#modding-general

1 messages · Page 12 of 1

eager scarab
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I did one with a kangaroo and that imported in fine

crystal wraith
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how badly do you want the portal animated

eager scarab
#

like that worked fine

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I can live without it seems to be my only option rn haha

crystal wraith
#

extract this and use this then

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its an obj, should import fine

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im sure you can figure out how to make it animated on that other one one day

eager scarab
#

I tried this also tried this and got same problem but we will see

#

Yeah it's no big deal

crystal wraith
#

wait a sec before you import it

eager scarab
#

jsut thought it was easy, since putting animated characters in is a drag and drop I thought was gonna be simple haha

crystal wraith
#

ok i see why that one didnt work, lemme find a dif one

eager scarab
#

none have worked for me that's why I made a custom one

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and I'm not good with all this technical stuff so it hurts my brain

crystal wraith
#

level*

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if not then... idk i tried i guess :/

eager scarab
#

surely it works it seems proper

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you beautiful human!! But why is it blurry😭

crystal wraith
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😭

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thats just how the model is, there was other portals but they all looked dumb

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like hyper realism or something

eager scarab
#

I tried that first one and that was blurry too

crystal wraith
#

here let me try something with that portal

eager scarab
#

That's fair

crystal wraith
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goto material editor, and find the portal texture

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try and see how the glow makes it look

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make sure to save the texture at the top next to its name

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can change the color under glow factor aswell

eager scarab
#

Why is it not coming up for me

crystal wraith
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click the portal and just try clicking this arrow

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but find the purple portal, not the obsidian

eager scarab
#

tf is xdrive

crystal wraith
#

idk lol, try unselecting it and searching portal

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i mean this isnt needed or anything but would make it look cool

eager scarab
#

not coming up for me😭

crystal wraith
#

eh oh well not a big deal

hushed bridge
#

im trying to make a skin but im stuck here

crystal wraith
#

enjoy the portal ig lol

hushed bridge
#

its not appearing in the editor

eager scarab
#

hahaha

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nah thankyou bro I appreciate the help

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means alot

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I can use this until I find someone that can make a animated one

crystal wraith
#

yup

hushed bridge
#

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
    }
}
eager scarab
#

I'm glad I don't have this guys problem tho

crystal wraith
#

yea sadly i cant help with that guy

eager scarab
#

Alt f4 might be needed

digital basin
#

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

shut pollen
shut pollen
hushed bridge
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ciytbus_RTA
didnt notice this

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i hate and love at the same time how our brains just ignore minor errors

digital basin
shut pollen
shut pollen
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maybe not, very hard to sift through on mobile. one sec

hushed bridge
#

the docs didnt say to remove it so

shut pollen
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persistent id is how the editor knows what material everything is (simplified from memory, probs not 100% correct). did you clear cache after that?

shut pollen
# digital basin

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?

hushed bridge
#

and that makes sense

shut pollen
#

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

hushed bridge
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ok i figured it out

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i have to apply it in the config editor

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i was about to say it would be nice if it said that but turns out i just skipped the entire paragraph

hushed bridge
#

ok so now this is happening

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does it need to be the citybus material and not citybus_main?

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ig its worth a try

hushed bridge
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ok finally got it working but theres this weird dirtiness

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its the same colormap as every other skin but its like this for some reason

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it appears to be the specular map

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ok for some reason despite the json saying "version": 1.5 it chose to be version 1

old tinsel
#

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!

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There is also that little glowing bit in the "middle" between the two lamp sections I gotta fix

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I gotta get that sorted out, then I'll make some nice amber lenses texture for the middle bit

unique zealot
#

The portal

rancid knot
#

Do anyone know where to find dae file with Nomi gtrx, gtc, and gtt in it and the jbeam files?

old tinsel
old tinsel
#

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

frank hawk
#

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.

little portal
#

would it be possible to change this value based on the drivemode?

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so basically setting a variable thru the drivemode

inner heart
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it will always be a range of number

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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

little portal
inner heart
#

oh

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that idk but i feel it’s possible

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modern etk have drivemode that changes between awd and rwd

little portal
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Yea but thats thru an electronic splitshaft

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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

crystal willow
#

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

hushed bridge
#

how is it not lined up perfectly everywhere

crystal willow
#

bruh

little portal
#

Tf you mean bruh its like a minute of work

river forge
crystal wraith
#

anyone know why my spawnpoints do not appear

onyx rover
#

accidently sent it in the wrong channel originally

old tinsel
#

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

little cedar
#

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

little cedar
little cedar
little portal
#

The torque converter slips but thats about it

little cedar
crystal wraith
#

How would i go about integrating a mod with a map in the mod's zip

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i want to have time trials for my maps but not as seperate mod

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s

river forge
crystal wraith
#

thanks

crystal wraith
river forge
#

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?

river forge
#

Hmm could be some kind of packing issue then, could you send me the same .zip you sent to your friend?

crystal wraith
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sure

river forge
#

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

crystal wraith
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just so i can be sure

river forge
#

Yeah sure

hallow snow
#

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.

hallow snow
#

Yes

brittle warren
#

then use the really smooth brush on your terrain

hallow snow
#

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?

brittle warren
hallow snow
#

Hm okay I will try, the problem is I want the road to go slightly uphill and the flatten tool well, just flattens it

brittle warren
#

then your just gonna have to try the smooth brush and experiment

proven igloo
#

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".

lilac pilot
#

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

distant pendant
#

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

hard radish
#

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}) 
little cedar
#

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

tacit halo
proven igloo
distant pendant
distant pendant
tacit halo
distant pendant
#

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

distant pendant
distant pendant
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im at the finish line, i just need that intercooler to appear

blazing jetty
# hallow snow Hello, I've been developing a map for some time and I have one question/issue. I...

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.

scarlet folio
#

Maybe it's not really related to modding.
The preview generator makes them different from vanilla previews
Is it possible to fix it?

heavy swift
hallow snow
# blazing jetty Read this thread: https://www.beamng.com/threads/ultimate-tutorial-on-how-to-mak...

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

distant pendant
#

Use flatten tool in world editor? You can set your height

hallow snow
#

Flatten tool flattens the road though no?, I want there to be a slight incline

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Like it puts the terrain at a perfect angle rather than a smooth slope

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Makes the road look like stairs almost

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I think it's a game engine thing

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Even the built in road architect tool makes the road not 100% smooth uphill

blazing jetty
# hallow snow I appreciate your help but I've already tried this and it didn't make the road a...

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?

hallow snow
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I already tried to build a meshroad then the heighten terrain technique it didn't work

blazing jetty
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I will make a small video. I need a couple of minutes.

hallow snow
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I only locked it so I don't move it on accident

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Here's the map top down and on the side to give you an idea of how elevated the road is

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It's not even that bad maybe a 5/8% elevation and it still creates issues

distant pendant
hallow snow
distant pendant
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odd doesn't do that for me

hallow snow
#

Okay so I loaded in Small Island and did the exact same thing on that map and the road is perfectly smooth

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So it must just be a problem with my map but I have no idea what it could be

blazing jetty
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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.

hallow snow
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My height scale is 5000

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Is that too high?

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Well in the case would your suggestion be to restart the entire project with a different height setting?

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I think you're right bro

blazing jetty
#

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.

hallow snow
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Yeah I tested it with 2200 and there's already a major improvement so I'm pretty sure that was the problem

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I can't thank you enough bro I've been looking for a fix for ages lol

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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

blazing jetty
toxic widgetBOT
#

Gave +1 Reputation to @blazing jetty (current: #395 - 6)

blazing jetty
blazing jetty
hallow snow
proven igloo
#

What do i do when blender doesn't let me name two things the same?

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@pliant robin You know how to fix?

lilac vapor
#

How can i use my own created static mesh in the road architect model patch selection?

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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?

river forge
proven igloo
river forge
#

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

proven igloo
#

I will try tomrrow again. With fresh sleep.

river forge
#

They don't need to have the same name. One can be _L or _Left and the other can be _R or _Right

proven igloo
river forge
#

Yeah, they can even be in the same .dae

proven igloo
toxic widgetBOT
#

Gave +1 Reputation to @river forge (current: #2 - 319)

sacred arch
#

is there anybody who is familiar with device trees? Im trying to set up a dual clutch transmission so that it actually uses clutches

brittle warren
#

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

dire ember
severe grail
#

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

unique zealot
#

Have you cleared the cache and used safe mode?

severe grail
#

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

severe grail
#

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 :/

dire ember
distant pendant
#

your triangles for your mirrors are colliding with the triangles for the door

distant pendant
severe grail
#

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"

distant pendant
#

cause its saved in vehicles/vehiclesname/(yourmaterialsfileyoumade
You take it, and replace it with the material in the mods/unpacked/yourvehicle/

severe grail
#

Bruhh I am so dense
Thank you!!

near gorge
#

why are the roads looping back on themselves like this? its super annoying.

viscid wedge
#

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

distant pendant
distant pendant
near gorge
#

decal?

distant pendant
# near gorge

this is usually a issue with the ground and not a loop. I suggest starting over

viscid wedge
distant pendant
#

then you need to make a mod and make a new d series engine for it.

viscid wedge
#

ok hold on im having some sillyness in carrer mode, lemme go elsewhere rq

distant pendant
near gorge
#

weird. it only does the looping thing whenever i reload the world.

distant pendant
#

check your nodes, you've might of accidently placed one

near gorge
#

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

distant pendant
#

it's also not showing any decals in those areas that are looping back

#

that's odd, i suggest starting over.

near gorge
distant pendant
#

shouldn't be that bad to redo.

#

your also using way to many nodes

near gorge
distant pendant
#

in that selection there i would maybe use 2-3 nodes

near gorge
distant pendant
#

oh

#

road architech

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i thought that was road decals

near gorge
#

heres the origin road. made by me

distant pendant
#

to many nodes

#

in my opinion

#

but should work fine

viscid wedge
distant pendant
#

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

viscid wedge
#

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)

near gorge
#

question. is there a way to preview/edit the colormap in editor? or do i have to do this the hard way?

little portal
#

Any known reasons for caster and sai not showing up?

little cedar
#

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/

dawn ibex
#

because if it followed your logic the c6 would override all the other engine sounds and there would be a lot of conflictions

tawny knoll
#

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)

river forge
tawny knoll
#

they are seperate objects already, but maybe im doing it a different way that aint right

tropic sail
#

can groundmodel properties be edited with lua in real time?

acoustic ivy
#

please help me locate dseries dae i need its drivetrain

#

i cant find d series in my main folder

tepid nymph
tawny knoll
#

i copied the part, then mirrored it to the other side

tepid nymph
#

Then the face orientation is wrong, so you have to into edit mode, click mesh, normals, flip

#

and then rename the duplicated part

tawny knoll
toxic widgetBOT
#

Gave +1 Reputation to @tepid nymph (current: #99 - 32)

tepid nymph
acoustic ivy
#

thank you

acoustic ivy
#

can i ask again how to fix this invisible thing

river forge
# acoustic ivy 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

acoustic ivy
#

how can i see that

river forge
#

The face orientation? It's in one of the settings menus on the top right

acoustic ivy
#

ooooohhh

#

how can i fix it tho

river forge
#

Add an underside to your hood, so that it can have an inside and an outside

acoustic ivy
#

so copy and paste it?

river forge
#

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

toxic widgetBOT
#

Gave +1 Reputation to @river forge (current: #2 - 324)

bright sonnet
#

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!

crystal wraith
#

ill show what it looks like

sacred arch
#

@tacit halo you around?

tacit halo
sacred arch
# tacit halo 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

river forge
sacred arch
tacit halo
river forge
sacred arch
#

ive been trying to get it to work for the last week and a half

river forge
#

Change this to "running", it will activate the glowmap whenever the car is, well, running

river forge
#

That should do the trick yeah

sacred arch
#

im changing the colors on the drl's on the etk800

sacred arch
river forge
#

Yes

sacred arch
river forge
#

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

sacred arch
#

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

tawny knoll
#

anyone know why my info file isnt working?

elfin wagon
#

Idk but maybe the induction type is it

brittle warren
#

So question if i wanted my wheels to connect to node nl16 and nl17 with no suspension how would i go about doing that

naive mauve
#

where would i put the picture to get it in the file to get it to show up on the main view

crystal wraith
tawny knoll
#

pretty sure thats it

naive mauve
#

ive got it named Default.png rn and its not working on the main just on the variant

acoustic knot
#

oh boy oh boy...sure seems like a good mod from the background

acoustic knot
#

ive never modded before, and i just wanna do a quick installation

subtle hinge
#

i have little to no modding experience besides installing mods lol

blissful silo
#

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?

#

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...

▶ Play video
#

What it looks like

#

What it should look like

river forge
# blissful silo What it looks 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?

blissful silo
jade thorn
#

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

blissful silo
#

would no.66 work?

#

@jade thorn

river forge
river forge
#

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)

river forge
# blissful silo <@601132651356880946>

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)

blissful silo
river forge
#

No

#

And the file path and file name in the materials.json file need to be the exact same as in your files

river forge
#

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

quaint solar
#

I have problem with adding brakes what i need to add to suspension, wheels and brakes jbeam???

blissful silo
blissful silo
quaint solar
river forge
#

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

river forge
blissful silo
river forge
#

Why?

blissful silo
river forge
river forge
river forge
#

Well you should be all good then :D

blissful silo
toxic widgetBOT
#

Gave +1 Reputation to @river forge (current: #2 - 327)

river forge
#

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

river forge
#

But it was before, right?

river forge
blissful silo
blissful silo
river forge
#

Yeah I meant, it was in the selector before, right?

blissful silo
river forge
#

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

river forge
#

Hmmmm I'm not sure then, sorry

blissful silo
river forge
# quaint solar ???

"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

distant locust
#

Any devs willling to help me figure something out related to modded cars in career?

dusty helm
#

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

river forge
distant locust
# river forge 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?

river forge
#

Hmm I'm not sure, could also just be a problem with the mod itself

distant locust
#

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.

quaint solar
terse dawn
#

any ideas why does this happens?

dense trellis
terse dawn
dense trellis
terse dawn
dense trellis
#

i'm new here, is there a vocal channel or something i could join to talk?

dense trellis
#

like my current guess is one of the layer as a missing texture

dense trellis
dense trellis
#

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

steady solar
#

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

little portal
#

Definitely

dense trellis
steady solar
#

alr

little cedar
#

How do I fix the torque conveter automatically slipping when using high throttle? Im trying to emulate a W3A gearbox from the O305

blissful silo
#

Does anyone know if i need to flip text when creating a F4 mod?

woeful shadow
#

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

acoustic ivy
#

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

narrow barn
#

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

shut pollen
#

never seen that one lmao. what does the console say? its like something in the name you changed has broken the files

narrow barn
river forge
#

Doesn't matter, there could still be a bunch of useful stuff in the console

tacit halo
#

V10_lambo_exh

narrow barn
tacit halo
#

Change the filename

#

And the stuff inside it

narrow barn
#

the mod itself replaces the vanilla vehicles just fine tho

shut pollen
#

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

ebon nimbus
#

i have some 3d model questions

#

how do i keep the shrinkwrap shape and merge it to the body without it freaks out

dawn ibex
#

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)

brittle warren
dawn ibex
#

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

dawn ibex
heady trail
#

The terrain materials are gray scale

dawn ibex
#

not really one of the experienced guys in map development

shut pollen
#

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

little cedar
ornate wren
#

How do I know the version of the game beamng drive?

river forge
#
  • there is a version.txt file in your userfolder that has the game version written inside
ornate wren
heady trail
# dawn ibex forgive me but i don't really understand what that means

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

river forge
river forge
river forge
#

You can do that in 0.34 too, I don't think many of em broke

pulsar hawk
#

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.

warm sphinx
#

Typically this is done for asphalt roads tho because the hard edge looks accurate for pavement

pulsar hawk
#

i would assume the gauge sweep would be handled by the .js

slow plinth
acoustic ivy
#

please help me fix the wheel position

quick axle
#

omg AN120 Hilux

#

nodemove

acoustic ivy
unique zealot
#

not for me but because the forums lacks any other pickup mods

#

if you will

quick axle
#

wherre did the model come from btw?

#

been looking for one for a bit and this one looks quite accurate

acoustic ivy
acoustic ivy
#

tbh i dont wanna talk the mod in here you can just dm me about the mod qna

unique zealot
acoustic ivy
toxic widgetBOT
#

Gave +1 Reputation to @unique zealot (current: #101 - 32)

brittle warren
brittle warren
acoustic ivy
#

nahhh

unique zealot
#

i am lost about the shading

acoustic ivy
brittle warren
brittle warren
acoustic ivy
brittle warren
acoustic ivy
#

nice

unique zealot
brittle warren
unique zealot
#

seems to have fixed it

brittle warren
unique zealot
#

i might choose textures before jbeam

brittle warren
unique zealot
#

only issue is

#

im fucked with it

#

i know jbeam basics but its so tedious to do

brittle warren
#

i mean i can always help you if u want

toxic widgetBOT
#

Gave +1 Reputation to @heady trail (current: #57 - 46)

unique zealot
#

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

brittle warren
#

I meant with the jbeam lol

unique zealot
#

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>

brittle warren
dawn ibex
#

someone posted telegram page

unique zealot
#

and i do believe i fucked up the jbeam somehow

brittle warren
#

Looks like your top beams have too much beam strength

unique zealot
#

what beams

brittle warren
#

How you do that lol

unique zealot
#

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

brittle warren
#

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

unique zealot
#

i had this but

#

idk if it looks good or not for the jbeam

brittle warren
#

yea just needs supports

unique zealot
#

i deleted it already now im questioning my choice

brittle warren
#

lol i do that a lot

unique zealot
#

yeah im gonna call it there and continue probably tomorrow

#

i'll give you a ping after ive done the basics

fickle raptor
brittle warren
brittle warren
unique zealot
unique zealot
fickle raptor
#

also, do i just ask for help/contributions/feedback etc.. or redo my mods if they're low quality?

brittle warren
fickle raptor
#

right i see a lot of people having their mods done by more than 1 person as in assistance for the mod

brittle warren
brittle warren
unique zealot
#

😭

brittle warren
#

Not hating at all just an example its also from 2014 lol

unique zealot
#

that is fair but it reminds me of that motorbike meshslap

brittle warren
#

the one that was a 4 wheel car but with a motorcycle mesh on it?

unique zealot
#

yes

fickle raptor
#

though there was good stuff even back then of course

unique zealot
#

garfield heights sadyeehaw

brittle warren
#

True that and i swear some of the old mods were amazing

brittle warren
unique zealot
brittle warren
unique zealot
#

do you have any screenshots

brittle warren
unique zealot
#

fair

brittle warren
#

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

unique zealot
#

i think i did that too, i was trying to make the papers please map

brittle warren
unique zealot
#

damn

brittle warren
#

So im trying to use the biome tool and it seems stuck at 0 percent any advice or troubleshooting tips?

silent pendant
#

I did edits to that map and then completely lost motivation

brittle warren
#

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

brittle warren
dry cargo
#

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?

north gulch
#

There’s the official one (kit car) on the beamng website

dry cargo
#

link?

#

actually i can look

#

1 question

#

does it show how to do lighting and jbeam

north gulch
#

I don’t know about lighting but it teaches you about the basics of jbeam

acoustic ivy
#

f this wheels bruh i tried everything but the nodes wont even budge please help

north gulch
#

Front or rear?

acoustic ivy
#

both

north gulch
#

And how did you tried to move the nodes?

acoustic ivy
#

i rescale the car but now everything is done i cant fix the wheels nodes

acoustic ivy
#

and blender plugin for jbeam too

#

tried everything but they dont do nothing

north gulch
#

(Basic troubleshooting steps) have you saved the file and reloaded game?

dry cargo
#

man i dont know how any of you do any of this 😭 you guys have talent

unique zealot
#

Start with a part mod like a bumper

acoustic ivy
north gulch
unique zealot
#

Yeah i was replying to the other guy

dry cargo
acoustic ivy
acoustic ivy
dry cargo
north gulch
acoustic ivy
#

so basically im fucked?

unique zealot
# dry cargo no clue on how to do that

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...

▶ Play video
dry cargo
toxic widgetBOT
#

Gave +1 Reputation to @unique zealot (current: #96 - 33)

north gulch
dry cargo
north gulch
north gulch
acoustic ivy
north gulch
distant pendant
acoustic ivy
distant pendant
#

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

north gulch
distant pendant
# acoustic ivy why is it not nice

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

dry cargo
#

i was mainly thinking of making basic traffic cars for me and my friends

distant pendant
#

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.

dry cargo
#

but ill get into learning the small stuff first

north gulch
distant pendant
#

{"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}}],)

dry cargo
#

stuff*

distant pendant
#

x moves on x axis, y moves on y axis, and z moves on z axis

distant pendant
acoustic ivy
toxic widgetBOT
#

Gave +1 Reputation to @distant pendant (current: #58 - 45)

north gulch
distant pendant
#

otherwise your going to break it

distant pendant
# acoustic ivy and blender plugin for jbeam too

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.

acoustic ivy
distant pendant
#

so let me take a guess

acoustic ivy
#

yeah i skipped coding

distant pendant
#

you import the jbeam into blender and you hit import all parts, then you are selecting all parts of jbeam and moving them.

distant pendant
#

whats your method of trying to move the suspension currently

acoustic ivy
#

i only used jbeam editor plug in for moving the whole suspension

#

thats it

tacit halo
#

have you guys considered : slot offset

distant pendant
tacit halo
#

thats how this fat fuck has a suspension

tacit halo
distant pendant
acoustic ivy
distant pendant
#

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

acoustic ivy
#

it will work but only for few things

distant pendant
#

you need to listen

distant pendant
#

im saving you the trouble of trying to do it the hard pointless way

acoustic ivy
#

is it this line?

tacit halo
acoustic ivy
#

okay thank you

tacit halo
#

this will only offset the wheel not the entire suspension

acoustic ivy
#

i see

#

thank you @tacit halo and @distant pendant the slot works

distant pendant
#

you didn't leave it under that "front wheels slot" right?

#

you went into the body jbeam and added it yes?

distant pendant
#

no what i am saying is you didn't add nodeoffset to the wheels did you?

distant pendant
#

can you show me a pic?

acoustic ivy
jagged cradle
#

anyone know how to fix this?

brittle warren
#

Also why u got wheels attached to the body

jagged cradle
#

I am still at the start I will remove them later, but I wanted to fix the rotation first

brittle warren
#

Yea just apply all transforms in blender

jagged cradle
#

but somehow it always shows up like that in beamng no matter how I rotate it in blender

brittle warren
#

You have to apply all transforms click on your car then object towards the top then apply and then all transforms

jagged cradle
#

I tried it a few times with different directions sadly not working

dry cargo
#

so anybody got a idea why my mod cant find almost any part

#

says missing flexbody for almost everything

jagged cradle
#

in blender the car is perfectly aligned with the etk i series but in beamng it turns 90° up

distant pendant
#

in blender

#

even though you move it in blender, it won't apply till you apply all transformations and rotations and re export it

distant pendant
jagged cradle
#

where do I apply transform?

dry cargo
brittle warren
dry cargo
#

even restoring the mod to a earlier ver

distant pendant
dry cargo
distant pendant
dry cargo
distant pendant
#

thats collection

#

show me the mesh name

#

and show me entirety of it. not just a line

dry cargo
jagged cradle
#

Thank you guys 🙏

dry cargo
distant pendant
brittle warren
#

also the second pic isnt a flexbody its just a jbeam name

dry cargo
#

this?

distant pendant
#

one second, at work

#

all this is slots not flexbodies

dry cargo
#

where do i find them

distant pendant
#

search for "flexbodies"

dry cargo
#

thats just body jbeam tho

distant pendant
#

correct you need to do it for each jbeam

dry cargo
#

and on other testers it works

distant pendant
#

i suggest you watch this tutorial

https://www.youtube.com/watch?v=nNqsS5a9XVM

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 ...

▶ Play video
#

a car mod is the last mod you want to learn on how to mod.

#

always start small first.

dry cargo
#

i was tought to mod by a pro

distant pendant
#

then your good

dry cargo
#

i have expirience is what i want to say

dry cargo
distant pendant
#

all i suggest, is double check your materials, your naming, and your flexbody callings

brittle warren
distant pendant
#

they need to be exact

dry cargo
distant pendant
#

all jbeams are setup the same

brittle warren
dry cargo
#

because the body has almost all of the slots

distant pendant
#

all i'd say is double check everything

brittle warren
#

also make sure your mesh actually exported

dry cargo
#

welp found the problem

#

its not naming, nor some other stuff

#

re exported for the 5th time and it works now

#

thanks guys!

distant pendant
#

always double check

quick axle
#

ah didn’t realise it was fixed

dry cargo
#

some parts still dont appear

#

but i have help from a unnamed hero

distant pendant
#

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?

quick axle
#

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

distant pendant
#

all im trying to find out if the 2nd node names are the attachment nodes for the first set of node names

quick axle
#

yeah but to do that you need to check if those nodes exist on the body jbeam

distant pendant
#

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

quick axle
#

by second series do you mean f10rr, f12rr, f1rr and so on and so forth?

#

like the ones past the comma

distant pendant
#

yes

#

the first nodes are present on the suspension so i know its not those

quick axle
#

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

distant pendant
#

thank you

#

thats what i needed to know

half sleet
#

im working on a ford bronco mod and i cant get the frame to show up someone help please

brittle warren
half sleet
#

i have the blender jbeam editor and this is my first mod so idk what the rest of that is

brittle warren
brittle warren
#

ok now open the jbeam and at the bottom there is and errors tab check it

half sleet
#

0 for each

brittle warren
#

hmm what vehicle did u start with as a base and what does ur jbeam look like

half sleet
#

i used the d series standard frame as the base

#

and you wanna see the jbeam in blender or the actual code

brittle warren
#

Actual code

half sleet
brittle warren
#

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

half sleet
#

nothing

brittle warren
#

well are you trying to load it through the pickup ?

half sleet
#

im trying to make a whole new vehicle

#

the bronco r baja truck

brittle warren
#

then it neds its own main jbeam and an info file and a couple other tthings

half sleet
#

what things go into the info file and i already modified the j beam to fit my frame

brittle warren
#

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

half sleet
#

what all do i need

brittle warren
#

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

polar yarrow
#

Would anyone know a particular way to shift all the suspension back on the barstow?

brittle warren
#

Anyone know why my materials wont paint onto the terrain

polar yarrow
#

I'm gonna need a bit of help

brittle warren
polar yarrow
brittle warren
polar yarrow
brittle warren
polar yarrow
brittle warren
#

That's from the beam ng documentation so it def should work fine unless you have a syntax error

polar yarrow
#

Oh, I probably did something wrong on my end then

brittle warren
#

Remove the bracket after rear suspension

#

It will be Suspension", {nodeMove

polar yarrow
#

Oh, holy that worked

#

Thanks! I'll def be using this from now on. Thanks for your time :>

brittle warren
#

Syntax errors are fun lol

#

YW

polar yarrow
#

This is def gonna save me time

brittle warren
#

It can mess some things up but mostly will be fine

polar yarrow
#

Yea for what I'm doing it'll be just fine

tepid nymph
brittle warren
inner heart
#

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

brittle warren
inner heart
#

you should list a few then shove it in an issue in the plugin's github

brittle warren
#

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

river forge
# half sleet

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

tepid nymph
brittle warren
dawn ibex
lime loom
crystal wraith
#

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?

brittle warren
crystal wraith
toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #27 - 78)

crystal wraith
#

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)

unique zealot
#

add the solidify modifier

crystal wraith
toxic widgetBOT
#

Gave +1 Reputation to @unique zealot (current: #95 - 34)

crystal wraith
unique zealot
crystal wraith
#

thanks

crystal wraith
distant pendant
#

apply the modifier

#

before exporting

unique zealot
#

in object mode hover your mouse and press control A

crystal wraith
#

did alot of tests today so maybe im missing something cus my brain is fried

unique zealot
unique zealot
#

click "face orientation" in the middle menu in the top right in blender

crystal wraith
#

okay

unique zealot
#

if its blue, it's ok, if its red, the faces are inverted

#

ok select the faces and press shift N

#

the red ones

crystal wraith
#

i did, it didnt do anything

unique zealot
#

open the menu and select "Inside"

crystal wraith
unique zealot
#

after you press shift N

crystal wraith
#

nothing happens when i press shift N

unique zealot
#

press it again and then click the option after it shows up

crystal wraith
#

absolutely nothing happens whenever i press it

unique zealot
#

press it again

crystal wraith
#

ive pressed it like 25 times, my man lol

unique zealot
#

did you select the faces first?

crystal wraith
#

yes, theyre selected

unique zealot
#

ok so press shift N and then select the box that says "inside"

crystal wraith
#

my man, nothing happens when i press shift n 😭

unique zealot
#

have you selected the box?

crystal wraith
#

yes the faces are selected

unique zealot
#

the box named "inside"

crystal wraith
#

my man

#

no menu pops up after pressing shift N, with the faces selected.

unique zealot
#

it appears in the bottom left

crystal wraith
#

okay, but for me its not appearing anywhere

unique zealot
#

i am pressing shift N here

#

and nothing happens until I select "inside"

crystal wraith
#

idk how many times i need to tell you.. that box does not pop up.. in the corner...

unique zealot
#

record what youre doing

crystal wraith
#

okay one second

unique zealot
#

its in this menu btw if you want to use that

crystal wraith
unique zealot
#

its the same result

crystal wraith
#

also, saying i had to be in edit mode probably wouldve helped

#

okay ive pressed inside, theyre still red

unique zealot
#

record what youre doing this time

unique zealot
# crystal wraith

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

distant pendant
# crystal wraith

use face selection for and manually select all the outside walls then recal

brittle warren
# crystal wraith

vertex select mode wont work have to use face select mode like badman said

crystal wraith
#

like that, correct

distant pendant
#

your not listening

#

use face selection and select only the outside walls and then recal

crystal wraith
unique zealot
#

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

distant pendant
#

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

crystal wraith
#

okay, theyre blue now

distant pendant
#

and the inner walls are blue?

crystal wraith
#

sorry i was broad, the outside is now blue and the inside is red

distant pendant
#

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*

crystal wraith
#

sorry if im frusturating you, i know very little about blender

distant pendant
#

you put a solidify modifer on yes?

crystal wraith
#

correct

distant pendant
#

does the modifier still show up when selecting the mesh?

distant pendant
distant pendant
#

and take a pic of the modifer that you have for the wall

crystal wraith
distant pendant
#

hit this down arrow and hit apply modifier

brittle warren
distant pendant
#

then try again by selecting only the side walls

crystal wraith
#

its darked out, so i think its applied already

distant pendant
#

it'll go away when its applied

brittle warren
distant pendant
#

^

crystal wraith
#

ohh okay, yea i got it let me try selecting the walls again

unique zealot
#

it will disappear when it applies

gleaming cipher
#

Gotta love when this happen

distant pendant
brittle warren
crystal wraith
# distant pendant ^

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

distant pendant
#

do you know how to make it so your selecting faces instead of verts?

crystal wraith
#

no

distant pendant
#

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

crystal wraith
#

okay, i see

gleaming cipher
gleaming cipher
#

I fixed it tho..

brittle warren
#

well according to the pic u sent there werent any at all

gleaming cipher
#

I meant these (Materials)

#

All the Green had .001

distant pendant
#

just do bulk rematerial

gleaming cipher
#

huh? Thats a thing?

brittle warren
#

Well you cant see that in the pic u sent whatsoever

crystal wraith
distant pendant
crystal wraith
#

okay

distant pendant
#

it looks like your solidify didn't solidfy so its still just one thing mesh

crystal wraith
#

ah

#

can i just send it now so i dont forget later

distant pendant
#

yes

#

always good to take a break

gleaming cipher
#

Gotta do this shit again bro wtff

#

Why so many .001-.007

brittle warren
#

quit importing seperate colladas with the same material put em in one dae

distant pendant
#

you can also, just go prefences, clean unsuded data blocks to remove any unsed materials

brittle warren
#

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

brittle warren
#

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

unique zealot
#

🥲 im procrastinating so badly here naming all the nodes

brittle warren
#

yea lol node naming sucks

unique zealot
#

the sooner the better

#

ive renamed all the nodes and

#

why isnt the blender plugin exporting them correctly

brittle warren
#

whats it doing

unique zealot
#

i will record it

#

and look at the detais like the time

brittle warren
#

ight

unique zealot
#

am I missing something?

#

i do know about the nodes and the tris but i just want to export it as it is

brittle warren
unique zealot
#

it's not 100% from scratch per se

brittle warren
#

i mean if it has an original jbeam

unique zealot
#

the structured jbeam file was the same but i rebuilt the nodes from it

unique zealot
toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #26 - 79)

brittle warren
unique zealot
#

i need to attach the actual upfit to the frame first

#

among other things

brittle warren
unique zealot
#

it did export the nodes

#

its just the frame jbeam i need to get

brittle warren
#

Yea but only like 8

unique zealot
#

would this one be a good place to put node strengths?

brittle warren
#

well the beam strength but yea id look at how the flatbed mounts and kinda reverse engineer wher the beams from it go

unique zealot
#

also, which nodes would be best to attach to, the left & right or middle?

brittle warren
#

i would do all of em do the left to left right to right and middle to left and right

unique zealot
#

i was thinking that

#

need to lower the dae lol

brittle warren
#

just a bit lol

unique zealot
#

lets get the triangles first