#modding-general
1 messages · Page 13 of 1
Yea just rename in vs code with the search and replace feature
thats what i do its quite simple
i'll just use notepad++
thats bad lol use vscode with the jbeam addon it makes zero sense to use notepad when you have something made by the devs for jbeams
yea swear i have 7 but need more cords to get em all running rn only 3 running
well shit
vsc it is
Damn i rarely get crashes anymore but it sucks when it happens

click search on the left side and then ther you can replace all the nl with frml or whatevgre u wany
thats what im doing but theres nodes in the 100s so if im searching n14, it will show nodes for 140
oh yea u have middle nodes u can just replane all n with ur m then after do ml and mr to fl and fr
Hell yea cant wait to see it crumpled from a side impact
im at the back
im done
only triangles left
ive got the back nodes connected, on paper, time to test that and i need to shower after
Lol sweaty gamer moment?
it drives and is attached but
no i just need to shower
um do you have any support beams?
no just this so far
oh lol thats why then
the support beams are like each node at each end, right?
stretching across like this
yea corner to corner side to side that typa thing look at the ambulance box jbeam for some insporation
I'm new to editing mods, how do I make a radar that works on the beamg drive? I have the 3d
why my shit buggin like it dont know im not thuggin
all im tryna do
is just make a new bullbar
You dont have a material applied in blender
it works thank you so much
Gave +1 Reputation to @brittle warren (current: #26 - 80)
i just gotta fix the jbeam and add textures
Yw i have made that mistake a lot lol
hell yea
useless ahhh bullbar
urm how do i stop this from being so wanky
Wym wanky lol
lopt sided
Is your jbeam the same size as the bumper?
uhh
Yeah that exact thing happened to me as well lol
Also with the glow maps, so the lights, can I just apply the material to those parts and be good to go or no? If anyone knows
‼️ I NEED HELP MAKING A MAP ‼️
i want to convert the choro q hg 2 map to beam
(not including cloud hill)
Yup, first part of the glowmap is the name of the material you gotta apply to your mesh
Then off on on_intense are the ones you will actually see
dont reply i beg of you i give up
Whats the name of it for the md/d series? If you hapoen to know, im just not at my pc rn
Thats pickup too
The name of what? All the lights have different names, not sure which one you wanna use, the MD-Series has... uh... quite a few
Mostly stolen from D- and T-Series though
The name of the materials
But uhh yeah thats a lot
It’ll be the rear lights to use
First name right at the start of each glowmap, for example the ones in red here
(So that's what you'd apply to the mesh)
That is pretty much what i was looking for, but whats the difference between say gavril-taillight-R and gavril-taillight-R-Lowbeam
Lowhighbeam*
Ok so basically, the simplefunction stuff is what tells the game when to activate the glowmap. Combined value of 0 or lower will show the off material, combined value between 0.01-0.49 will turn on the on material, and above 0.5 will show the on_intense material
gavril_taillight_R has the simplefuction {"signal_R":0.49,"brake":0.49}, so having either the signal or the brake on, will show the on material, and having both on at the same time, will show the on_intense material (so funilly enough this one doesn't actually activate when you turn your lights on lol)
gavril_taillight_lowhighbeam_R seems like something you'd want to use, the simplefunction {"signal_R":0.49,"brake":0.49,"lowhighbeam":0.49} will make it show on when either the signal/brake is pressed or lights are on (either low or highbeam, doesn't matter), and it will show on_intense when 2 or more of those are active at the same time
Btw on_intense is just the lit up lights material, but brighter
10/10 yapping session
long story short just use the gavril_taillight_lowhighbeam_L/R one lol
Ok so lowhighbeam combines the lights whereas the other one doesnt?
Am I getting that?
how do i add a configuration i made to career? e.g. a vivace with a certain paint design
Uh well they both do. But the first only combines brakes and signal, no lowhighbeam, so the glowmap won't change when you turn on the lights
If it matters too, This is the combo im using
Check this message #game-discussion-2-electric-boogaloo message
Ok i get it now
Oo dedicated turn signals, gonna make em round too? If so you'd be better of using the US truck lights, as they are round and also use multiple lights (the ones on the backs of trailers and such)
These ones
Same case, just apply those materials in blender?
..._taillights for the top light, would activate with either brake or lights turned on
..._signal_L/R for the turn signals, pretty self explanatory
And then I guess ..._reverse for those bottom ones?
Absolutely
Now you would still need to line up your lights UV maps with those of the US truck lights, but that will come later ;)
I am doing the jbeam right now but I still appreciate your help
For the bot purposes, thanks
Gave +1 Reputation to @river forge (current: #2 - 341)
You're welcome!
This is the current state basically if you’re curious
I would assume that just uses the engine/exhaust sounds
well uh
😛
im confused lol does it adjust some stuff in the exhaust sound? like eq for example
I don't know anything about modding the sounds themselves, but in your engines jbeam you can change these values, and even swap out the sampleName for a completely different sound if you want
Im fine with this but I dont know why I dont hear popping in the engine brake lol
its because im making an engine mod for the t series
will it also show up in vehicle jockey missions? what do i need to add for that?
Huh, weird, is it based on the vanilla engine?
And is the compression brake actually turned on (just checking)? 👇
I have no idea, what I sent is just for getting it into the dealerships
well the engine sound is normal but I changed exhaust sound
oki
Btw this is dumb, I just realised you can simply steal the light and glass models from the T-Series/some trailer, and resize them 😅 no UV map nonsense needed then
@unique zealot
I have “borrowed” the ambulance hatches anyway
But it would be good practice, that can be the backup
only a few exhaust sounds have it
like 2
i think only the tseries ones
Should triangles go in clockwise or anti clockwise, from the direction you are facing?
What do you mean? As far as I know the exact order doesn't really matter
should it go
f5l, f7l, f6l
or f6l, f7l, f5l because the face will be inverted otherwise
@river forge this is what i mean and ive figured it out by that,
it should go anti clockwise
Ah I just send it and hope for the best
To change the direction of a triangle, you can just switch two of its nodes (doesn't matter which) to flip it
yeah thats what i did to demonstrate that lol
Hello not sure if world editor counts but is there a way to select multiple materials instead of one by one?
How to convert .cs files to .Json?
does anybody here know why when i change the skin on the barstow, the accents are chrome, and the other is white?
this is a UV issue here, but what exactly would cause it?
so i tried to make a skin for the bastion but somehow, the skin UV is not aligned normally?? I cleared cache but still does this. Anyone know how to fix this?
WHY WHY WHY WHY WHY WHY WHYW HYWYWYHHYWYHWHYWYHWYHWYH
ive never had anything but problems with all the terrain tools
Yea its litterally a brand new map and noone seems to know how to fix it or if they do they wont help lol
damn, i wish i could help
When i import height maps and select the terrain i want it to be, that material just deletes it self, absolutley wonderful lol, really took the motivation out of my project
Yea im about to stop making a map tbh lol ive done it in the past just fine but the stupid pbr crap just wont work no matter what i do
Wym it deleted itself i may be able to help on that one
i was gonna make an offroad map and this is what i got before just being completely done with it lmao
dw about it, havent even touched it in a month
Thats sick we need more offroad maps i plan on adding trails to mine its a small town typpa map but i wanna add trails and cool alleyways and dirt roads but i cant do jack sqaut if i cant paint the terrain
The average beamng.drive user would argue against you. Simple me just want dirt trails map in Siberia.
Average beam users drive meshslaps on assetto corsa maps lol so i get it
It looks nice.
me who ports assetto maps 😢
but i do wanna get into real map making lol
hahaha no offence to the people who port the maps
does anyone know how to make the automated performance testing routine test multiple specific configs in one session?
the console reports that all 3 are read but only the last one listed will get tested
https://www.youtube.com/watch?v=go9b3f-LwEo&ab_channel=BeamBinge working on a rottator and i'm experiencing some really weird phantom forces
i think it just likes to dance
I get this weird flickering when importing a collada animation I have downloaded from Mixamo so I assume Mixamo does a good job with the rigging. Any idea how I can fix this flickering? In the #bug-reports they claimed this is not a bug in the game but a mod problem. Any ideas how I can fix this? When I import the animation in Blender, I don't see any problem, it animates just fine.
try disable vertex colors if they are on?
How? I went into BeamNG options but can't find anything in the Graphics tab. Where do I disable Vertex Colors in BeamNG?
in the material file of the dummy
if they even use vert color
it doesnt use vertex colors. only 1 baked image texture.
Whole day Im trying to make a mod that will play a sound on vehicle startup but in console it shows that it couldnt load the sound file (using .ogg format, tried with vanilla sounds too). There is a very high possibility that the lua is fully incorrect, I only started doing something with lua for the first time. Couldnt find any tutorial on internet either, only on how to make custom sounds for engine. Any help, examples or tutorials appreciated. Current file location:
mod/
|-- art/
| |-- sound/
| |-- engine_start.ogg
|-- vehicles/
|-- etk800/
|-- lua/
|--controller/
|-- car_start_sound.lua
|--jbeam
|--main.jbeam (adds part as car_start_sound.lua controller)
you cant use createSoundscapeSound for sounds that arent defined in a soundscape, that is for stuff like horn, indicator on, etc
also use "/art/sound/engine_start.ogg" as the path
if you want to load a custom sound do this
local M = {}
local audioName = "engineStartFeedback"
local audioId
local function init(jbeamData)
-- path, description, name, node, playOnAdd
audioId = obj:createSFXSource2("/art/sound/engine_start.ogg", "AudioDefault3D", audioName, 0, -1)
--[[ possible descriptions are:
AudioDefault3D
AudioSoft3D
AudioClose3D
AudioClosest3D
AudioMusic3D
AudioDefaultLoop3D
AudioCloseLoop3D
AudioClosestLoop3D
AudioMusicLoop3D
Audio2D
AudioStream2D
AudioMusic2D
AudioLoop2D
AudioStreamLoop2D
]]
end
M.init = init
M.reset = reset
M.updateGFX = updateGFX
M.playSound = playSound
M.stopSound = stopSound
return M
and then use
sounds.playSoundSkipAI(audioId)
How do i add an invisible barrier to stop people from flying off my new map i made
This really changed something! But I dont think I did everything right... (not the sound from .ogg file)
is this a controller or an extension?
try onInit instead of init
controller
hmm
with oninit gives me this error
if its a controller try this
It works! Thank you!
Gave +1 Reputation to @heady trail (current: #57 - 47)
np :)
how do i make an invisible wall?
im hoping you know cus im stuck!
need it cus this map for photos onluy
make a cube mesh that only has a collision mesh
and then resize it in the world editor
how do i?
im new to world editor so sorry very much
in blender
something like this
youll probably also need to give it some material, can use a global one like concrete_plain
For performance on a map the size of wcusa, is it better to have fewer but longer decal roads or vice versa, or does it not generally matter
i will try thamls
ok how do i give my friend the map i made cus i gave it to him but hes just floating?
are all the .dae files inside the map file
What needs to be changed for a skin to show the pure skin color and not be paintable? The Beam paint properties seem to be messing with the coloration of the skin I made
toss out your colorPalletteMap and colorPaletteMapUseUV in the materials file, only use baseColorMap and diffuseMapUseUV
(diffuse = basecolor)
I switched some stuff up. This is the code I have now
},
"ARm4_main.skin.Chika": {
"name": "ARm4_main.skin.Chika",
"mapTo": "ARm4_main.skin.Chika",
"class": "material",
"persistentId": "9c8cf16a-3784-4291-a766-af11b31828cb",
"Stages": [
{
"baseColorMap": "/vehicles/ARm4/Chika.dds",
"baseColorFactor": [1, 1, 1, 1],
"useColorPalette": false,
"opacityFactor": 1,
"metallicFactor": 0,
"roughnessFactor": 0.8,
"clearCoatFactor": 0,
"specularFactor": 0,
"useDetail": false,
"instanceDiffuse": false
}
],
"activeLayers": 1,
"doubleSided": true,
"dynamicCubemap": false,
"materialTag0": "beamng",
"materialTag1": "vehicle",
"translucentBlendOp": "None",
"version": 1.5
In game VS texture
So I'm trying to import an ibishu Hecate mod to blender, but the file won't upload, how do I import it from beamng to blender?
It keeps telling me, cannot read file
this got me ctfu
I bought a mod off patreon, but it broke in the new update. can someone helo me fix it? It's paid so I would prefer one on one help in dms
ping me plz
if a mod broke... the mod author needs to fix it...
be patient
there isn't a way to fix it on my own?
the guy isn't active anymore
who is it
half lit performance iirc
you shouldnt modify someone elses mod
but I paid for it 😦
so? that doesnt give you rights to modify
If you want to fix a mod you paid for that doesn't work then i don't see an issue with that at all i paid for the product id like to be able to use it, if someone buys my mods and they don't work and they cant reach me for some reason id want them to fix my mods so they can use it just not distribute it. When you buy something you have the right to use it and if it isn't usable you should have the right to make it usable if you aren't distributing it or selling it.
what isnt working ill try to talk u through fixing it
thank you so much
I open the car and it just says this
Gave +1 Reputation to @brittle warren (current: #25 - 84)
Hmm ok click ` on your keyboard and send screenshots of the erros its above the TAB key
Those are texture issues
for some reason my mod files arent showing up anywhere,can someone help me?
scroll up there should be more
hold on
like onesd you have downloaded or ones you are makng and did u update the game?
@brittle warren
like when i go to beamng folders there should be a folder called mods and if i open it all my car mods should be there but theres no mod file
ok is there a folder called moved here?
chances are you got scammed
it worked before the update
i mean with the patreon part of the mod
¯_(ツ)_/¯
a lot of authors will still sell broken mods because it makes them money and thery dont care to update them
im not on my pc rn i can check another time,can i text u privatley when im on my pc?
sure works for me bro
maybe, what do you see in those screenshots btw?
im looking but the first one you sent i need to see the top of it
Ok look in the main jbeam and see if it shows something like this
and then in the engine jbeam look for this
is the main jbeam the body?
nah it should just say the name.jbeam
Does anyone know how to do this?
try going back one folder
is it a paid mod?
I can't find main.jbeam
And we did get perms to use it for me and @rocky heart 's mod
it would be like hltpf.jbeam
ok are u imoprting the dae?
I tried to save a config and upload that
What folder do I go to find the dae?
found it
ok look for the section i screenshoted
Im not sure just open the mod folder and in the search bar type dae
hmm ok check the engine jbeam now
it doesn't exist
so thers no controller section in it?
well powertrain not controller
"powertrain": [
["type", "name", "inputName", "inputIndex"],
["combustionEngine", "mainEngine", "dummy", 0],
],
put this in above slots and try reloading
above huh?
good?
yesw i belive so now save that and reload the car with control r
also did u unpack the mod if not you will need to unpack it and then open it from the unpacked folder
I think I may have found a solution
I'll see if it works or not
I'm repacking it rn
if you unpacked it in the game id just leave it unpacked while u test stuff
I took it out of the mods folder and did it
ohhhh
id go in the mod manager and click unpack that way u can just test stuf and reload the car to see if it works its much faster
I'll do that if it breaks again
@brittle warren same thing but the texture is gone now
what the hell lol does it drive tho? or
no lol
texture works on this one but still nothin
are you sure it's correct
hmm i just joined his server and this is what he posted last month
yea thats right but something else must be broken
Id join his server and ask probably get more help in there since he made the car
do you have a link to it?
to his server?
yea
no, I would need one
Ok i cant send it in here or i will get muted ill dm it to u
Sent hope you find a solution🫡
anyone know how much i should scale this down? doesnt look right
this looks a little better, thoughts?
nvm, forgot i can just use one of these guys to judge it
Haha dummy for scale lol
Or u can hit f and use ur snoman
can you ss?
🤦♂️ duhh lol i forgot about that
It comes in handy a lot for me lol
do you mean for example, a road is in blender but when exporting to beamng it isnt there? If so ive had that problem my self and dont know what to do, sorry
Try opening it in blender and checking the normals anything that is red will be invisible in beam
ohhhh
i had this problem a bit ago.. all i did was move my map itself up higher and it somehow fixed it
yep, if you have any more issues ping me i can try to help to my best ablility
it needs to have have 2 sets of faces it cant be just one face so in blender either use a solidify modifer or model the inside of the body
how do you remove these "watery" patches on the ground? vehicle sinks into them and im assuming its a pbr thing
I found the problem. Mixamo is bugged, when downloaded as FBX all is fine but when downloaded as Collada, Mixamo adds messed up Custom Split Normals to the model. I just cleared these with Blender.
why is the mesh doing that
it has a group between fh3l st2 and fh3r
and its stretching to another random node in the body
oh lol i didnt realize u downloaded as collada yea u have to convert lol thats what i always did when i made mine
You must add the terrain types from the library first I guess. If you have a little bit of time I could help you repairing your map. A good start for a map if you have no clue about the terrain materials is the tool by grille. You even can paint terrain in the right colour: https://www.beamng.com/threads/beamng_leveltemplatecreator-pbr-v0-4.98334/
I got some help my map was being absolutely stupid like i can make some fire mods but apperently the map just didnt wanna work. Thank You Tho
Gave +1 Reputation to @blazing jetty (current: #354 - 7)
so i have a 2 material the other one is lights on interior the other is just decals but i cannot seems to make the first pick for the black to be transparent but i can make the other part transparent by putting the dds in opacity map but the other one seems to not work pls help me
this is the ingame pics
Um use gimp and try doing color to alpha and make it transparent
the dds and png it self is already transparent
Hmm then try changing the alpha modes in the material
how
i tried it and the best it can get is this
its still not transparent and it kinda broke my odometer texture
id say its due to your image not actually being transparent somehowugh it says it is
forget it brother ill just find another way thank you
Gave +1 Reputation to @brittle warren (current: #25 - 85)
I* didnt think of that lol sorry i shuldve said that it slipped my mind
something is wrong thats underlying and i seriously cant figure it out
the mesh is just not matching the jbeam
this is the jbeam atm, someone in mfd said i need to do additional cross beams but idk
also attached to the frame or not, it still does this and im crashing into a wall
Could you send over the jbeam? Happy to take a look if I have time today
be warned its very messy
or rather, ive not made it easy to read the nodes
im gonna use this to do the textures actually
this is going about as well as the jbeam
im still procrastinating
I'm working on the jbeam :D
thank you
Gave +1 Reputation to @river forge (current: #2 - 345)
there are the doors too that ive not got to
@river forge how is it coming along
Almost done! Just need to do some final diagonals and attach it to the frame
I may or may not have redone the whole thing 😅
i feel so sorry for you but i still appreciate it
Haha no worries, fun little side project
when doing the materials, would I still need a main,json or anything?
If anyone knows, im still having problems with this?
If you want custom materials, yes
is there a way or tutorial to add cargo box options to automation cars in beam?
i dont have a mod folder in beamng files,can anyone help?
its in your user folder, in documents
Hello, I am currently in the process of trying to swap the V8 from the Grand Marshal into the Miramar, the modeling and jbeam is mostly finished but for some reason the transmission is invisible. I cannot for the life of me figure out why this is happening. I am using the vanilla transmission as the transmission slot in the engine jbeam. Does anyone know what would be causing this? The Grand Marshal engine is using the same jbeam layout as the Miramar's. Has it got something to do with how the engine nodes are linked together therefore causing an issue with how the transmission is connected? I have only found one other discussion about this that was posted on the forums in 2019 with no solution and have also noticed that in the "Bruckell Legran Coupe + V8 1.1" mod the transmission is also invisible. I am very new to modding so it could easily be me being ignorant. Any knowledge about this would be much appreciated, thanks.
Everything works as intended apart from the flexbody/mesh.
i might not need it in fact
hows it now?
Sorry for the long wait lol, had to do some irl stuff but just got back and finished it!
Like I said I reworked the entire thing, only thing I kept is the coordinates of the nodes 😅
Some things I did:
-
The nodes were missing properties (frictionCoef, collision, etc.). Not the end of the world as the game will just use some default values instead, but one very important one was a nodeGroup, which is what's also used to link the jbeam to your mesh. Which explains why your mesh wasn't behaving the same as the jbeam :P
-
Renamed the nodes, as 1. the naming was very chaotic and 2. the simple f m r naming has the risk of overwriting vanilla nodes for some of the major components of the car (for example f is often used for the frame) - also the numbers on the old one made little sense to me
-
Then did all the beams, straight, diagonal, and some double diagonal ones on the inside of the 'boxes'. It is still a very simple structure and doesn't really deform how I'd want, but at least the basic structure is there, hopefully it's a good basis for you to keep working on - main thing would be the properties of the beams, not my expertise unfortunately
-
Lot of formatting, organising, adding comments (Mostly to make it easier to edit via text, again when using the Blender plugin it doesn't matter as much)
-
And finally the jbeam seemed a bit offset to me, compared to pictures of how your mesh sits behind the cab. I noticed a y offset of 0.05 for the cab, so did that for the jbeam too. However it was also quite low so raised its z by 0.25, to line it up with the roof of the cab, just like the mesh seems to be in your pics. Might not be 100% accurate, but moving it a bit would be easy with the Blender plugin
Another 10/10 yapping session, hopefully some of this is helpful
fuck, thanks so much man
Gave +1 Reputation to @river forge (current: #2 - 346)
the only thing id change is the height as on the original image, the pump section isn't at roof height with the cab but the lockers are
i cant even find the image now
Ah yeah that was sort of guessing from the images lol, but it should work the same when moved a bit up or down
MfD discord I think
not even
how do you make a badge for a car? from what I can tell what i need to do is make a png of the badge replacement and make the game know to use it when i chose that part. is that even right>
Mostly material work, try looking at the vanilla badge materials. As for the rest, the model can just be simple flat square with that badge material applied to it, the material itself will do all the work. Give it a simple .jbeam with just the info, slottype, and flexbody (model), and tada. For that too, vanilla badges should be a great reference
and i should do that inblender?
The model, yes
ok cool. that seems fairly easy enough for my first mod. now i just need to find out how to get the vanilla badge model for reference, and how to make the new model, and how the .jbeam code works but there is probably info online for all of that. Thanks!
Gave +1 Reputation to @river forge (current: #2 - 347)
Vanilla files and https://documentation.beamng.com/modding always help me a lot
how do i find the vanilla reference file? i specifically need the rear badge file for the bx coupe
i tried looking through the user folders but all i found were the .jason files for the main matial and engine matierial
Vanilla car and level files are not in the userfolder, but in the game files. So where Steam installed the game to
BX files are in ...\steamapps\common\BeamNG.drive\content\vehicles\bx.zip\vehicles\bx\ here
.jbeam for the badges is bx_lettering.jbeam
And their models should be in bx.dae
thank you soo much
i am struggling to lower the jbeam
and the plugin wont save the right changes, when I lower it in blender and save, it won't
Huh, weird, worked fine for me
My workflow was:
- Save and close the .jbeam text file
- Open Blender, delete default stuff, import the .jbeam
- Select tje jbeam, go into edit mode (!), press A to select all nodes, move them, back into object mode, export the jbeam
like it recognises a change
Yeah just to be sure close the text version while messing with the blender version, and make sure youre in edit mode in blender
Hey Subie, know anything about invisible transmissions?
yeah its still not working
/flexbodies not showing.
Any errors in the console (`/~ button)?
Very weird. I can move it for ya if you want
you've done enough to help out, i can still find and replace the nodes
hm, im trying to open up the lettering.jbeam file in blender but it wont open, same for all the other .jbeam files and the bx.dae file
Use a text editor to open the jbeam files
As for the dae, in blender go to file>import>collada
oh the j.beam is code isnt it.... im very dumb
idk why but i though it was a model or smth. i need to do more reaserch
Yes, there is an error! "[NO-MATERIAL] Unable to find material mapping to: miramar.001 in unknown". Aswell as "FLEXBODY ERROR on mesh miramar_transmission: VX node not found".
Remove .001 from the material name in blender. Make sure you flexbody has the right nodeGroup assigned in the jbeam
The transmission that the engine is using is the vanilla unmodified one. I do not have the transmission loaded in blender.
Are you trying to put a transmission from another vehicle into another vehicle. If so the node group names will need to reflect that.
Most transmissions will have 1 node that is for the transmission and the flexbody uses the rest of the engine nodes for rendering
And when I try to delete the .001 from the other parts blender just adds it back.
Use the drop down menu instead of renaming it
flipped normals probably
https://3dmodels.org/blog/how-to-fix-normals-in-blender/ - dont use the recalculate option, just flip the individual faces
uhhhhhhhhh
That did fix the first error but I am still getting "FLEXBODY ERROR on mesh miramar_transmission: VX node not found" thrown at me. Would that be referring to the node group?
Yes its refering to the node group the mesh does not have enough nodes assigned to it for it to be able to generate the flexbody visually
What are you trying to do
I'm so confused, its the vanilla transmission. Would be having trouble with that because of the different engine its trying to connect to/use?
Yes.
Each engine from each different car has a specified amount of nodes.
Each nodes will be in a group example "miramar_engine"
Your transmission most likely is still trying to call that group name but it doesn't exist due to a different engine group name
OH MY GOSH.
Okay, I will try to fix that. THANK YOU.
Gave +1 Reputation to @hybrid dune (current: #110 - 28)
Np
ok my next step is probably to add the doors
Thanks again! Got it working.
No issues
Nope.
Would keeping the node group the same as the vanilla file comply with Beam.NG's rules about overwriting stuff?
I'm starting work on a light controller that should work on almost any car. It's to do proper light shows like Teslas can do. Any feature recommendations/tips? I want to eventually have a UI app to have preset sequences so you wont have to press a button every time.
this is harder than it is
i add the flexbodies and it ruins the offset
nevermind
What is the right way of adding a static object with colliders? Tried drag/drop a ramp from the asset browser to the game window, but I think that's just the texture or something, as collisions don't seem to work
Never make materials double sided
Hm, also tried the "Create Static Mesh" menu item but didn't work either :/ Guessing I'm missing to set some attribute or something?
never say never, there is a reason it exists. i'd recommend only using it for flat and thin objects like mesh and grilles and whatnot. vanilla game uses it in those areas too from time to time
Well generally then not never🫡
how do i get a custom category in the bindings menu on beam?
So i started over on my map and when i try to import my height map i click import and it lags for a second and then just doesnt import the terrain
idk why you have a million other windows open, just give it a colision mesh in the inspector
Anyone know how to make the smoke from an exhaust come out of the hood? I edited the exhaust from a d-series to come out of the hood, but the particles(smoke) are exiting from the rear bumper. It’s currently exiting from the red, I want it to exit from the blue.
What exactly did you edit and change?
Is there a way to turn off mainEngine via a drive mode?
"comfort": {
"order": 10,
"name": "Comfort",
"settings": [
[
"type"
],
[
"controller",
{
"controllerName": "CMU",
"uiDisplayData.simplePowertrainApp.activeColor": "238BE6"
}
]
]
},
How do I make the me 262 mod behave like the b-25 (wing flex, engine flex, etc)
going to have to elaborate a bit more than that with these guys
What?
different beam spring values and jbeam setups
Where do i change that
If you dont know anything about modding then its not a good idea to start there
You need to understand atleast the fundamentals of jbeam.
#community-announcements message
Go to here and join the MDF discord server they have tutorials to introduce you to jbeam
Hey fellas do anyone here seem to know how to use the Foreach flowgraph node? It seems to spew out a nil error for me saying something that the file I provided doesn't exists despite having the file on my project folder or something similar, I couldn't exactly pinpoint the issue.
Assuming that the elementFile variable seems to take a new flowgraph project, I did provided it some but it still screams an error for me. I may be doing something wrong on the flowgraph I provided for the elementFile variable or probably the Foreach node is bugged.
Thank you in advance to whoever answers, if the information is not enough I can supply a image of what the error looks like. Just ping me whenever its needed.
How do I fix the steering wheel prop from doing this? I have the origin set to the centre of the steering wheel, but it seems to be rotating around the node
is there a Lua Reference published on the web somewhere? Browsed through the website and did a bunch of searching but only found guides/tutorials. Closest I found was https://documentation.beamng.com/beamng_tech/luaapi/ but is specifically for beamng.tech, not beamng.drive and also seems to be a placeholder.
Or am I missing something regarding how people do Lua development with beam.ng? Is there way of getting those docs/references from the game files/in-game perhaps?
https://wiki.beamng.com/Lua_Reference-2.html
Is this it? It is based on the old docs though, not sure how up to date it is
It seems to have the same scripts and engines running as the newest version
This is from the new docs
https://documentation.beamng.com/modding/programming/languages/
When programming mods for BeamNG, you’ll likely be using these languages:
Lua: is the main programming language, and is typically used to calculate as much logic as possible. For example, gameplay logic, various vehicle behaviours, parts of the physics, etc. Javascript/Html: is used for displaying information in the User Interface. As a rule of ...
Thanks, I came across that earlier, but the huge warning kind of gave me the idea it's out of date and I should be using something else. It refers readers to "documentation.beamng.com" so I thought there would be some sort of Lua reference over there, but I cannot find it :/
Gave +1 Reputation to @little cedar (current: #539 - 4)
but I guess I'll give that wiki a try and see if it's actually working or not, better than nothing I suppose
Yeah, not everythings out of date yet
They seem to be using the same terminology thats said around today, and the way their VMs are set up for VLUA and GELUA seem to match
How do I stop the steering wheel from rotating like this? i think I need to use a local axis, but even the local axis in blender does the same
Wheres the origin point in blender?
Best thing probably would be to apply all transforms
No, not for props
They need to have the origin point at the point in the model where you want it to rotate
The origin point is in the middle
I have got the wheel to somewhat work, but its not rotating along the middle, so it goes up and down when it turns
Kind of got it working. Its just offcenter, and I do have the origin point in the middle. Anyone know how to fix?
what is a good blender guide to get started on?
For beam or in general cause you probably wanna get familiar with blender really well. But for blender go on YouTube and look up Blender Donut tutorial and it's pretty long but is extremely good place to start
well, mostly for beam but i do want to know blender well for other applications to. Ill google the blender donut tutorial thx!
Pretty much the only requirements for beam would be good topology which you will get better at as you learn blender more and more
No idea what that means lol, i geuss i will find out and try to properly know that!
Topology is your quads and tris like what makes up the shape of your object lol but you'll learn and hopefully become a great modder
you mean this one right?
Yes maam/sir
just want to know if i am at the right place
thank you!
Gave +1 Reputation to @brittle warren (current: #24 - 87)
heya! I'm new (or basically not experienced at all) to modding in BeamNG
My main goal is to create an open wheel body for the bx with different kinds of front bumpers which can make it look like an old open wheel racecar or with those aero wing noses and cool wings and diffusers, reason why I wanna do it with the bx is because of campaign/career mode, so that you can get a good car for the time trials.
But that aside, since I don't want to dive into the hard stuff head first, what are some things that I can start off with in order to improve my understanding of how modding works? I basically only know how to change values
Follow the basic modding tutorial in the documentation and or start by making things like widebody kits, bumpers and other minor part changes
Is there a way to upload a dae file into blender without the jbeams becoming a solid mesh or am I sol
I want to edit engine sounds here but these files are password protected
How can i access them
You can't. It seems that the BeamNG Devs have an agreement that no one else can use the sounds. The only thing I can think of is recording onload and offload exhaust sounds, but that won't be good quality
Are textures for the game encrypted just like the FLAC files?
Or otherwise messed with so you can't open them
nope. i copied it from the zip into an actual folder and tried to open it
Converting to PNG seemed to work anyways
Gimp can't handle BC7 encoding which is what most textures in beam use
Paint.net works fine tho
You should probably stick to making one car rather than switching them every day
Surprised it has never been updated for that lol
i didnt switch to new one it is my previous projects
Anyone know why the metal is not being cooked? i only see the roughness & normal maps being cooked.. so the model i imported does not look shiny or metalic. what am i doing wrong?
and in the Material Editor I don't see any options to add metal map. what the heck
oh it's not automatic. i had to manually switch to PBR v1.5 and do some edits in the material editor. so yeah its not automatic. sadly doesn't look as metalic as in blender even on Ultra settings with RTX 4090 XD
@woeful sleet I notice your CCF thumbnails are very close to the vanilla BeamNG style
Did you recreate the map or somehow get the actual one used?
I find a map called "Photoroom Light" but it's too dim and the angle is too low
Curious what you did for yours
in the map selector, tick the “debug content” box
itll show some more maps, including showroom
that is where you, and the devs, can generate thumbnails
:)
What is the easiest way to get into beamng mod making... All the tutorials i have seen just arent the greatest, i was wondering if someone had a good yt video or discord i could join
The modding for dummies discord or mine or this one
So I am making a suspension mod ignore the no textures I am doing jbeams first, anyways everythings gone good until the rear something causes the whole axle to move forward I have tried looking it up and cant find anything related to it so hopefully someone here knows the cause to it
Needs torsion bars
I'm not sure if this is the best place to ask (and if it's not, please point me in the right direction), but I've just started playing with the flowgraph editor, and I'm attempting to make a flowgraph that will give me an idea of what my vehicle's trajectory might look like in the near future. So far I just have a flow that takes my vehicle's position and adds the velocity vector to it and draws a debug sphere at that location, but I'd like to have something that takes the vehicle's current acceleration into account (from accelerating, braking, steering, falling, etc) and draw the sphere in the location the vehicle would be if that acceleration continued. That way I can tell if I'm going to make a corner at a my current speed and steering angle, if I'm going to hit a wall or stop in time, stuff like that (I'm aware that it won't be perfectly accurate and I'm okay with that). I've played with the accumulator a little bit to see if I could get it to help me with this, but again, I've just started playing with flowgraphs so I'm very unaware of what they can and can't do and I was just hoping for someone to point me in the right direction.
Um not many people do flow graph help in her but you can try the modding fdor dummys discord they have a flowgraph channel You can join if you click this message and open the link #modding-general message
thats actually such a good idea
Cool thank you very much
Gave +1 Reputation to @brittle warren (current: #24 - 88)
how can i make a monocoque for a cheap formula kart
like a shell is easy but a whole monocoque idk
Like the jbeam portion or?
no
the 3d model
Just look up a real monocoque and try to replicate it
Tried making a very simple custom vehicle
It was literally a meshslap, as soon as I switch to it the clock appears and the game freezes
Crashes for "unusual" something
I don't remember what the full thing was
https://documentation.beamng.com/modding/vehicle/tutorials/basic_car_tutorial/ Follow this for the basics and then do your own from there
anyone know how to move the vehicle to the camera position? pressing F7 did not work while in World Editor mode
should be f7, click the game window so you arent focused on any of the editor windows
as long as you did shift+c
f7 won't work in world editor
Putting the semi engine in MD series
Engine uses diesel and I made it see the tanks that MD uses
That being right and left tanks
tanks are also diesel, and should be a valid tank
but the engine doesn't start and gauge is empty
spot the difference
incredible
alt + w in editor
Bracket
Control shift w does I believe or control alt w I do it all the time on accident
lmao same
Anyone know how to import a .ter into your map?
dont think anyone has ever done that before
Well I know it's possible because that's how you make maps bigger than 8k I just can't seem to get it to work lol
I’m trying to make an edit of the southern highway map (Tennessee) yet the terrain appears as no texture when reloading the map after saving
Also, does anyone know where to find nice house models? Or atleast garages you can park in?
And before anyone says something about permission:
His the rest because I’m not sure if he wants that info public
I’ve tried looking at sketchfab, CGtrader, everything, but there’s not many good options for open garages
Um sketchfab has a lot just have took for houses and then remove the house part lol
Most of what I have found unless I’m blind are garages that are just hollow meshes, not drivable, maybe I’m just blind tho
figured it out and its way easier than i thought lol
At least i have taken some from farmin sim lol
I would if i could post it on the repo after lol
Thats why i dont post on repo
i haven't either but i want at least one thing on the repo lol
You8 can build one from scratch lol
Is there a way to get a manual gearbox to automatically put the clutch in when you arent on the throttle & let the clutch out when you use the throttle?
isnt that just a setting?
do u mean the clutch assistment?
Hey guys, it's probably been asked a tone of time, but how to port tree assets from one map to an other. evertime i try i get missing textures :/
Gotta move the materials too, check this tutorial
https://www.youtube.com/watch?v=lcDCk5Fycgg
(materials part is at about 4:30)
A brief tutorial on how to quickly move 3D assets and their materials across maps in BeamNG.drive.
File path for default game content: C:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\content\levels
Map mod used in this video: https://www.beamng.com/resources/natural-playground.18030/
Notepad Plus Plus download: https://notepad-plus...
Thanks, I'll check it out 😄
Gave +1 Reputation to @river forge (current: #2 - 349)
Did you get something working with vue? Not sure if the apps stuff is already implemented for vue.
I don't think they started porting over simpler apps yet, so I was just doing it the old way.
can somone help me i was using a bmw mod and it was working fine but then it just stopped all of a sudden working even tho it was working 20 min prior
Although that reminds me I never publicly published that music player controller app and I should do it at some point for all of the 5 people who actually use Clementine.
thanks for the reply 🙂 Maybe I can hack my way through it - I don't want to touch the angular js stuff 😄
Is there way to put groundcover to a static object?!
likie put grass on a map object?
Yes
No you can't
Fuhhhhhh, would be so much easier for ac ports
Lol it would be nice you could also use blender and make a heightmap of your ac terrain and then put it under the map slightly so you can fake having grass on the ac map
Gotta try to tmrw
well
i finally found a model with all the parts seperated and internally modeled
its some cheap chinese minivan
i hope yall like wuling vans
The Wuling Hongguang V or previously Wuling Rongguang V is a compact Multi-Purpose Vehicle (MPV) produced since 2015 by SAIC-GM-Wuling. Despite being part of the Wuling Hongguang product series, the Wuling Hongguang V features sliding doors instead of hinged ones from the regular Wuling Hongguang MPVs.
Ewww lol
i still wonder why microsoft decided one day "yeah we need to add a shit ton of random chinese cars to forza"
money
no, i mean in the JBeam, and anyway thats not what i was meaning
i have problem when i make time trial i have no check point and i respawn under the map
This exist? 😭
If i wanted to clone the bolide's engine to do some minor modifications while keeping all the jbeam and model and stuff, how would i go on about doing that? thanks in advance
Copy yhe jbeam and renam the jbeam to something u want, then inside the jbeam there will be section with the actual jbeam name change those too, and then change the name section of each one also
top jbeam, right?
yea
if i want to nuke the other two engines is this how the file should look like?
yes if u want to make your own change bolide_engine_3.9_v8 to whatever u want and then it will be its own thing
how do i make the mod appear? it's just in unpacked, folder named mod/vehicles/bolide/theenginething.jbeam
game doesnt see it as a mod
restart your game
since you made a new folder while the game was running you have to restart it
no, syntax error
line 1, right?
change line 1 from } to {
thanks
I didnt even see that howed that happen if u just copied the original jbeam?
probably nuked something while chopping off the other two engines
ohhhhhh
i suggest get vscode with the jbeam plugin for jbeam syntax
or atleast get json syntax highlighting
MIGHT complain too much about trailing comma and comments but heh
now set the tourqe values to 10000 and blow some shit up lol
lmao
my idea was just to fuck with the engine, change the sounds and basically turn it into a whole different engine
Go for it what u going for
speaking of sounds, i've fucked with a few automation exported engines and figured out kind of how sound works, but i've got absolutely no clue how to change it for this
so you want to change it to another cars sound or make a custom one?
custom
https://www.beamng.com/threads/how-to-change-engine-sound-how-do-i-import-my-own-engine-noise.81603/ Go to angelos comment
If I were to reupload the file with the same name, as an update, would it remove all the file views?
Yeah but that's not a big issue at all
Or try my tool which does all the file editing stuff for you.
https://www.beamng.com/threads/beamng-tool-for-map-creators-updated-2025-01-17.89058/
Latest Update: Version 1.1.7 (2025-01-17)
Download: https://github.com/alexkleinwaechter/BeamNG_LevelCleanUp
"Even if you don't want to use any...
Just update gimp. It can do it now.
I am on 2.10.38, the latest stable version, and no, it cannot open BC7 DDS files for me
Sorry. My mistake. It’s in the release candidate for 3.0
Epic win, I'll wait till that gets pushed to main, i got a different editor for now
You can try it already:
Hmm, that didn't seem to work for me
I'll wait till the full reease anf check
Hi, is there someone who is willing to help me with a project?
I'm willing to make most of the NFS liveries for cars. But some cars like the R8 mod which will be Darius's from Carbon, doesn't have a UV map. If someone is willing to help me with creating stuff like that I'll appreciate it alot
is there a paint option in the slots for the car mod?
creating a "good" skin uv requires alot of time and work.
if the mod doesn't even have a slot for it you'll have to add a slot type for it
you'll need to create materials and skin json for it
and latestly you'll need to uv the model for a skin.
it's rare to find someone thats willing to help you with such a task
anyone know why my bushes, trees etc now have hard ass collisions.
you need to add leaves_thin or leaves_strong as material
They have leaves_thin as the material but still hard ass
you have added this material on your map?
created*
oh my fucking god there's a DISCORD PING in my engine sounds
meant to post this in #mods-discussion so ignore that this is in help
They dont, but after some digging around i found 3D Models of the cars directly done with livery and bodykits. Now im trynna see if i can make something work from that, any suggestions?
is it possible to make a hidden/invisible downforce part? I'm disappointed that one of the mods I've downloaded doesn't have front bumper downforce, resulting in very funny effects
So I have an engine i'm going to mod in and it's dyno curve
However, it's turbocharged
So obviously I can set the curve how I want, but the turbocharger will add more power since i'm only setting the NA power.
Is there a way to calculate the NA power and then create a turbo that adds exactly the power of the real engine?
See the post i posted after that
How do I get the hood/roof to be the same amount of darkness as the bumper?
(same with back bumper being darker than the roof, want to make roof dark too)
why is the lady from pokemon driving it lol
i think its something to do with base colors of the map
its cute lol
its ambient occlusion and shadows they will never be the same darkness.
Ambient occlusion doesn't make it any less dark tho
Turned those off, still bumpers darker than hood
Then they are eithert using different materials or the shading is messed up in blender
Id love to see how to fix it...
Is it your mod?
Misty would 100% drive a dark blue Dodge Magnum
No
Then you will have to ask the author to fix it
bump
i want to make it close to the real curve while being biturbo like it is
There's a torque graph UI ap for exactly that
Anyone know why this is happening
whats a vy node😭
any tips on how to fix broken window textures?
Mod probably uses a glass material that was changed in an update, ask the creator to fix it (change material name and uv maps)
Creator is long gone. This mod was made in like 0.25 then reworked in 0.28. and now im tryna fix it but i barely know shit bout textures
Send it over, I can give it a quick fix, nothing fancy but at least making the glass look normal
Sure will. Let me hop on my PC
Sent!
so I am making a roll cage that covers this door, how do I make it so that the door can't be opened when it's installed? Do I have to add a whole new fake door with coupler nodes that nobody finds and make it do the "open other side first"?
ig just delete the open door thing
but that would require me adding a second door option that does not open, the idea was for it to automatically lock that. but yea might be what I have to do
ion know if this is good jbeam or not
Hey does anyone know all beamng transmission names? Like helical and straight for exmp
Hello do you know how to remove this bad node that appeared like this ? (node [29]), its name is not found in the entire mod folder
pls help
is this a covet jbeam?
Yes it has been edited
to test, remove everything thats not the bare chassis
ok
this nodes comes from the right back window
yet there is no error in jbeam
does the quarterglass have some special scra0 in it
it shouldnt have any nodes
No
I found, no name nodes
thanks for helping me 🙏
good
can anyone help me
history: the jbeam sucks its using the roamer jbeam and i tried to adjust the whole body to match the jbeam now i tried doing nodemove to the suspensions but the whole car breaks
i suck at jbeams
yeah game does that
its labelled that since its the next node thats unlabeled
pressurewheels nodes have no labels for example
👍
why are the nodes in the game lower than the 3d model, even though theyre the same height in the preview
I am not saving it thru the blender plugin
i loaded in the jbeam and 3d model thats it
can anyone help me with this shaking part i check its from the bumper its not shaking when i remove it
how do i fix that
Does it allow actually editing in-game?
A sort of UI app to adjust the set points would be great
Because I can make curves just fine. I"m talking about the compensation for turbos
since turbos don't really have fine tuning.... it's just how much pressure happens here and there
and then some calculation adds it on. it seems to be really guesswork what you'll actually get
...by changing the nodeWeight? :P
oh okay ty
Gave +1 Reputation to @river forge (current: #2 - 352)
it broke the game lol
Yo guys! I'm a bit new to modding. I was making a map in version 0.32, but when i updated to the newest version the map didn't want to open (cannot find main.level.json file). So then i changed the name of the map in the directory, it now opens but a lot of textures are missing. Do i have to manually change their location of the material or am i doing something wrong?
just mass replace whatever needs to be changed
How do I import gta car models into blender ?
https://www.youtube.com/watch?v=Xl2WXB42qVg
this is what i use, you do need to own the game though
How To Import Mod GTA 5 In To Blender 3DLINK
Tutor dan info lainnyahttps://www.youtube.com/channel/UCtnazpN1a7oTU_QdXP2iOKQ/
pc yang saya gunakan
amd ryzen5 2600
gigabyte auros pro wifi
msi armore rx 570 8gb
ramcorsair 16gb
psu corsair cx 550
steering wheel logitech g27
Song: JJD - Future [NCS Release]
Music provided by NoCopyrightSo...
I need to own GTA to use the models?
Because I have gta.
I downloaded a 2011 ford escape I was gonna redo it and make it a mod but Idk how-
is shows as random ahh numbers
well the video is what i use, just do what the video says
Im confused.... The one I downloaded has none of that.. It has ELC scrips ect-
is that a FiveM mod?
Prob 😭
Let me look for another
Uhhhh
@hardy zinc Is that good or bad
The addon folder will have an rpf in it somewhere
Use codewalkers rpf explorer to open it and export the model (.yft inside the .rpf), as the tutorial shows
Yeah
yes
For some reason my wheels are all loose on the hub, front wheels move but dont steer, and the rear wheels also go side to side
Which is funny because its unedited bastion suspension
I dont have the code reader or thing in the video
its called codewalker just download it
Cold water is a town in Ohio
Bro are you trolling?
That time I was lol, thanks
Gave +1 Reputation to @brittle warren (current: #24 - 93)
hey guys. anybody has an exemple mod or template for mods structure?
I would like to make a mod that adds a new ui button wich activates an action when clicking it.
https://documentation.beamng.com/modding/ui/app_creation/ Thers the docs but idk anything about ui
thank you!
Gave +1 Reputation to @brittle warren (current: #24 - 94)
YW
So for somereason my left side headlight is not appearing
I believe I have the j-beam and dae file setup correctly
Nvm I got it
am trying to insert a Japanese beep for the Ibishu Wigeon anyone know where can I find the sound node?
Its probably whatever node you set it too
uh sorry am kinda new to modding, where can I find that? or can i just randomly type some figures in it 💀
well id assume it just plays a sound from whatever node you chose so in your jbeam find a node near where you want the sound to come from and set it as that
Yup
Car is made out of nodes, with beams between em. Hit ctrl+N ingame to see all the node names
ohhh ic alr
And then take whichever one you want the sound to come from, and enter that in that field
owhhhh ic alr then
thanks for the help guyss really appreciate it
good morning! how do you add beamnavigator on a map?
tryna make custom spoiler for bastion (this is my first time modding) do you know why there rambar and taxi roof part is there?
what you can see here are all parts of the bastion. to make a mod you only want your spoiler on its own in a .dae file.
Also: Do not modify the original parts, copy and make a new one in mods/unpacked/modname/vehicles/bastion/ so nothing gets overwritten
Everytime I accelerate, the car does this. is it because the electric motor doesn't have any nodes, thus having no weight? and how can I fix this?
What is the VY node I am missing? All I did was edit jbeam and the model
Didn't remove anything
also, would be nice if vehicle instability tracker gave useful information lol
as in, the faulting jbeam responsible
no real way to track it down
ok thanks
Gave +1 Reputation to @gentle fox (current: #166 - 19)
Stress debug + slow motion
The vy node is one node that beam tries to grab automatically that's basically the anchor of the flexbody
E.g. if all nodes are in one line you won't be able to attach a rope mesh to it easily
To me this looks like an issue with the suspension
in need of help with jbeaming a folding ariel / antenna
Is there anyway to fix the orientation being like this or nah?
Why does your blender look so different?
i used light mode
Select all the red faces, then go to Mesh > Normals > Flip normals
Adding on to SubieBerry comments you can also select all and then normals flip outside
Should correct oriented all of them them
Anyone know how to make a road feel like asphalt, but a little slippery like snow aswell? It’s an assetto port so it’s just a .dae, not a mesh or decal road
Or like dirt+snow
Set the material type to asphalt
But I want it to feel like snow aswell, not just asphalt
set it to mud
Can anyone tell me what that means. I made a bumper for the lansdale, got everything right. Got the parts selector to work. When I select it, that’s what comes up and the bumper dosent appear
Could you help me with this JBEAM?
Just show me where that is so I can fix it
How would I make a camera flashing effect, is anyone able to help me without me being at my pc
And I don’t need to to light up the ground, I just want the camera lense to appear as it’s flashing
Not lense but that little part that flashes
How do I correct the placing on this. I used the tubular bumper jbeam file to make this work. But the placing is all wrong
Ranch hand minivan 😭
I wish I could help but I only know stuff about maps
move the flexbody to match where it should be
Where and how do I do that?
blender that how you made it in the first place isnt it?
Yes, so move the model to match where it should be is what you’re saying?
yea
Nothing changes when I move it
did you re export it?
Yeah, should I close my game and reopen it?
shouldnt need to maybe try reloading the car like respawn it from the verhicles menu
Nah that didn’t do it either. I noticed that, I have it being selected under front bumper support, but I didn’t think that’d be an issue cuz that’s where the tubular front bumper is. I just copied the jbeam file, and my names into it
maybe move the jbeam with node move then:?
How would I do that? Also I jus check the nodes aren’t lined up with the bumper either, however they look they are where the bumper is supposed to be
Then you njeed to move the mesh it will move if you do it right are you exporeting it to the actual mod folder
Not directly, i exported it to projects folder then just moved it into the mod folder
import the one from the mod folder directly and then export it backl to the same dae
That didn’t work either
Would this orange dot have anything to do with it
yea click object at the top leeft and then apply and then apply all transforms then export it
That did it, thank you sir
Made progress, how do I fix the textures on the bumper
If you mean the texture isn't positioned correctly, you'll have to edit the UVs in blender so they're positioned correctly
there is a UV editing tab at the top
Do you know any good tutorials to show me how to do that
Well I'd just look it up on yt cause there's not a like 100% everyone does it this way kinda thing
Hello in may 2024 blender foundation made the announcement to mark COLLADA file format to LEGACY and it will be removed from the export option in Blender 5.0. What is the plan of BeamNG, will they start switching to FBX as the main format instead of DAE? https://devtalk.blender.org/t/moving-collada-i-o-to-legacy-status/34621
Starting from Blender 4.2LTS release, Collada file format support will be marked as legacy. This means that only minimal maintenance effort will be spent on it from now on, and that it will be removed in a later release (either 4.5 LTS, or 5.0). Rationale The main reason for this decision is that the third-party library used by Blender (OpenCol...
how can i edit the color of the gauges of a car? like when you turn your headlights on and the light come on in the inside
They probably gonna go to glb/gltf since they already have agltf exporter in the game
but as of now we can only import mods that are DAE?
Yea dae isnt gonna leave beam anytime soon seeing as everything uses it they will have to convert the whole game.
the good news is
at least 4.5 LTS will supposedly have DAE support
an LTS build with DAE is good
The problem is DAE has various security vulnerablities mostly related to things bundled into the model file like with FBX
DAE also only supports triangles which makes some modeling difficult
you can export daes without triangulation tho?
would anyone be able to help me with interior skins i have been trying for the past couple days and cant get it to work
heyro would anyone be able to help me make a custom rotation for a rear bumper bar
Really depends on what you're trying to do, but that front section will need some additional supports regardless
Ah ok. I'll recheck it again tomorrow.
So Ive made all sorts of mods but never tried to do suspension swap, Been wanting to try smth like that, Any resources on the subject or tips on it?
Anyone have any good turtorials for UV mapping in blender, i looked it up on youtub and couldnt find anything that gives me a clear instruction
Does anyone have idea how to make spotlight visible only in night?
Check my reply in the other discord
Yeah saw that, already trying it. Hope it works
How can I get the car mirror to recognize custom cubemaps
For example if I move the camera up/down, what's displayed on the mirror (this image) changes if you move the camera. So if you move the camera up, the color goes from light blue to yellowish, go down, it's blue, brown, black
Kind of hard to explain
If the mirrors are set to dynamic they already do
i mean if you disable dynamic mirror, with custom cubemap of pngs
dynamic mirror only works closeup
Hmm ive been looking and cant seem to figure out how the cubemap is loaded still looking tho
So ive been able to get this far with the UV mapping, it at least has color now. can someone give me any tips on how to get it to show up properly
can anyone tell me the difference between
"Asphalt Wet 1"
"Asphalt Wet 2"
"Asphalt Wet 3"
probably the slipperyness
if u mean swingaway u need hindge nodes
please help i alr tried alr node move and the pos of the license jbeam but it dont seem to work
i need help on moving the license plate pos
do you try to adjust i presume that is y axis
i meant reduce the y value example 2610 to 2580 something like that and refresh
i didnt remember which axis is that x y or z
after i renamed the jbeams
Anyone here ever make clear taillights? im watching a pretty good turtorial on it but the lights for the lansdale are way more confusing then the ones for the car he used
what tutorial did u watch
This video was highly requested, so I hope this helps those who've been trying to create clear taillights in BeamNG!
Shouts out to Dark and Fox (https://www.youtube.com/@fox1-123) for helping me with this!
Dark's Tiktok: https://www.tiktok.com/@6dar6kie6 (Support his Patreon! It's in his Tiktok bio)
#beamng #tutorial
that one
jus make a clear material in f11 asign it to glowmap when its off and put a new material to the glowmap for the lights when its turned on
for me this is easier
Can I give another one function to trigger the door opening without interfering with the lua?
(Unfortunately, I can't program)
wym like add a new even when you click the open door button?
something like that
So you can cause i use it to turn on my interior lights when i open the doors of my car one sec ill send what i did
i want to do similar thing
technically the same
"triggerEventLinks":[
["triggerId:triggers", "action", "targetEventId:events"],
["door_L", "action0", "doorLatch_L"],
["door_L_int", "action0", "doorLatch_L"],
["door_L_int", "action0", "lighting"],
["door_L", "action0", "lighting"],
],
"events":[
["id", "title", "desc"],
["doorLatch_L", "ui.inputActions.moonhawk.doorLatch_L.title", "ui.inputActions.moonhawk.doorLatch_L.description", {"onUp":"controller.getControllerSafe('doorLCoupler').toggleGroup()"}],
["lighting", "ui.inputActions.moonhawk.doorLatch_L.title", "ui.inputActions.moonhawk.doorLatch_L.description", {"onUp":"electrics.values.lighting = 1-(electrics.values.lighting or 0)", "title": "Interior Lighting", "desc": "Toggles Interior Lighting" }],
],
["lighting" , "SPOTLIGHT" , "b1r","b1ll","b1l", {"x":-90, "y":0, "z":0}, {"x":0, "y":0, "z":0} , {"x":0, "y":0, "z":0}, 0, 0, 0, 0, {"baseTranslation":{"x":-1.881, "y":4.665, "z":0.068},"lightRange":0.6,"lightBrightness":2,"flareScale":0,"lightOuterAngle":100,"deformGroup":"headlightglass_R_break"}],
["lighting" , "SPOTLIGHT" , "b1r","b1ll","b1l", {"x":-90, "y":0, "z":0}, {"x":0, "y":0, "z":0} , {"x":0, "y":0, "z":0}, 0, 0, 0, 0, {"baseTranslation":{"x":-1.881, "y":3.421, "z":0.068},"lightRange":0.6,"lightBrightness":2,"flareScale":0,"lightOuterAngle":100,"deformGroup":"headlightglass_R_break"}],
the first part is the door code then the second is for the props
both of them are jbeam parts, yes?
yes sir/ma'am
nah not really i mean it took me a while to figure out but its pretty simple lol
Btw I also need this for lighting
but for outside lighting, like in 900-series
idk hat the 900 series does so im not sure
floor lighting under the door
ohh its the same just add a light prop to the door and then set it to use the same lighting event
Anyone know why when doing an assetto port, the ground texture is so dark like this? This happens sometimes, not sure how to fix it
That’s how it should maybe look at night time, but that’s during the “day”
It should also be snowy lol
Also, does anyone possibly know a workaround for this, after importing to blender around the track is just grey, kinda pisses me off
Try changing the metalic values in the material editor?
can anyone help me idk but my front half shaft break so easier than the right when im using 3link front suspension
this is the car im working with
mb right and left halfshaft jbeams different?
uh yeah?
weird
ikr
idk to be honest
same
turn up the beam strenght
by how much
idk until it doesnt break or set it to "FLT_MAX" then it wont break ever
then its boring
then set it to a value that doesnt break immidietly
can you give me a rough amount
idk i dont know what u have it at now just experiment go up another 100000
Well your asking idk what u have it set to already but if it breaks immedietly then it needs to be way stronger
ok ty
Gave +1 Reputation to @brittle warren (current: #19 - 98)
It’s most of the time a problem with the png file format or dimensions. Take a look at the log.
How do I open the log in blender, I ask because I’m not at my pc right now
Is it Just the standard ~
It's in ur user folder it's called beam ng log u just double click it
Oh I thought he meant the blender log
Oh that's not really gonna tell u anything lol just look at the picture sizes in ur level folder
If anyone knows a workaround to this please help, I’d like to keep the same terrain background, but maybe they’d just not an option
Um well what does the beam structure look like?
hi, id like to make a new map but i dont know how. im new to this but i want to give it a go. all the tutorials on youtube say they are outdated, the only documentation also says it is outdated and it doesnt seem to be on the newer documentation.beamng.com so what should i follow?
Most of the tutorials still work just fine.
Looking to add rocksliders from the pickup to my lansdale mod, and tips on how to do that and making them selectable in the config?
hello i need help with a beam world editor, when i want to choose a building it wont let me select it. it isnt offcial beamng map so idk
It may be a forest item
it isnt
the building is in asset browser and i can spawn it but i just cant delete one that was originaly on the map
then its probably a forest item all the forest items are in the asset browser try clicking the forest tools and then click erase and see if that deletes it
Well whose map is it?
its a polish roads map
Id ask the creator then. Because you want permission to edit the map. and they would be able to tell you how they did it
Im trying to put this light bar onto my car, just completely ripping it off of the race truck and for some reason my car completely explodes and stops the simulation, ive made a slot for it and moved the jbeam, anyone know what could be wrong?
Just moving the jbeam won't do much, you'll have to edit it a bit to make it actually attach to a different car
Though I'm not sure why that'd cause an instability, do you have any errors related to those lights in the console (which you can open with the `/~ key)?
i like selected it by draging on it and i got a house selected and some kind of free camera thing?
when i delete it i cant move in editor
theres way to like unselect it or something?
not what i can see
ive done the same with just a plain flat led bar and that worked but not with the round ones
Yeah that's an issue with the jbeam structure itself
what exactly defines a police car in game? i have all the police parts on the car but none of the traffic start running, i switched over to the car i borrowed the parts from and a car started running within 30 seconds of me driving
The config will need an info file with the line "Config Type":"Police"
Usually they contain a lot of other info too, not sure if the file would work with just that line, but I don't really see why not. Try putting this file in your userfolder/0.34/vehicles/carname/, and renaming it to whatever the config name is (for example info_d15_M.json - the same as what the configs .pc file is called but with info_ in front of it)
If that doesn't work you'll have to get a proper info file, just ping me and I'll write down how :)
How do i increase the strength of a vehicle part?