cars engine slot so it's a bit wonky
Defently nothing in my range
im at the finish line, i just need that intercooler to appear
Read this thread: https://www.beamng.com/threads/ultimate-tutorial-on-how-to-make-realistic-roads.97520
the trick is to place a meshroad over your existing road with enough nodes. Then lower it to match your road. In the settings of the mesh road set the break angle quite low like 0.2 or lower. Make your forest and other meshes like the rails invisible for the next task. Then use both the align terrain to mesh tools higher, lower and move the brush along the whole road. Make the brush big enough. Your road should be as smooth as a baby butt 🤗 make your other meshes visible again. You can make the meshroad invisible but keep it for further road changes or delete like you want to.
Maybe it's not really related to modding.
The preview generator makes them different from vanilla previews
Is it possible to fix it?
Are these just custom configs with vanilla parts? If thats the case, then I don't know. Before the latest update, mine worked correctly.
If you are using custom parts, maybe one of them artificially increases the size of the car by having some longer nodes.
I appreciate your help but I've already tried this and it didn't make the road as smooth as I wanted it to. Either way I retried the method exactly according to the tutorial you sent and I got the same results. After doing some reading I concluded that the roads/terrain needs to be pre-rendered on something like blender for them to be perfectly smooth and the tools in the editor don't allow for them to be perfectly smooth... I could be wrong but from reading on forums that's the conclusion I reached
Still jaggered
Use flatten tool in world editor? You can set your height
Flatten tool flattens the road though no?, I want there to be a slight incline
Like it puts the terrain at a perfect angle rather than a smooth slope
Makes the road look like stairs almost
I think it's a game engine thing
Even the built in road architect tool makes the road not 100% smooth uphill
Im pretty sure you miss something or the map has a setup problem. I did all my roads like that an they are smooth. The brush for heighten or lowering terrain to mesh must be at 100% strength and smoothness. Make a test. Build a meshroad with break angle 0 and let it float somewhere above your terrain and use the heighten to terrain brush to see if it works. Don’t save it. You can undo it later. Which size is the map and which scale do you use?
Could be... the map is 4096x4096
I already tried to build a meshroad then the heighten terrain technique it didn't work
Mine is even bigger: 4096*4096 with scale 1.2. that is not the problem. Did you lock the terrain by accident?
I will make a small video. I need a couple of minutes.
Legend bro, and yes the terrain was locked but it doesn't seem to affect anything
I only locked it so I don't move it on accident
Here's the map top down and on the side to give you an idea of how elevated the road is
It's not even that bad maybe a 5/8% elevation and it still creates issues
smooth tool?
The smooth tool caves the road inward and doesn't get rid of the bumps
odd doesn't do that for me
Okay so I loaded in Small Island and did the exact same thing on that map and the road is perfectly smooth
So it must just be a problem with my map but I have no idea what it could be
I guess your maximum height might be to big. I don't know the constraint exactly but the maxheight for a heightmap is around 1000-1200 meters. Your Mount Fujii looks quite high 🙂 If you export your terrain there comes a json with it. There you find your heightscale.
My height scale is 5000
Is that too high?
Well in the case would your suggestion be to restart the entire project with a different height setting?
I think you're right bro
First we should get the max amount. You could export the heightmap and import it with a lower heightscale for testing. Your assets will float then of course.
Yeah I tested it with 2200 and there's already a major improvement so I'm pretty sure that was the problem
I can't thank you enough bro I've been looking for a fix for ages lol
Shame I have to pretty much start over though I assume I have to manually move all the assets around to match the new terrain layout
found that:
https://www.beamng.com/threads/tutorial-level-building-with-lidar.39370/
good luck!
Thanks a lot!
Gave +1 Reputation to @blazing jetty (current: #395 - 6)
Glad to help! Here is the video you don't need anymore 🙂
https://youtu.be/Agc27PZjtc8
This is an example how to make a smooth road with the help of meshroads in BeamNG.drive Worldeditor.
#beamngdrive #mapmaking
Perhaps you find a decent mountain as mesh somewhere and replace the terraformed one. You kill it out of the heightmap, and reimport the heightmap with a new heightscale which you have to figure out somehow.
Yeah I get what you're saying... I'll look into it later but I'll probably just end up with a smaller terraformed mountain (probably just a hill now lol) and go from there. I was taking inspiration for my map from Transylvania and you know how montane that area is with the Carpathians and all... I'll see what I can cook up but right now I'm taking a little break from it
What do i do when blender doesn't let me name two things the same?
@pliant robin You know how to fix?
How can i use my own created static mesh in the road architect model patch selection?
I even can't find the models listed there. Where are they? I found the files but isn't there a way to register my models to appear in the list?
Why would you wanna give two things the same name?
Because the folder must be named the same as the thing you wanna export and when two things in one folder are than you have to name the two things in blender the same right?
Sorry I'm not sure I quite understand what you're saying. A folder can contain multiple .dae's, and a .dae can contain multiple meshes/models. I can't think of any reason why two things would need to have the same name
I'm don't have a good english sorry. I try to explain it diffrent. In the hedlights folder there are front left and front right hedlight but in blender they are two and to export them you have to name both of them the same name like the folder you want to export them (i think).
I will try tomrrow again. With fresh sleep.
They don't need to have the same name. One can be _L or _Left and the other can be _R or _Right
But it still goes in the same folder?
Yeah, they can even be in the same .dae
Bro you just saved my day thanks!
Gave +1 Reputation to @river forge (current: #2 - 319)
is there anybody who is familiar with device trees? Im trying to set up a dual clutch transmission so that it actually uses clutches
So how would i go amout making a jbeam from scratch in blender i have one mapped out but i cant seem to figure out how to give it node name
Hey there!
I need some help with my Pessima mod. The newest release fried the use of manual transmissions with my ev motor. Automatic transmissions work, driving manuals in arcade mode works. Driving manuals in realistic? No.
The entire car breaks and you can't control it at all with this lovely error:
Again, this only occurs with manuals when you drive them in realistic, not however if you drive them in arcade
Have you cleared the cache and used safe mode?
I will try, yeah
Did so, same issue. I re-checked the powertrain files of the normal pessima and it all still is the same. And it works in arcade, which is giving me a headache
Oh my god
A friend of mine had turned on clutch assist. And that apparently can't handle the idea of an e motor with a manual and therefore breaks the mod
Other issue:
I created a material
I edited in the world editor
I save the material
The json file does not get updated
The material is back to square one after a relaunch :/
how to fix that how to fix that im tired please help i dont know what to do with mirror how to fix that
your triangles for your mirrors are colliding with the triangles for the door
what meterial is it for level or vehicle?
Vehicle, made an arch trim piece and a new texture. Worked well before every time when I made a new material, but the code just never updates now when I press "save"
cause its saved in vehicles/vehiclesname/(yourmaterialsfileyoumade
You take it, and replace it with the material in the mods/unpacked/yourvehicle/
Bruhh I am so dense
Thank you!!
why are the roads looping back on themselves like this? its super annoying.
quick question (i hope)
this one mod (dont know which one) adds an LS7 engine to the d-series, but it uses the stock v8 sound
this other mod i have (also dont know the name) adds a few c6 corvets (correct me if im wrong but that is the LS7) that has its own sound
is there a simple easy way to make the mod that adds the ls7 engine to the d-series use the engine sound from another mod? im willing to edit anything
do you have "looped" on the decal editor should be on the right side of screen
nope. made sure not to
you'd have to port over the sound and file, and then you'd have to tell the d series engine jbeam to look for such audio source.
decal?
this is usually a issue with the ground and not a loop. I suggest starting over
that would set it for all d-series v8 engines that use the default sound though wouldnt it? the engine i want ot change the sound of isnt a stock one
then you need to make a mod and make a new d series engine for it.
what do you mean by that?
ok hold on im having some sillyness in carrer mode, lemme go elsewhere rq
Sometimes i run into this, and it's typically caused the ground mesh. I tend to have to restart what i was doing.
weird. it only does the looping thing whenever i reload the world.
check your nodes, you've might of accidently placed one
its not like an actual loop though, for some reason it like auto places a ton of nodes that loop back over the originals. i can fix it by splitting the nodes at the original ends, and deleting that weird bit; but whenever i reload the world its back
it's also not showing any decals in those areas that are looping back
that's odd, i suggest starting over.
it only kind of shows them. its weird
its not me
in that selection there i would maybe use 2-3 nodes
road architect
they are. thats how it works
heres the origin road. made by me
then in this case couldnt i just take some files from the other mod? assuming i just want to use the stock visuals for the v8?
if you want it to be a d series engine, you'd have to edit the d series engine to see the audio sample for the other
so which one do i copy over to edit, to add another engine?
this is in vehicles/common.zip/pickup
(also filtered to only show some files)
question. is there a way to preview/edit the colormap in editor? or do i have to do this the hard way?
Any known reasons for caster and sai not showing up?
Is there any way to use an SFXProfile created in a materials.json to use for the input whine for a gearbox? The ZF I am trying to emulate has a changing timbre throughout the RPM range, and I was wondering if I could create my own event sound with different sounds for different RPMs. Photo for example of what I mean
https://www.beamng.com/attachments/upload_2025-1-3_19-40-22-png.1195589/
no, so long as you tell the jbeam for that engine that the engine sounds can be found here
because if it followed your logic the c6 would override all the other engine sounds and there would be a lot of conflictions
is there a way to duplicate parts in blender and they work ingame too?
whenever i duplicate something it just doesnt load ingame (left side was what i made and right side was what i mirrored over)
i did the exact same thing when doing the jbeam so i know its the mirroring causing it
i even checked the Jbeam and its the same as the other side (bits changed from L to R though obv)
I always mirror, then seperate
they are seperate objects already, but maybe im doing it a different way that aint right
can groundmodel properties be edited with lua in real time?
please help me locate dseries dae i need its drivetrain
i cant find d series in my main folder
did you duplicate and mirror after that?
i did that i think
i copied the part, then mirrored it to the other side
you have to do 3 steps after that
1: applying all transforms (press ctrl+a and the all transforms) (scale only would work too)
Then the face orientation is wrong, so you have to into edit mode, click mesh, normals, flip
and then rename the duplicated part
ah that worked, thanks man your a lifesaver o7
Gave +1 Reputation to @tepid nymph (current: #99 - 32)
the d series drivetrain is in the common folder
Should be named pickup_common.dae
thank you
can i ask again how to fix this invisible thing
Seems like your model only has one side, add an underside to it
You can see here on a vanilla mesh how it has an inside and outside, which is not possible with just one layer of faces
(Left pic is the full mesh, for the right pic I deleted the front half of the mesh)
I turned on Face Orientation to see it better. In-game you will only see the blue side of the faces, while the red side will be see though like your hood
how can i see that
The face orientation? It's in one of the settings menus on the top right
Add an underside to your hood, so that it can have an inside and an outside
so copy and paste it?
Hm well no, but I quess a simple - though not irl accurate - solution could be to copy paste the hood, then for that copied version, selected all the faces and do Mesh > Normals > Flip to change the direction of the faces
That way you will have one version of the hood with the faces facing one way, and another with the faces facing the other way, so it will look like it has faces on both sides
However what I meant was actually modeling the underside of the hood yourself
bruh im cooked anyways thanks
Gave +1 Reputation to @river forge (current: #2 - 324)
Hi guys, this may not be the right chat and if it’s not, I apologize please re-direct me if you can. I’m looking at getting a paint scheme designing job for a smaller team in Nascar, and I made a sample scheme and I’m trying to get a render of the scheme to send to the team reps. I spent the last 3 years working on paint schemes for the varying Nascar mods on BeamNG (Gen 6 Camaro, Mustang and Camry, the Next Gen project that came out in August just to name a few) so I figured asking here would be appropriate, but if I’m in the wrong place again I apologize.
My main thing is I have this render image I took on Blender, it’s my first time trying to do this, I was just wondering what I can do to improve on this. I know you can load backgrounds in, I haven’t quite figured out how to do that or what I want, but mainly I just want opinions on the resolution of my render. Does this look about right, or is there room for improvement? I was mainly looking to have it not be fuzzy, be a clear render, but if anyone has any tips/suggestions it’d be greatly appreciated! Thanks in advance!
if you mean like a skybox backround, if you wanna use this i can show you how to use it
ill show what it looks like
@tacit halo you around?
im playing minecraft
understood, if you get a free moment later i just need a little help setting up a glow map. i redid the DRL'S on the etk800 and i want to set them to cut on when the car cuts on, currently they just stay on. also i redid this because it looks fire and we both know that last one wasnt the greatest
uh i suck with glowmaps
you dont say
shiiii lol
multiplayer mc
Use running for the simpleFunction
hmm can you help me lol im struggglginngggg
ive been trying to get it to work for the last week and a half
Change this to "running", it will activate the glowmap whenever the car is, well, running
And read this, it helped me a lot #modding-general message
That should do the trick yeah
i have to make the off map and add it give me one moment and ill let you know how it comes out
im changing the colors on the drl's on the etk800
so i make a secondary material as off correct
Yes
Oh no the mesh only needs one material
It doesn't need to be an actual material, just a name to let the game know what part of the model should be affected by the glowmap
This should be the same as the material on the mesh, and then the actual visible material will be controlled by the glowmap
im doing something wrong because its still now working
its weird, the oem headlights arent assigned to a glow map in the headlight file and they just work but as soon as i did a twist on it it hated it
anyone know why my info file isnt working?
Idk but maybe the induction type is it
So question if i wanted my wheels to connect to node nl16 and nl17 with no suspension how would i go about doing that
where would i put the picture to get it in the file to get it to show up on the main view
I only make Maps but I can try to help, can you show the folder of the mod?
you need to put the image you want in the cars folder (with the Jbeam files and that) and name it default.jpg
pretty sure thats it
that only works for the variant i believe not for the main
ive got it named Default.png rn and its not working on the main just on the variant
try default.jpg
oh boy oh boy...sure seems like a good mod from the background
hey man could you help me?
ive never modded before, and i just wanna do a quick installation
i can maybe potentially try
i have little to no modding experience besides installing mods lol
Hello all
Ive tried to create my own livery for the Carbonworks F4, and I have seemed to follow all the steps to make it however it does not appear as I made it in Beamng. Does anyone know if I have done anything wrong or anything that I have missed out?
The video I followed: https://www.youtube.com/watch?v=738Qgp3nUPM&t=776s
This video was made for the intent of usage for the Formula 4 event hosted by BeamTC, and for nothing else in particular. It is not too professional by any means, but it is short and simple, and hopefully informative. If you'd like a copy of the format for the F4 vehicle, these two links include a png for the F4 car frame, and the zip file forma...
What it looks like
What it should look like
Seems like most of the textures are fine, and it's just missing your colorMap, the one shown in the bottom picture
First thing to check would be the file path. Does the location of the .dds in your mods files match the file path listed for the colorMap in your materials.json file?
this sounds dumb but maybe remove the # from the name?
might not work for you but i always had issues with textures when they had symbols in their names
ill try
would no.66 work?
@jade thorn
What is the file path of the colorMap inside the materials.json file?
.png
Your colorMap texture has teste in its name, but in the materials file it's test, without the e at the end :P
Also the materials file refers to another texture (c.data) that is supposed to be in the test folder, but in another screenshot you sent, it seems that folder only has 1 texture (b.color, not any c.data)
Also the file name in the materials file doesn't have 66 in it, and the way you named it here will not work. The file name needs to end with _b.color
(Yours ends with _b.color.66)
so i cant add on anything to the back?
No
And the file path and file name in the materials.json file need to be the exact same as in your files
Now make sure the name is the same as in the materials.json file. That one is called fr04_skin_test_b.color, but your texture is called fr04_skin_teste_b.color
OH
I DIDNT NOTICE THAT
anything else?
This
I have problem with adding brakes what i need to add to suspension, wheels and brakes jbeam???
i dont understand what to do
in suspensions I've added pressure wheels, in brakes tho code looks like this, and 3rd photo is the code of wheels, what I need to add/change?
This file does not exist - There is only fr04_skin_test_b.color and then your jbeam and json
I spotted these in one of your other screenshots, I'm guessing those other two black and white textures are supposed to be your clearcoat and opacity maps
yes
Well I don't see those here :P
its a seperate zip file
Why?
tutorial said to do so
what do i do with it
Uh, I guess that would work, but there is really no reason to have them in a separate .zip, they can just be in that same 'test' folder
Make sure those files are in that location - I'd suggest putting all textures together for ease of use
they are
Well you should be all good then :D
Thank you so much!
Gave +1 Reputation to @river forge (current: #2 - 327)
Btw if you plan on sharing the mod, I'd still recommended putting all the files in one .zip, no clue why a tutorial would advice against that
its not appearing in agrage
nah its my own custom livery
its not there
But it was before, right?
Here
no its now
it should look like this
Yeah I meant, it was in the selector before, right?
yes
i reactivated in in my repository but its the normal skin
Did you change anything in the .jbeam? None of the changed made in the materials file should change wether it is in the selector or not
no
Hmmmm I'm not sure then, sorry
???
"what I need to add/change?"
What do you need to add/change in order to... do what? It's a bit unclear to me what you want to do exactly
brakes dont work
Any devs willling to help me figure something out related to modded cars in career?
anyone know a good way to make a skin
i wanna make one for the bolide and maybe the H series but am struggling because i know nothing about modding
And what is it you're trying to figure out?
I am just having weird issues with mods in career. I have built info files for my modded cars from other creators. I have them showing up in the dealership, and able to purchase. One of them when I buy the car it doesnt get added to my garage, but spawns in my yard. 2 or 3 of them wont let me paint them. They either revert back to original or give me patches. Is this related to how my info file got built?
Hmm I'm not sure, could also just be a problem with the mod itself
I thought the same thing, but they all work perfectly in free roam. Is there anyone here who may be able to lend me hand? This can't be black magic to everyone. LOL
They also are not modland junk. I spent way to much time finding reputable modders. So i feel like there might be an issue in one of the files, but I am not a modder, or codeer so I am also not too sure.
okay I found the problem and i fixed it so you don't need to help me 🙂
any ideas why does this happens?
i would guess one of your road decal is misssing a texture
not one road all of them
oh is it when you zoom in or out?
whole time no matter what..
i'm new here, is there a vocal channel or something i could join to talk?
just in a few sections of roads or did it broke worse then on the picture?
like my current guess is one of the layer as a missing texture
No, only text
Bummer, but i think i undertand how much of a moderating night mare it could be
Side note, i'm having my own problem with a map i was working on. i'm working on a map based on johnson valley, i did all the necesray modification to the files to have my map selectable in the freeroam munue and it worked for a few weeks. rencently i fixed a cube map issue i had since i started this project and now my map is unaccessible.
i really don't know why, i'm trying everything bindly and backing up as much as i ca,
update, still broken, i can see "it" with debug check on the freeroam menu, but it spawns me on the default template map instead
Hey is it possible to make a mod that controls every light on a car individually? So have a keybind for every different light? Or have prerecorded sequences for lightshows
Definitely
i think it would be possible, tho it sounds liek it could be a bit of a pain. but using the special key mapping, all the aniamtions are technically there
alr
How do I fix the torque conveter automatically slipping when using high throttle? Im trying to emulate a W3A gearbox from the O305
All roads, no exeptions..
Does anyone know if i need to flip text when creating a F4 mod?
Is there a way to change the materials of these kinds of objects? For example changing the sections that use road_concrete to use road_asphalt instead
how do i fix the wheels
i rescale the whole model now i adjusted also the suspension but the wheels idk how to reposition them
anyone know why changing the samplename of a modded car turns it into just a body?
used to be a huracan STO, but now is just this
i have a mod that adds a blend called as it's named in the image above, but for some reason it seems like it's causing the car to not load properly
never seen that one lmao. what does the console say? its like something in the name you changed has broken the files
tbh slipped my mind to check the console. but it didn't report any fatal errors which would have appeared on the top right
Doesn't matter, there could still be a bunch of useful stuff in the console
Change the sample name to not use spaces and special characters
V10_lambo_exh
even when the file name has spaces?
the mod itself replaces the vanilla vehicles just fine tho
special characters are a pretty common thing here and seem to cause strange issues nearly every time. would be easier if they either broke things the same way 100% of the time or just worked fine to begin with
i have some 3d model questions
how do i keep the shrinkwrap shape and merge it to the body without it freaks out
how are you able to paint the actual terrain? i know there is the terrain painter but it changes the texture of the terrain, but not the base colour
(this is coming from modding the eca map)
well you would need to make a custom terrain material
alright ill look into those
are there any kinds of guides on these "custom terrain materials"
i feel like there should already be terrain materials considering this is east coast usa and the entire map already has grass in it
i also feel like ive done this before but i just cant recall what i did
after 2 hours, i can deduce its not something with the terrain material because it changes relative to whatever the physical terrain colour is itself and im wondering if i have to edit the terrainblock or somethig
Colour is done in the terrain base texture in the new system
The terrain materials are gray scale
forgive me but i don't really understand what that means
not really one of the experienced guys in map development
so what should i do
lichi covered that, remove the special characters in file names etc to start with. in some cases, numbers are considered special characters at the start of things too, so keep that in mind. post the console after you have gone through this if there are still problems
Anyone know how to fix the converter from slipping when using throttles above 80%? Apparently it was added for smoothness when shifting or something
https://media.discordapp.net/attachments/710083442834145280/1325709278153150636/image.png?ex=677e17fa&is=677cc67a&hm=d3cf05ddc7b85629543939343ceb0fc532d2a6f0cb95b31f9d96205a4a334895&=&format=webp&quality=lossless
How do I know the version of the game beamng drive?
It says the version at the top of the launcher, and bottom left of the games main menu
- there is a version.txt file in your userfolder that has the game version written inside
How do I change the game version?
Terrain materials are made up of multiple textures per channel (colour, normal, heightmap, roughness, ...)
Those textures are usually: base, macro, detail (and 1 I can't remember)
The base texture is an overview of the entire terrain of the map
That is where colour information is stored, the other textures of that channel are black and white to support whatever colour the mapper chooses in the base texture
In your Steam library, right click, go to properties, then betas, there are 3 old versions to choose from
i want 0.33.x how ?
You can't, the only available versions are the ones in the screenshot I sent
Why would you even want 0.33?
Download mods
You can do that in 0.34 too, I don't think many of em broke
How please
Does anyone know of an example (code snippet or mod) that i can use to connect my vehicles screen .js to a vLUA controller? Or even a geLUA extension would be acceptable as well. My controllers work, but my js isnt receiving my triggers.
Every PBR map has an overlay texture that determines color.
You can still color things individually with a single color overlay for that texture specifically; but it but it will look far less smooth on color transition.
Typically this is done for asphalt roads tho because the hard edge looks accurate for pavement
i would assume the gauge sweep would be handled by the .js
i just realised that this is not #game-discussion-1 sorry
please help me fix the wheel position
yeahh its about to be done
please say you will put it on the forums instead of the site shall not be named
not for me but because the forums lacks any other pickup mods
if you will
wherre did the model come from btw?
been looking for one for a bit and this one looks quite accurate
its a secret
idk man its my first mod and idk what to do with it
tbh i dont wanna talk the mod in here you can just dm me about the mod qna
if you just ever do release mods, even ones after this one
always do it on the forums or the repository
oooooohhh thanks for the suggestion
Gave +1 Reputation to @unique zealot (current: #101 - 32)
also use this #mods-faq message and make a thread for it here on discord
thank you
probably this one
nahhh
i am lost about the shading
this is assetto right?
right click and shade autosmooth
No
where is it
Sketchfab
nice
already done so and yeah, no change
ok go to the right side of blender and click the little green triuangle and go down to geometry data and see if it has custom slit normals if so click clear
seems to have fixed it
yea custom split normals always breaks everything lol
i might choose textures before jbeam
yea i would doesnt hurt
i mean i can always help you if u want
thank you so much brother
Gave +1 Reputation to @heady trail (current: #57 - 46)
i did ask subie a few days ago and theres 2 uvs, 0 and 1, 0 being the material and 1 being skins so i think i can get it mostly done
I meant with the jbeam lol
oh
ig you could tell me whether or not its a good flow or not
im gonna redo it again
although probably not right now but i will ping you when i get it
<@&710084482031550547>
I was away for one second what happened lol
someone posted telegram page
telegram with a scam link
and i do believe i fucked up the jbeam somehow
Looks like your top beams have too much beam strength
what beams
How you do that lol
honestly i have no clue but i did backup
even if its not accurate atm
i am gonna redo that jbeam though, that can be a temp one
Yea fine tuning sucks since your shape is so basic you could just make a copy of your object in blender and delete the faces and use it as a jbeam
yea just needs supports
i deleted it already now im questioning my choice
lol i do that a lot
yeah im gonna call it there and continue probably tomorrow
i'll give you a ping after ive done the basics
what if the mod seems like its too low quality?
ight u can also just dm me if u want bro
bro there are some really low quality mods on the forums
i do prefer it in a chat like this in case anyone else needs it
the forums is still better to post it on
any examples?
also, do i just ask for help/contributions/feedback etc.. or redo my mods if they're low quality?
i mean im willing to help anyone bro i hewlp people all the time in my server
right i see a lot of people having their mods done by more than 1 person as in assistance for the mod
yea i do it without asking for recognition tho im not like that
😭
Not hating at all just an example its also from 2014 lol
that is fair but it reminds me of that motorbike meshslap
the one that was a 4 wheel car but with a motorcycle mesh on it?
yes
yeah older stuff tended to be made worse than current stuff because we're all just constantly evolving over time
though there was good stuff even back then of course
garfield heights 
True that and i swear some of the old mods were amazing
Ive been making a rework for it and i wish i could get ahold of the creator
it would be such a shame for that effort only for it to not be released because you cant get permission
Swear lol i made it like 4 times bigger and fixed a lot of stuff
do you have any screenshots
Nah not rn its been on the back burner been working on my old mods ill see if i still have it installed tho
fair
well i guess i shouldnt have cleared my cache lol all my work is bye bye but it was easy so i can redo it pretty quick
i think i did that too, i was trying to make the papers please map
well all i got back was the heightmap i made lol
damn
So im trying to use the biome tool and it seems stuck at 0 percent any advice or troubleshooting tips?
Where da grass
I did edits to that map and then completely lost motivation
Well I haven't done the whole thing yet it's a 4096x4096 height map gonna do it as I go but can't see to get the stupid biome tool or forest editor tool to work
Also I'm using my own terrain material and painting as I go haven't done grass yet
oh
I don't have a single clue on how to make a car mod is there any guides or anything that may help me make one?
There’s the official one (kit car) on the beamng website
I don’t know about lighting but it teaches you about the basics of jbeam
f this wheels bruh i tried everything but the nodes wont even budge please help
Front or rear?
both
And how did you tried to move the nodes?
i rescale the car but now everything is done i cant fix the wheels nodes
changing numbers?
and blender plugin for jbeam too
tried everything but they dont do nothing
(Basic troubleshooting steps) have you saved the file and reloaded game?
man i dont know how any of you do any of this 😭 you guys have talent
Start with a part mod like a bumper
i suck at these nodes thing
Tbh Beamng’s mod tutorial are quite difficult to understand
Yeah i was replying to the other guy
also no real guides on yt or anything
ow
ye
no clue on how to do that
Probably
so basically im fucked?
This video will show you how to:
-Prepare the files
-How to edit them
-How to edit the jbeam of some parts
-How to publish your mod to www.beamng.com/repository website.
Software used in the video:
WinRAR - https://www.win-rar.com/start.html?&L=0
Notepad++ - https://notepad-plus-plus.org/downloads/
NodeBeamEditor - https://github.com/RORMasa/No...
thank you ill check it out
Gave +1 Reputation to @unique zealot (current: #96 - 33)
https://youtu.be/w74NJmBfFtg?feature=shared this is a good one too although an hour long
Fillman86 did some tutorials (I think, I am not sure)
he did nothing i understood tho
Yeah…. It’s tough the firsts times but it will get easier as you will gain practice
How have you rescaled it?
nah i dont wanna do that
Welp 🤷♂️
- you shouldn't need to move the front, you want to line the model up with the front and then use node offset on the body rear suspension slot to move the rear into place
oh i see so i can move the rear but not the front?
you can move the front but its not wise to, you need to line the model up with the front axle then use nodemove for the rear
why is it not nice
You can also start with skin mods to learn a bit about the file system
cause thats the front subframe which also will move the engine placement, driveshaft placement, and various other things that go for the front other than the suspension
i already moved them 😭
perhaps
i was mainly thinking of making basic traffic cars for me and my friends
if you want to move them both then you need to go into the body jbeam and add this line of code to the suspension slots.
but ill get into learning the small stuff first
that seems alot of work but alr
It’s a big first mod tho
{"nodeMove":{"x":0.0,"y":0.613,"z":0}}],
like this
(["pickup_suspension_R","pickup_axle_R","Rear Suspension", {"nodeMove":{"x":0.0,"y":0.613,"z":0}}],)
x moves on x axis, y moves on y axis, and z moves on z axis
okay ill try this out
its general good idea, to always line the mesh up with the front axle and then move the rear into place.
thank you if i cant really do nothing ill try this out
Gave +1 Reputation to @distant pendant (current: #58 - 45)
Your best bet is to learn with small stuff (as you said) and then combine what you learn in different projects
if its just a mesh slap, this is the only way you should move the suspension
otherwise your going to break it
i don't recommend blender jbeam editor for beginners. it's quite difficult to understand and is a bit wonky at times. If you are not familiar with how to use it, it's very easy to break the jbeam.
I mostly use visual studio code to edit jbeams and then reload the game to see the changes i've made.
i havent broke a jbeam using it its just wont work or it will work i can say im familiar with it
so let me take a guess
yeah i skipped coding
you import the jbeam into blender and you hit import all parts, then you are selecting all parts of jbeam and moving them.
not really
whats your method of trying to move the suspension currently
have you guys considered : slot offset
well slot offset or node move on the slot is kinda the same yes?
thats how this fat fuck has a suspension
its just 2 differrent ways to say the same thing, yes
you can't really select the entire suspension and move it in the jbeam blender eidotr
yeah i just did it idk how it worked
each part has to be individually selected, then in edit move you select the nodes and then move. and then export and repeat this for each part of the jbeam
selecting it under object and moving them won't do anything
i suggest never doing that for moving suspension, like @tacit halo said and i said earlier, just use nodeoffset
it will work but only for few things
you need to listen
alr
yeah yeah
im saving you the trouble of trying to do it the hard pointless way
is it this line?
no the node offset should be on the body/frame
okay thank you
this will only offset the wheel not the entire suspension
you didn't leave it under that "front wheels slot" right?
you went into the body jbeam and added it yes?
rear only
no what i am saying is you didn't add nodeoffset to the wheels did you?
ya
its alr in there
can you show me a pic?
anyone know how to fix this?
Apply all transforms on ur body in blender
Also why u got wheels attached to the body
I am still at the start I will remove them later, but I wanted to fix the rotation first
Yea just apply all transforms in blender
but somehow it always shows up like that in beamng no matter how I rotate it in blender
You have to apply all transforms click on your car then object towards the top then apply and then all transforms
I tried it a few times with different directions sadly not working
so anybody got a idea why my mod cant find almost any part
says missing flexbody for almost everything
in blender the car is perfectly aligned with the etk i series but in beamng it turns 90° up
cntrl a, apply transform and rotation
in blender
even though you move it in blender, it won't apply till you apply all transformations and rotations and re export it
because the objects names aren't matching what the flexbodies are calling for
where do I apply transform?
they are, after i updated DAE it broke
Bro me and Badman have told u already
even restoring the mod to a earlier ver
select all, in blender, hit cntrl A - apply all transformation and rotations
its the same
show me the flexbodies in the jbeam and the model names in blender
thats collection
show me the mesh name
and show me entirety of it. not just a line
Thank you guys 🙏
what do you mean by that
also the second pic isnt a flexbody its just a jbeam name
search for "flexbodies"
correct you need to do it for each jbeam
tho all worked properly
and on other testers it works
i suggest you watch this tutorial
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 ...
a car mod is the last mod you want to learn on how to mod.
always start small first.
i am a modder for 2 years now
i was tought to mod by a pro
then your good
i have expirience is what i want to say
but i dont know how to fix this
all i suggest, is double check your materials, your naming, and your flexbody callings
That's a straight lie if u don't know where flexbodies are
they need to be exact
i know in other jbeams, never looked for them in the body jbeam
all jbeams are setup the same
Its the same in every jbeam
ik but other jbeams dont have this much slots
because the body has almost all of the slots
all i'd say is double check everything
also make sure your mesh actually exported
mesh did export fully
welp found the problem
its not naming, nor some other stuff
re exported for the 5th time and it works now
thanks guys!
always double check
enable JSON with comments
ah didn’t realise it was fixed
not fully
some parts still dont appear
but i have help from a unnamed hero
on these attach to body nodes is the first set of nodes (fx4r) referencing the subframe and the 2nd set of nodes (f10rr) referncing the body?
hard to denote from just these images, do you have the jbeam file for the body as well?
if those nodes are in it then yeah
all im trying to find out if the 2nd node names are the attachment nodes for the first set of node names
yeah but to do that you need to check if those nodes exist on the body jbeam
i dont think your understanding what i am saying
all i want to know if the 2nd series of node names are the attachment nodes.
not if they belong on the body
by second series do you mean f10rr, f12rr, f1rr and so on and so forth?
like the ones past the comma
well then those will be part of the structure of the body, which will have a beam connecting them to the nodes on the subframe jbeam
so they'll be defined in the body jbeam which is likely in a separate file, and these beams connect the two
im working on a ford bronco mod and i cant get the frame to show up someone help please
check flexbodies and are you using vs code with the jbeam editor and jbeam syntax to check for errors in the jbeam
i have the blender jbeam editor and this is my first mod so idk what the rest of that is
Download vs code and then opewn it and click the bottom thing and search jbeam and install them both then open your jbeam
done
0 for each
hmm what vehicle did u start with as a base and what does ur jbeam look like
i used the d series standard frame as the base
and you wanna see the jbeam in blender or the actual code
Actual code
you need to add a folder inside of bronco_r named vehicles and then one inside of it called pickup then put your jbeam in there
nothing
well are you trying to load it through the pickup ?
then it neds its own main jbeam and an info file and a couple other tthings
what things go into the info file and i already modified the j beam to fit my frame
i mean you need a main jbeam like just bronco.jbeam like the pickup has its slot type is main you also need a default pc configuration file a lot of stuff so ytou best bet is to copy stuff from the pickup and rename things
what all do i need
um the main pickup.jbeam default.pc and inside the default.pc see what the default config says and find the info.jason for that file and if i am remembering correctly thats all and the main info.json
Would anyone know a particular way to shift all the suspension back on the barstow?
Use not move on the suspension slot in the frame jbeam
Anyone know why my materials wont paint onto the terrain
Not move?
I'm gonna need a bit of help
like this where it says pickup suspension r
Ohh alr, wait does this work on the unibody Barstow? I did this for my Soliad SUV mod
It works on any vehicle or slot
Its not working for mine, its just removing the body altogether
You must have a syntax error then did you type everything correct
Exactly how you had it, just set the Y to 0
That's from the beam ng documentation so it def should work fine unless you have a syntax error
Oh, I probably did something wrong on my end then
Does this look half right?
Oh, holy that worked
Thanks! I'll def be using this from now on. Thanks for your time :>
I've taken 2 coding classes and still cant understand it. The pain
This is def gonna save me time
It can mess some things up but mostly will be fine
Yea for what I'm doing it'll be just fine
You need the right plug-in and program. Since I’ve switched to visual studio code and use the jbeam extension I’ve never had syntax errors again
well you can still have syntax errors with no error message in vs code ive been using it since the jbeam plugin came out Its not a one stop[ fix for syntax errors
what syntax error does it not caught
unless you meant general json syntax error then u can just put vscode to read jbeam as jsonc
quite a lot i spend a lot of time helping people with syntax errors who have the addon
you should list a few then shove it in an issue in the plugin's github
i will when i have time cause i do spend a lot of time helping people with em cause it happens a lot i guess ill write them down as i see them from now on
You are missing some folders, last part of the file path should be /unpacked/modname/vehicles/carname/ parts go here
Also your frames internal name seems to just be Bronco_R, I'd suggest making that Bronco_R_Frame and reserving Bronco_R for the main jbeam
I’ve spent a lot of time with jbeam, even before using visual studio code so that’s probably why it helped for me.
yea im mostly able to get everything without errors but other people man sometimes they cant even when u tell them exactly what to do
im sorry i cant help more but uh do you have any lighting? are you sure its not painting and you just cant see it? if you try no texture, does anything happen (warning_material)?
I'd highly recommend using the vscode extension for jbeam. It'll alert you of jbeam specific syntax and formatting errors.
Anyone know how to make really nice neon lights like the ones in the showroom map mod? Like are you able to import lights from blender to beamNG and they’ll work?
No you can't import them at all. And they are made using emissive materials and spot light props
Okay thanks, because all I’ve been using is point lights and emissive anyway, so thanks
Gave +1 Reputation to @brittle warren (current: #27 - 78)
How do i make walls (in blender) on a building, not see through, (from inside it appears as a closed room, but from freecam outside the walls are one sided)
add the solidify modifier
thanks
Gave +1 Reputation to @unique zealot (current: #95 - 34)
sorry, where do i do this?
thanks
didnt work, maybe i did something wrong?
in object mode hover your mouse and press control A
ok
Applied and still not working
did alot of tests today so maybe im missing something cus my brain is fried
why do you want to have it closed entirely in the first place, I dont think it matters that much if you can see in from the outside which based on the images, you wont
the light comes in
click "face orientation" in the middle menu in the top right in blender
if its blue, it's ok, if its red, the faces are inverted
ok select the faces and press shift N
the red ones
i did, it didnt do anything
open the menu and select "Inside"
sorry, what menu?
after you press shift N
nothing happens when i press shift N
press it again and then click the option after it shows up
absolutely nothing happens whenever i press it
press it again
ive pressed it like 25 times, my man lol
yes, theyre selected
ok so press shift N and then select the box that says "inside"
my man, nothing happens when i press shift n 😭
have you selected the box?
yes the faces are selected
the box named "inside"
it appears in the bottom left
okay, but for me its not appearing anywhere
idk how many times i need to tell you.. that box does not pop up.. in the corner...
record what youre doing
okay one second
its in this menu btw if you want to use that
couldve started with that 😀
its the same result
also, saying i had to be in edit mode probably wouldve helped
okay ive pressed inside, theyre still red
record what youre doing this time
it doesnt look like you have them fully selected, press 3 and then do it again, or go into xray mode with Z and do it that way
use face selection for and manually select all the outside walls then recal
vertex select mode wont work have to use face select mode like badman said
your not listening
use face selection and select only the outside walls and then recal
im listening just fine, im not understanding
yeah no, listen to badman and also this time dont do the inside
that was if it never worked the first time it should turn blue
since you've selected the entire thing you've inverted the inner walls to red and the outter walls to blue now
where was if you select only outter walls to turn them blue only
okay, theyre blue now
and the inner walls are blue?
sorry i was broad, the outside is now blue and the inside is red
undo your previous actions untill the outside walls are red again
dont go into wireframe and highlight all
stay in mesh view, and manually select all the exterior walls and then recaluclate
outside exterior walls
my bad*
when i do this, the interior then turns red and the outside turns blue
the wall is one big texture, the inside and outside are not seperate, could this be why
sorry if im frusturating you, i know very little about blender
you put a solidify modifer on yes?
correct
does the modifier still show up when selecting the mesh?
your fine, people did the same for me when i was learning
select mesh, go the modifier you have on the walls.
and take a pic of the modifer that you have for the wall
hit this down arrow and hit apply modifier
click control a when hovering over the modifier also works
then try again by selecting only the side walls
its darked out, so i think its applied already
it'll go away when its applied
cant be in edit mode
^
ohh okay, yea i got it let me try selecting the walls again
it will disappear when it applies
Gotta love when this happen
when what happens
What happened looks fine to me?
how do i exactly select just the outside walls, becasue when selecting it appears to select the inside aswell, since its one big connected texture i assume
do you know how to make it so your selecting faces instead of verts?
no
press 3 in edit mode to select faces
then manually click on the outside red faces, hold shift to select more than 1 face at a time
okay, i see
All the textures
all the .001 textures
I fixed it tho..
well according to the pic u sent there werent any at all
just do bulk rematerial
huh? Thats a thing?
Well you cant see that in the pic u sent whatsoever
okay i did it, but the outside sill appears blue and the inside red, if it really comes down to it i can just put the map inside of a large box or something
when i get home send me the file i'll take alook at it
okay
it looks like your solidify didn't solidfy so its still just one thing mesh
quit importing seperate colladas with the same material put em in one dae
you can also, just go prefences, clean unsuded data blocks to remove any unsed materials
well when he imports it he has to go manually change the names back then he can but theres a script in here somewhere that does that for you most of the time
Script?
Yea or just do it manually and make ur dae the right way and you never have to keep redoing it ive never seen someone have this much trouble with it before
🥲 im procrastinating so badly here naming all the nodes
yea lol node naming sucks
the sooner the better
ive renamed all the nodes and
why isnt the blender plugin exporting them correctly
whats it doing
ight
basically what i said, it's not exporting
am I missing something?
i do know about the nodes and the tris but i just want to export it as it is
Ok you made that from scratch right that version of the exporter wont do that i use this version for that https://github.com/50thomatoes50/BlenderBeamNGExport/releases
it's not 100% from scratch per se
i mean if it has an original jbeam
the structured jbeam file was the same but i rebuilt the nodes from it
nonetheless
here is a thanks, for bot purposes
Gave +1 Reputation to @brittle warren (current: #26 - 79)
Lol use the one i send trust me it will work just have to give it strngth values and stuff
well you need nodes for that lol
Yea but only like 8
well the beam strength but yea id look at how the flatbed mounts and kinda reverse engineer wher the beams from it go
also, which nodes would be best to attach to, the left & right or middle?
i would do all of em do the left to left right to right and middle to left and right
just a bit lol
lets get the triangles first