#modding-general
1 messages ยท Page 14 of 1
Hello, im trying to make some shaved front and rear bumpers for the miramar, i have both the dae and jbeam made, however for some reason they do not appear in game and im not getting any errors
i want to make custom exhausts and idk like turbo kits and etc for engines in beamng. What apps do i need to do this and are there any good videos covering this?? i looked on youtube but couldnt find alot
So i did this and my front bumper is still folding like paper, what do i do
Does it have enough support beams
as in modeled ones in blender or like, beams in NodeBeam?
Well never use node beam its outdated and actively advised not to be used. Use vs code with the jbeam addont and the blender jbeam addon.
And the beams in the jbeam not blender
Could Someone Look At This And Help me figure out why its not working ?
Greetings, drivers. I'm a graduate student and GA at Pratt University NYC in the MS, Information Experience Design program. We're using BeamNG.Drive as our driving simulator to allow our graduate design students to explore the possibilites for in-vehicle multimodal (digital, voice, haptic, and gesture) experiences. If you have any experience creating or modding the UI for interesting dashboard apps, I'd love to hear from you; any insights or experiences would be very appreciated. Feel free to PM. Thanks very much!
Hi guys the collada exporter is a bit buggy in blender so there's a better collada exporter that will work for recent blender version 4.3. just in case anyone is interested https://github.com/hkunz/collada-exporter/releases/tag/v1.10.12
Can you reuse the same object in a model at all?
I need to use 18 XL cargo boxes in a trailer and there are only 16 unique normally, so I thought if I split it into 3 slots then I can reuse them - but it still doesnt work.
Should I just include a clone of a cargo box in my mod, like adding a cargobox_xl_90_degrees_Z box or smt?
Yep, that'll work. The model can be the same for all, you just need a 17th and 18th jbeam
yeah I just made additonal copies changing just the names from A to F etc.
Can anyone find something wrong with this JBeam? Ive been fighting with it for an hour. Wont show up ingame at all.
You're missing the top part of the slots section ("slots": [) on these parts
Fixed version
You could use a program like Visual Studio Code (set to json - or jbeam with a plugin) to highlight errors like these
i used a satellite photo as my terrain texture but it's blurrier than it should be and it's hard to use it as a reference
this is the image by itself
the part that's visible in beamng is the area with some buildings at the bottom middle
thank you!
Gave +1 Reputation to @river forge (current: #2 - 361)
oh and another thing when importing to beam the heightmap values are adjustable but idk how to match it to the irl height
is there a way to have multiple separate meshes/objects in one .dae file? (ping me)
Yes, if you have multiple objects in Blender, it will export them all when you export to dae
but if i have LOD models for each object it doesn't seem to work for me?
No clue, haven't messed with LODs in Beam
okay, thanks anyways!
Whats the res on the original?
8k by 8k
Whats the max res for beam
4k by 4k is the max
Answering my own questions damn
So yeah the inage should be 4096x4096
yeah and it's stretched onto a 16km by 16km map ๐ญ, but I realized that I might be able to make the map a lot smaller so I'll try that to see if I can get the quality up and make it easier to work on
this is pretty much the only part I'm trying to recreate
my game won't open
This is what I mean. This is just an example image.
If I move the camera up/down or left/right the image remains the same, the other colors don't display (image doesn't change as you move camera up/down)
I want to see how to display the other colors
i got the size of the map from 16x16 to 8x8 and it's looking much more recognizable and the quality is way better
can someone please make a b7 rs4
Out of curiosity, do you know how big the reference picture is irl?
How to I put the new lighting onto the vehicles?
chat acctually died
Noone here takes requests
yeah it took a while to figure out but i found the size of the height map in pixels and it's 2m per pixel
i guess i could still double check with QGIS
anyone know why my decal road editor gets huge when up close but normal when backed up
Working on a Superbird/Charger Daytona style wing for the Moonhawk as my first mod because it seemed simple enough. I got the mesh in game but the UV mapping confuses me. It inherits from the Moonhawk's skin as I want, but not from where I've mapped it to (on top of the trunk so that it theoretically copies the trunk pattern, at least for testing). I have no idea where it's pulling its UV from, so a little help would be much appreciated!
the uv map for the skin has to be the second uv map in the uv map section of blender
looks like u just zoomed in on it really far
i didnt
thats like 10 feet forward from the second image
but, it somehow fixed itself of course
Ah yep, that was it. Thanks!
Is the first UV map used for anything at all or should I just use the second one?
Gave +1 Reputation to @brittle warren (current: #19 - 100)
first uv map is used for the base color and stuff so it is used
yea pretty much
Related, what's the current way to do the beams/nodes/triangles part of the jbeam? I've seen references to BNE/NodeBeam Editor but it seems to have been removed at some point?
never use NBE it hasnt been updated since 2015, use vs code with the jbeam addons in the extensions tab and there is also a jbeam addon for blender
Gotcha. Are those in the game files somewhere or do I get them elsewhere?
you have top download them just look up vs code its by microsoft the in it there is an extensions tab click it and search jbeam....... The blender addon is from beam ng just have to search on google beam ng blender addon
Sounds good, thanks again for the help!
how do you use the automatic performance thingy for configs
Check out this message #1259896099225866321 message
can i keyframe static objects to move in beamng? like i noticed there are some videos of a press squashing vehicles
i already ran several tests using armatures and also just plain animating objects and their Colmesh-1 but nothing works. So I guess the only way is to animate the object directly in the game?
I would assume those are jbeamed props, like the bollard, spinner, etc. found in the vanilla game
https://documentation.beamng.com/official_content/props/
ah thanks for the reply. how can i animate them? is there some keyframing feature in beamng?
Gave +1 Reputation to @river forge (current: #2 - 363)
Not as far as I know. The props make use of the same system as cars, called jbeam. There is some info about it here:
https://documentation.beamng.com/modding/vehicle/intro_jbeam/
thank you. yeah i did some tinkering with jbeam and i also used the jbeam addon in blender, cool that they added this addon. so i guess these props with the squashing for example were probably just vehicles controlled with a recordmovement script back and forth. but on second though must have been some powerful engine to push and squash even trucks
its sad though that we can't animate the Colmesh-1 objects, would have been really cool feature
anyone know why when trying to make a mission of any type, the game will just NOT let me place the start marker
like i cant even get the option to place one
nvm
ok got the menu open
but i cant place it still, its always doing this
hello
im not developing anything, but i have a question. does anyone know how to fix the windows in the B-Series Off-Road Semi mod? it seems like the textures are missing ore something like that
download legacy t series mod
anyone know why this gap is here for my race?
decal road is one big loop, so that shouldnt be the issue
They use hydros for movement, they're beams that can change their length based on a certain input
https://documentation.beamng.com/modding/vehicle/sections/hydros/
As for their strength, a jbeam can be as weak or strong as you want it to be ;)
how could I swap scintilla parts on a d series ? like I want the subframes of it for the d series but idk how to do
it's not as easy as "fixing" them, but i can tell you how
unpack the mod and get the b-series .dae into blender, then isolate all of the parts that are missing textures
i assume the b-series uses t-series textures, so, change the materials of the meshes to what the glass material on the t-series is called
adjust the UV maps, export the .dae back into the mod, and that (should) fix the problem
Does anyone know how to make parking spaces work? I add a parking location in the editor, turn on parked cars in the settings, re-enter the game, go to the map, add traffic, but parked cars do not appear
okay, thanks ๐
Gave +1 Reputation to @thorny rune (current: #324 - 8)
Or just install the legacy t series mod, thatโll fix it too
or that lol
Anybody know how to make lights (point lights and spotlight) in a map turn on at night but off during the day
There is a main.level lua u need I posted how here or in modding for dummy's trynna find it. But you make a sim group and add it to the lua in a certain part
Oh boy lol, let me know when you find that post
Here it is
I see thanks Iโll take a look
Anyone know how to port a prop from one map to another?
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...
i was just thinking of how to do this and i click here and here you are posting this gem
you da man broken
Lol YW theres also a tool to do it but its better to learn the hard way first
what's the tool way?
Many Thanks to Sascha Kleinwachter for creating this software program. This software allows you to easily move assets from one level to another with just a few clicks of the mouse button.
โก๏ธ Sascha Kleinwachter YouTube channel - https://www.youtube.com/watch?v=OE02UEP8ups&t=236s
โก๏ธDownload software link - https://github.com/alexkleinwaechter/Be...
Ty
mildly oversized
Nope perfect lol
Anyone know how to scale down assets?
I got the textures to work but I cant seem to get the size down
You can either use the scale tool where the move tool is or you can use the inspector on the right side and there is a section called scale and u can change those numbers
Thank you, now the tracks arent empty anymore :D
Gave +1 Reputation to @brittle warren (current: #18 - 102)
All I need to do is just find the lower halfs materials
which should be somewhat easy now
yea lol it should be
Should look like this once I get them.
can someone help me with thatt please ?
Thats way harder than just explaining it in chat also the dseries has coil over suspension so why use the subframes from the scintilla
im making a mid engine widebody d series so I wanted to use the scintilla subframes
Well realistically your gonna have to redo the whole dseries frame jbeam to even make it somewhat similar in mounting points but its just like you would swap anything just copy the jbeams snd the meshes and put them in ur mod and go from there on connecting things
okay thanks for the help !
@river forge this isn't dynamic mirrors but I was wondering how to manually use a cubemap for somewhat a similar effect
levels
happens to us all lol]
this is about how well my race setup is going on my map ๐ญ
anyone know how to have the other ai on a race have random colors
when using a custom config
Anyone know how to fix this?
anyone know why my material just... disapeared... ingame
its in the folder but nowhere to be found
i was LITERALLY about to release the map
im gonna go insane
reloaded LUA, restarted game
nothing works
whyyyyyyyyyy i was literally about to be done after hours
i didnt even touch the map, i was messing with the god damn race mission and deleted one file that had NOTHING to do with materials
editor moment
hilarious
theres like 4 different actual causes, and then at times it will just do it randomly to make you work harder. It's stupid
Remake it lol is it just one materials?
i have multiple things placed, i cant just remake the entire map
id have to start completely over
you'll have to do the materials in the files instead of through the in game material editor
remaking a couple materials isnt that hard?
in my experience the material editor just doesnt even work, it's a temporary solution thats mainly used to test different textures and different values so you know what to input in the actual file
this is an assetto port
it didnt delete the textures, you just have to remap them
And all u need to do is make the materials in the json file its not to hard
okay, i did it, i never said it was hard, just didnt know what to do
now im getting this error in my race
ai is full gas but not moving and my camera is frozen
stg mission editor can never ever work right
this leads to me needing to restart the game
i cant get the console because it moves too fast
the log file in ur user folder has the same info that the console has
i may be slow, whats the path for the log, cant find it
im not sure what to look for, nothing makes sense
in the log
i cant pastebin it becasue its too big
forgot i can do this duhh
well its layed out the same way as the console just not red lol and green lol just look through the endish until you see warnings or errors
well it makes a new line like every milesecond so idk how really
idk what to ss theres so much
Im not sure id say clear ur cache but then ur gonna lose ur map the way u do it
yea
Looks like its all thew same error in the race.lua
you saying this helped me
I remade the race, and deleted the old one
but for some reason it still was using the old one, even though it was wiped off my pc
so i remade the race again, and it works now
its working now
Why ping me for that? I have no idea
why the spoiler doesn't appear ? ๐ค
and yes I restarted the game several times
Anyone know how to make this texture stop resetting to the white one every time I launch the map?
Have to manually put it on via the editor every time
Any errors related to the spoiler in the console? (~/` button)
could somebody teach me how to edit beamng cars useing blender
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 ...
thanks
is there a way to reload map that im working on in worldeditor?
Working on a mod for the T-Series, anyone know what would cause my rear brakes to not work? I've switched to non-air brakes front and rear, all four wheels show in the brake torque graph, but rear wheels aren't actually braking and don't show in the brake thermal debug.
Do you have nodes in the group "xt_spoiler"?
yes
Hmm, I'd assume you re-exported the .dae, and verified you have the part selected in the config. I would have to look at more of the JBeam to try and get an idea.
if you want to look in detail here's the file
And the .dae?
in fact it's the spoiler of the basic 200bx that I fixed on the body part and not on the trunk.
The .dae seems normal do you think the problem could come from there?
I've re-exported it many times and it still doesn't work.
Origin for the spoiler is the same as everything else? Also I'd remove the trunkCoupler code from the JBeam and see what happens.
That shouldn't affect it
Your scale is off, try applying all transforms
Yup that could be it, but also with the trunkCoupler code, I've had unused code in a JBeam cause some weird stuff, so I usually remove stuff like that just in case.
It's not unused, it makes the trunk latch act like it should with more weight added to the trunk (aka the weight of the spoiler)
okay
doesen't work
for trunkcoupler
I could take a look if you want, if you're alright with sending over the entire mod
๐ฅฒ
yes in mp
The mod looks like crap lol
Yes there is :P
ooohhhh
After assigning a material:
What are you making?
I've never had this problem before
Need some low poly rims and tires to complete the look. lol
it's my first mod i made a year ago i'm improving it to publish it to my friends
Yea lol i hate low poly but if ur going for it make some flat rims with pics as the material like old games
๐
original wheels
I especially like low poly crashes ๐
Looks like a burnout game lol
mod size is 6mb
for potatos pc
yea ๐
i fr dont understand textures,maps etc
can someone dumb it down for me
Like the uv map?
normals,uv and colours maps
Then uv mapping just look up how to uv map in blender
"dumb it down"
There is no dumbing it down lol its not something that can be dumbed down the docs explain it as best as anyone can lol
Anyone know what causes brakes on powered wheels to keep rising in temp even in neutral and no parking brake applied?
I've seen that before on some mods but i cant remember what the cause was.
can anyone tell me why my pacenotes are not on here
also upon starting the rallystage, i cannot go anywhere
anyone know what the asphalt_prepped groundmodel is
I'd assume dragstrip
oh ok then i better not use that
anyone?
would anyone know how to make a soft collision, sorta like tire walls
Dont they use jbeams? or am i wrong on that one or is it a mesh road set to like mud or something?
they may, im not sure
ill try the mesh road rq
try opening west coast and click on one?
well im in the middle of something, and i will, i wasnt sure if there was an actual way to
Im doing it one seck
lmk what you find out
the tire walls are forest items
gotcha, ill figure it out somehow
I am having issues with extreme lag whenever I try and paint terrain in world editor, any fix for this?
my game is fine otherwise, just when i paint (doesnt matter what brush size) it drops to zero frames for a minute then works fine again
What is your sqaure size for your map
square size is 0.300
what is your actual map size also and are you using pbr
how would i check the actual map size? and I am not using pbr
what was the size of the height map you imported
the maxHeight shows 2048
well here a better question what are your pc specs
RTX 2070
AMD Ryzen 7 3700X
32 GB RAM
ive been able to paint terrain just fine before, but on the map i am specifically on, it lags insanely bad whenever i try and paint at all
hmm its may just be because of how small your sqaure size is it is doing a lot at one time even if you make the brush small i know the smaller sqaure size i have the worse it is
well, even at brush size one it freezes for 30 seconds any time i left click
Mine does that too when my sqaure size is small i think its just a game limitation
idk why but any other map that's this size that ive worked on, it doesnt have this issue
are they all sqaure size of .3 also
i can check
yeah, i found another and it works fine
weird
Hmm thats odd then
beam is just like that sometimes lol
Is there any way of stopping beamng from deleting my god damn materials, Iโm tired of manually entering stuff into the json
um are you saving everything?
Most of this was easily fixable but some I need to do manually and Iโm getting tired of it
Always
The light orange I can fix easy, the dark orange I need to enter manually Its really starting to piss me off
Thatโs an old image I got off for the night
well i mean you normally have to do materials manually its just when your porting maps doe they come in automatically because of how the models are since you import an fbx into blender it knows the materials and the images so when you export them blender copiews those images to the folder. Normally it doesnt work like that so be thankfull some work right lol
Yea I guess, still annoying tho
this dont work ive tryed
Then your just gonna have to learn how to model in general
do you guys know how to make a horsepower gauge?
like what function it would use
(speedo = wheelspeed, tacho = rpm)
Is there anyone that could tell me how to get the heightmap of some bigger area in Europe, exactly in Poland. I tried in many ways like terrain.party but the site is just broken, Polish official website of heightmap of country, but it was limited to only 7 square km (I would want like 180, 15x15 km or smaller) and even when I got my heightmap in .tif I couldn't get convert it to .raw as I heard that Beamng uses this extension
And I would really want it in better quality because idk how good is resolution of 30m
What part of it isn't working for you? The tutorial is definitely still up to date and working
anyone know why my decal road editor is stuck on my freecamera
only goes away when far away
i had this problem before and it went away but it wont now
Watch BeamNG and millions of other BeamNG videos captured using Medal.
Beamng does not use .raw
Clear cache
Dont work. It needs fixing
lets say one wanted to about making a custom front suspension how would i go about it? I got jbeam editor & the suspension 3d model
click on the link i sent in the other channel there is a video that helps
That video does not help him
Editing a 3d model and making a suspension thru jbeam is kinda different
please, someone has to know why this is happeneing, i cant finish my map with this like this
bruhh
so making a model and editing the jbeam isnt what he wants to do? because its the exact same concept you just move the jbeam to fit your model
Suspension is a more complicated than a fender but he could give it a go ig
Use the jbeam of a vanilla car with the same setup
We are now achieving a great increase in high velocity impacts.
Beamng.drive wiki:
https://documentation.beamng.com/
https://wiki.beamng.com/Portal (old one)
Tutorial GitHub: https://github.com/MorzBNG/BeamNG-Modding-Tutorial
Downloads:
Notepad++ : https://notepad-plus-plus.org/downloads/
Blender: https://www.blender.org/down...
i have over objects enabled and set the collisions of the object to visible mesh final but the decal roads r still invisible on it
set decals also to visible mesh final
it is
Well you never said that u said just collisions
i know but i meant both
but another weird issue too is the asphalt material goes back to settings i had it at before when i reload the map despite saving it
how low is the decal or is it right on top of the mesh?
i had it at instance color and accidentally set the ao map to the grass ao map
right on top
it appers on terrain too
and locks to the mesh surface
anyone know how to make ai take turns slower
idk if decal roads have to do with anything but here it is
nvm got it working
Homie on the curb is getting a penalty
thats me ๐ญ
wait which one the yellow one or the one flipping
the one flipping lol
yea thats me lol
lmao
the video is butter smooth while ingame i had like 35 fps, i do love replay mode for that
all i gotta do now to finish my map is add walls to all the fences
i cant use replay mode the camera path editor just confuses me lol
i dont go too indepth with it, i can show you sometime if youd like though, its really easy
might make a video for my server actually
cheesecake american early
What
this is a reference to a random radio commercial in MSC
Oh
anyone how to make a jbeam from scratch?
well yea a lot of people do. what do you need help with?
like what program is best to use
Vs code with the jbeam addon
yea and then edit it to fit your car thats what is recommended especially if your new
i tried it a bunch of time but it doesnt seems to work on another mod alr replaced all the names to standard what things i could be missing at?
wym like what isnt working?
the body jbeam
well idk what isnt working really lol so icant really help are you replacing the flexbodies in the jbeam or what
hey fellas, I have a mod that makes configs
the configs are listed as "custom" though
how do I force it to be not listed as custom pc configs
you need a json file for the custom configs
something like that to make it permanent
so i was modding the daikisei katai adding a reverse beep does anyone have any idea where can I find the hashcode?
Try opening the whole folder in vs code and use the search feature to find it
wait sorry am kinda new to modding, abt the vs code I have to download it right? or is it built in in the game?
You have to download it
Okay, I got it. Thanks. So once I got it and searched it, opening the file of the code should pop out, right?
Gave +1 Reputation to @brittle warren (current: #18 - 104)
what is this syntax hell
why is there \ everywhere
you use / purely for paths and thats it
cuz this is in uh Notepad
nah you dont jbeam like this ๐ญ
not the program literally the way youre doing a jbeam is making my eyes bleed, try look at another jbeam to see how the syntax works and read up some docs :3 https://documentation.beamng.com/
soundscape sounds dont have hashes, they just have names
lemme show you an example
"keivan_reversewarn": {
"information":{
"authors":"BeamNG",
"name":"Beeper",
"value":50,
},
"slotType" : "keivan_mod",
"controller": [
["fileName"],
["reverseWarn", {"beepLoopName":"event:>Vehicle>Electrics>Reverse>Beep_05"}],
],
"reverseWarn": {
"soundNode:": ["b1"]
},
},
this should work as a beeper
oops, i broke the glass
to give a bit of context,
i'm trying to make some glass with police stickers on & now all of them have vanished
fixed dw
i seem to have broken it
Ummm sorry to disappoint you ig I'm pretty new to modding ๐ญ, but am using the vs code rn as thought by subwoofer jn but yea I do need to study this โ ๏ธ
Thanks for the tutorial ! ๐ญ
Gave +1 Reputation to @minor moth (current: #107 - 30)
i require some help
I've made my own glass texture (that have the police car stickers on)
The second I edit main materials in my mod folder & try to add my own glass material it breaks. Any clue why this is happening?
I also have the new parts in the selector as well,
is the mat file called main.materials
Is your materials file called main.materials.json?
I was faster take the L
what the
Magic
huh 
Idk either
Anyway yeah if so, either rename it to something unique or put it in a uniquely named subfolder
yes
Any /etk800/main.materials.json file will overwrite the vanilla one
i fixed it but how do i add my own texture to the parts i've added into the game?
If the model is identical, you can use materialOverride in the flexbodies section
https://documentation.beamng.com/modding/vehicle/sections/flexbodies/#materialOverride
(If the model were different, for example with a different uv map, you'd have to make a duplicate of that model and give it the new material in Blender, but that seems to not be necessary here)
windows are identical in this case yes
so i just insert ["part", ["group"], [],{"materialOverride":[
["originalMaterial1","replacementMaterial1"],
["originalMaterial2","replacementMaterial2"]
]}],
into the main materials?
No this is for the flexbodies
One sec
This would be it for your quarterglass for examplejson "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], {"deformGroup":"sideglass_R_break", "deformMaterialBase":"etk800_glass", "deformMaterialDamaged":"etk800_glass_dmg"}, ["etk800_sideglass_R", ["etk800_body"], [], {"deformSound":"event:>Destruction>Vehicle>Glass>glassbreaksound6", "deformVolume":0.7, "materialOverride":[["etk800_glass","etk800_glass_police"]]}], {"deformGroup":"sideglass_R_break", "deformMaterialBase":"etk800_glass_int", "deformMaterialDamaged":"etk800_glass_dmg"}, ["etk800_sideglass_R_int", ["etk800_body"], [], {"materialOverride":[["etk800_glass_int","etk800_glass_int_police"]]}], {"deformGroup":""} ],
With multiple arguments (like here with deformSound, deformVolume, and materialOverride) it can be a bit confusing with discords colours.
Every item between the final two purple { } is a unique argument, shown by the <---> above
The empty [] brackets for the nonFlexMaterials are important too when using arguments behind it, even though the brackets themselves can stay empty
Here's the entire thing with better colours
time to give this a try
thanks subie
Gave +1 Reputation to @river forge (current: #2 - 368)
Material itself not working yet?
no not yet, i'm just glad to see it with no texture. i removed the main materials file for now
Ahhh I see
Yeah either toss that in a subfolder or rename it to something like policeglass.materials.json
is my main materials thing fine?
Uhh well in this screenshot it seems to also still include vanilla materials, it would overwrite those too (bad)
So just delete all vanilla ones like etk800_glass, and only keep the modded ones
oh right, i'll remove those
<@&710084482031550547>
Hey - can someone help me with my Bumper?
There is a little kink
Here u can see it better
Is your jbeam mirrored properly?
And the grill is called t6_bumper2 - is this correct?
why whenever i try to edit the vertices in blender this happens?
Thats not mirrored, open the text editor in blender and youll see the nodes, and make them mirrored
You can change the x y z in there for each
How i can mirror it?
And how it should look
And i have the CV Plugin - is this also working?
By making the fb2r and fb2l the same except for the x being negative
And that for every opposing node
so i copy the fb2r and paste it to the others?
same with the 2l?
So fb2r and l should be equal, so should fb2rr and fb2ll etc
can u show it me in with a screen recording?
No
or screen sharing? i dont get it :c
mhm okey - i try
If fb2l is x 1 y 1 z 1 fb2r should be x -1 y 1 z 1
ah okey
and if it negativ i make it positiv?
Did you make the other values equal aswell?
Fb2 should be 0
As thats the center node
And I usually round off the numbers to 2 decimals
so if the y is negativ the equal is still negativ?
Yes
Did you do it for fb1 and 3 aswell?
nope
All those should be equal aswell
as 2 or like 1 and 3?
can i ask guys
okey done
where is rear drive shaft flexbodies location? in jbeams
can u quick look over it?
Looks gooed
textures broke again after i put this back in the materials file & removed what you told me
confused
If you unpack the mod you are working on you can save the file in vs code and it updates instantly, or press ctrl r
Whats the material assigned to in blender
so i better unpack it?
If youre making changes frequently yes
Ah no sorry I meant just the vanilla materials should be removed
The vanilla textures that are part of your police glass are fine :)
Then open the jbeam file from within the unpacked folder
nope - still there
This entire thing is a material, all the individual things are the textures (and some other values)
So what I meant was to delete the vanilla materials like this one
Then its probably not the bumper jbeam causing it lol
Look whatever group that grilleโs flexbody is assigned to and make those equal and pray for the best ig
guys can you help me, why does this look like this after i edit it in blender, i didnt change any texture
oh right,
i'll try this now
The UV map (the thing that links the 2d textures to the 3d mesh) is messed up
Probably the uv map
ok i will look how to create a new one
No need to create a new one, just edit the existing one
Should i try to make the grille as one part?
remove all the other materials accept for my material?
i just have this
Looks like it already is one part because the bumper isnt on the screen you sent
ok thanks
Gave +1 Reputation to @river forge (current: #2 - 369)
yea i forgot to add it into the jbeam xd
Yeah just need to lose the }, on line 2
just like that
Yessir
But now it looks so - after the jbeam edit
so now all two sides
Copied the wrong side then๐
๐
Broooooooooooooooooooo thank u bud
Gave +1 Reputation to @little portal (current: #1281 - 1)
i have no idea how to fix it, i just made it worse ๐ฅฒ
Look up some uv map editing tutorials on youtube
Doesn't have to be specific to beam
Imean do you want it to have a sj=kin if not just scale the uv down until you cant see it lol then it wont have the black spots also import the b_color dds for the main material and do it on that image
i will try that
i'm very confused, just did that and its still broken. hmm
Could you send the files over? I can have a look later
yes
I believe you are missing a bracket ] to close off the Stages section
Just throw it in vs code with the jbeam addon
anyone know why my race isnt starting me at the propper spawn point
it seems its trying to spawn me at my last position
start position is right however
^^^im just redoing the race
thanks a lot!
Gave +1 Reputation to @acoustic ivy (current: #1281 - 1)
What can i do ?
uv map is messed up
Ok
this looks like it could also just be the model thats messed up. mirror mesh needs to be perfectly smooth
True
How i can make an new material / shader with normal map?
Well do you havea normal map and stuff already
ofc
I am just new in Beam xD
ghost ping ๐ค
? what lol
i had a ghost ping
Then in world efditor just click on your car icon that shows up, then up at the top click window/ material editor then click the circle at the top of the world editor with a plus icon then click pick from ttstatic and click your car and find the material your wanting to map it to, then give it a name in the same window and then click ok and then in material editor ther will be a spot with base color and normal and rougness click on each one the blank image and find your materials images then scroll back up and click the save icon next to the name of the material
wait i try
mhm i dont get it to work
what is it doing
cant open the tex
wym like exactly what isnt working can u send a screenshot?
So im trying to make a car spawn using d series jbeam, i re named everything but when i spawn it it spawns a white d series that breaks the game
You missed something while renaming then, no way to tell what from just your message though. Any errors in the console (`/~ button)?
Says something about main slot not found
And missing stage one data
Does you main jbeam (used to be pickup.jbeam, now probably renamed) have its slotType set to "main"?
Wdym
Wait
I i think i forgot it lol
But yes its set as main
so I copied over the side steps to have another set at the back, but after renaming and moving the nodes, the slidenodes that connect it to the frame now slide along the rail freely, where do I change this? the documentation doesn't seem to say anything about non-moving slidenodes
Did you name it in the cinfig.pc to use your jbeam
like this
Ah, i donโt have a config thats why
anyone know why some things dont import to beamng
there should be the background
i really really need some help with this, any would be nice
is the mountain a 3d object?
i mean, what else would it be? idk what youre really asking
sorry if this comes off rude im just confused
yea your right since ur just importing assetto maps. Um did you try exporting it seperatly
nah i havent tried that yet, but i will
dont think this literally means anything, but its made of triangles
but ill try importing sepreately
tris is fine beam triangulates the mesh anyways when you import a dae so if it already tries the better
so.. importing small parts work, but now i got this problem
nvm it fixed it self
Is there actually 2 of them or is that a reflection lol?
i guess somehow it copied when i placed them
there was 2, idk it copied itself somehow
so im wondering, is there a limit to how much you can import at once or something?
actually, im gonna try to join it and see if that works
ahah, that works
Not that I know of it just may lag for a sec lol
anybody that can help me edit all the nodes on a car im working on? I have it fully built in blender, and its in the game using another jbeam file
So the hardest part?
Exactly
how can i fix trunk cant open?
I donโt make cars, but Iโd suggest you getting an interior and other stuff before worrying about openables
so i want to make a mod. I just need to know if its possible to take the extra lights from the ETK I series and make it so they are an option for the roof rack on most vanilla cars
kinda like this
It is. You will be able to copy paste most of it for each car, but you'll have to move the mesh and the jbeam nodes to the correct position. The lights should follow the nodes and align themselves.
alr thanks @heavy swift
Gave +1 Reputation to @heavy swift (current: #79 - 40)
how i add a door chime sound ?
so ive found a jbeam file to a roof rack with extra lights on another mod. im wondering what info i need to change or if its even possiple (i have no idea what im doing)
i've made some tire textures. where do i find the converted .DDS versions of these images?
looking at documentation, the texture cooker automatically does this process. however, it only shows the path for map textures.
roof racks are universal
just make the light align to whatever pos on the y and z the bar is (x shouldnt change, for center node of the front bar at least)
will require some math but itll make it universal
kinda dumb question but what does the map size number symbolise and what is the max size?
i've tried this method but saving them as a .DDS file doesn't save any of the image's data and the resulting image file can't be opened later either by the game or paint.net
some kind of data doesn't get written to the image's file when saving as a .DDS through paint.net
it can open existing .DDS files just fine, but it can't create said files for whatever reason. at least not properly
It can cause that's what everyone does lol. It works just fine bro I think your doing something wrong because everyone uses pdn to make .dds files
.PNG files work just fine and beamng converts .PNGs to the .DDS format automatically anyways.
i just need to dig for the converted files for a little while i guess.
There in the .34 folder under temp/vehicles or .34/vehicles
...that would have answered my initial question.
I didn't scroll up to see ur question just saw u saying pdn doesn't make DDS files right which is blatantly false.
it does not give me the option to save as a .dds file. my paint.net is up to date.
but whatever. my question is answered. i'm done here.
appdata > local > beamng > temp > vehicles > common (i presume) > whatever tire texture called
direct draw surface and for color BC7 normal is BC5 unsigned dxwhatever i fogror and BC4 for rough/metallic
yes, i've found my converted textures. thanks bacon ๐
it should option you if you ctrl+shift+s the file and then in the suffix menu in explorer do Direct Draw Surface instead of PNG
So this is dds so i know for a fact ur not clicking the right thing
iirc its 2048 km x2048km of actual HQ land or so, and max is iirc 16k (engine cant do more fast enough afaik but i could be wrong)
ah alright
You can import up to an 8k height map and turn the sqaure size up to quite high to make it more than 16k or there is a program you have to build youself that takes base 16k heightmap data and creates the .ter file so the game doesnt have to cause the game legitimatly wont do it
yeah im not that into map making but i know for sure game has serious issues at anything past 8k
cooker cant sometimes convert 16k textures if theyre too complex and makes the game crash 
also would you happen to know anything at all about electrics functions, i want a trigger to do a hazard but it no workie
I was wondering because I was going to nab the cities skylines terrain map thing
yes lol it doesnt like it at all lol. I read somewhere they are suypposed to be doing something to help support bigger maps, but icant remember where i saw it
like a hazards button?
yeah a trigger to be specific
i have no clue what function calls hazards to be triggered
i press
it no work
full logik
im looking lol i made my own for my interior lights just cant remember what i used lol
The Aurata in game uses this: {"onDown" :"electrics.toggle_warn_signal()"}],
ty
it work 
Awesome, you're welcome
are you sure it's kilometeres?
Yes everything in beam ng is in kilometers
alright
if i have a model with 2 materials how do i set 1 material to be instance color and the other to be instance color 1
Like the color selector? wym instance color?
anyone know how to make the ground sightly reflect my car
i have a metalic and rough map
set the material reflections to level at the bottom
just ends up reflecting the sky
Hmm are your normals correct ?
yep
well, it aint a huge deal anyway
was just a little thing i woulda included but by no means necessary
Send me your map and I can look through it for you and tell u how to fix it, you know I'm not gonna leak it lol
i just released it lol, you can look but idk if ill update it https://www.beamng.com/threads/large-garage-photography-map.102773/#post-1805735
Well if I were you iwould update it if I figure it out cause it's nice to have good reflections lol
BRo your map kills fps lol like bad i get 3 fps for some reason and never had that hapen
Itโs a photo map, didnโt really worry about optimization
Itโs because of the shadows, turn your shadows to partial maybe
Just wanted to release it too, Iโll worry about optimizing sometime
i shouldn't need to run at lowest serttings to load a map at more than 3 fps you dont need the 800 lights in the scene lol and all of them having shadows
Well Iโm sorry you have to, everyone I gave the map to didnโt need to
They dont play on ultra lol
I donโt play in ultra
Like I literally said, I wanted the map out and Iโll update it tomorrow
yea i dont use apps to edit my photos to make em look good i just take in game screenshots
I barely ever use external apps
I donโt know why youโre upset I didnโt do anything to you
Im not?
Youโre mentioning something that has nothing to do with what weโre talking about, youโre trying to get under my skin
No im saying that i take in game screenshots at ultra i dont take em at normal or low settings and edit them like most of the beam ng photo guys
I take mine at normal minus some settings and the look fine, sorry I mis understood, Iโm not in a very good mood right now
#screenshots message I used Lightroom for these, but like 1% of the power of the Lightroom preset
How do I use the delta runtime to make a wait function in lua code?
I was told in the Modding For Dummies server that I need to use the delta runtime from updateGFX to make a timer to make a command to pause the code execution for half a second.
This is the stock code, and in the brackets is where the wait code should go
if electrics.values.wheelspeed < 0/3.6 and electrics.values.throttle == 0 and electrics.values.gearIndex > 0 then (wait code here) controller.mainController.shiftToGearIndex(0) print("NBS Enabled") end
my custom engine sound keep skipping and it's starting to drive me insane
i've tried short sound files, long sound files, mp3 files, wav files, different blend file formats, and nothing is fixing it
im gonna try an even longer sound file and if this doesn't fix it then idk what to do
ok it didn't fix it
I have no idea what's wrong with it
please help ๐
wha tare the rpms set to in the blend?
600 for idle, then to 1000, then increases by 500 till 6500 rpm
That doesnt really fix anything, my sound files are like half a second and it works fine
Is your game running at a low framerate of is very laggy, because sometimes audio lags if the games too laggy
I am making a body mod for the bx and need to move the engines back, but only the v8 props won't move with the nodemove on engineslot under body.
I don't want to have to make a custom engine for each v8 just to offset the pullies if i don't have to
Hmmm what nodes are those props bound to? They'll only move with nodeMove if they are bound to just the engines nodes
looks like the v8 pully nodes are seperate as they are a common engine
idk if i should post this here but i dont know here is the file that the glTF exporter put the exported thing in.
hi, how to duplicate a map of the game to make modifications on this map without damaging the real map?
you load into map, f11, you make edits, when you save level it doesn't over write. Instead it puts in in beamng/.34/levels
hello so i have a concern in my mod so i have a mod that has 500mb+ inside but when zipped its only 130 should i be worried?
but how to reset the map settings?
in the world editor
?
what map settings
do you understand what zipping a file does?
yeah hahaha but im just concern before when im zipping the file it says 250mb with same contents but now its only a 130mb file
so you said before it was 500mb before zipping then to 130
but now it's 250 to 130?
one is from 2024
no no its just a date
its faulty sometimes
but its the same contents
nvm ill just ignore it
the settings in the world editor (TheLevelsEditor, sunsky, ...)
It's to make the game look better
?
the default cars don't do it
so it's not that
increasing sound file length almost fixed it honestly, but there was just a tiny bit of skipping still
maybe I need a file to play below idle and above redline?
The way Iโve reset in the past is to take a screenshot of a default levels settings and copy them over
Ive made quite a few engine mods for the DT40L and have never had this issue. I use samples for idle and max rpm and samples in between. In this case, I didn't even use a sample of high enough max RPM, as the engine has a 2200RPM limit, not 2000. I'm not sure what your code is like, but try comparing it to this and see if its any different regarding the event headers etc
Also maybe try increasing the maximum sound voices in the BeamNG audio settings to 512
looks formatted identically to my sound blend file
I thought I already had mine at 512 but i'll check when I get back on
Can anyone help me with broken/corrupt mod I'm needing to change the code but I don't know much about coding
Is it your mod?
No but it's an outdated abandoned one and I just want to fix it for my own enjoyment and not give it out or anything, its one of the best diesel Cummins mods I've seen but sadly it's outdated
is it this mod?
hmm one sec ill look at it and se whats broken
You want the file?
nah i downloaded it
Oh alright lemme know
yup, already set to 512
hehe.. cummin
@oak skiff this guys posting in like ever channel about his fivem scam
yes, it is a method thank you
Gave +1 Reputation to @warm sphinx (current: #57 - 47)
Well I'm not sure what the issue is then. Only other thing I can think of is that your engine samples have a silent part or a fade at the end, which is preapplied in some audio editing software
damn that's actually a good point
I didn't hear any silence when playing back the files but, I dunno
Usually its added post export
downloaded file I mean
I'm pretty sure ogg files work too
yeah
Guys, can someone help me?
Did you assign materials to the models in blender?
normaly yes
And their names match those of the materials in the cars main.materials.json?
ah i guess i found the problem
Also make sure the material names in blender don't have .001 or .002 etc behind them
bud add on every mat numbers
yeah haha thanks
Gave +1 Reputation to @river forge (current: #2 - 374)
Is there a way to remove them fast?
how i open the console?
thanks bud
How can i add more emissive to my material ?
It didnt work
Hmmm the one I got might be outdated then, try looking online if anyone has a script to clear duplicate materials
Deep clear your cache
https://documentation.beamng.com/support/launcher_support_tools/clear_cache/
And use #support in the future ;)
How can i make to functional lightbars on other slots like frontflashers and a lightbar ?
Make sure their controllers have different names, so their patterns don't interfere. Other than that there isn't really much you need to consider
Ok thanks
Tysm i will next time
am i able to make a mod change a value in a jbeam based off of a graphic setting?
Im sure you could with custom lua but it would be a lot lol
Why would you even want that :O
Idk lol sounds like a really weird thing to do and what is changing jbeam values using gra[hics settings gonna do for perrformance
i ported this ac map and this is happenign with the corners...
the tires deflate every time
what could i do about this? i tried doing tris to quads but it made no difference
in blender they look flat and fine
Hey yall ๐ Decided to dive my toes a bit into UI App development for BeamNG. I have a dev/design background and thought, heck, why not take a stab at putting together a tacho/dashboard.
I explored other tachos from the community mods, read the docs (that was a tricky one xD), and managed to put something together.
(audio in bg is some parks and rec clip playing while I was testing xD)
I realize I'll probably have to adjust the design/code to accommodate different RPM restrictions - but for now I just needed to build a POC before I go deeper into this and start adding fuel gauges, gear indicators, etc. ๐
Anyone here with experience on this sort of thing with any tips?
If you make a collision mesh instead of visible mesh it should be better
that has no collison....
You need to make one in Blender. Just look at how the vanilla objects do it
?
No. Just copy how the vanilla objects do it
would just put a thin mesh road over it
is it possible to make these connect, like fuse together
or should i just allign them and rely on auto junction
oh well, hopefully this works
https://www.beamng.com/resources/beamng-rally-usa-pack.33083/updates
Is there any reason why my mod may be repo ineligible? It contains no real life branding or anything
where should i start if i want to make a high-fidelity car mod (like vertex level, but only like 2-4 trims) if im pretty new to blender in general?
if you wanna make a car like the vertex in context of detail, dont, you need to start out on something lighter
what would you suggest
a simple car
i want it to at least look believable tbh
just something simple
that's not really specific
its your first vehicle, make it simple
simple doesn't really tell me what i should be doing
click the message ni just sent and start with a single paert of an ingame car
if you wanna make mods youre gonna have to think for yourself, you choose what to do
alright ig
so is making nodes and beams just typing them into the code? how would i know i put them in the right place?
Trial and error by checking the debug views mostly.
You may also be able to move them with blender now, I personally havenโt tried
so are the jbeam files just made from scratch? i don't see how you assign jbeam nodes to model nodes
I would suggest looking at tutorials.
But typically Jbeam is modified from an existing similar part. This is especially the case for those starting out with vehicle modding
ok
not sure why i even thought i would be able to do this, i cant even model a simple thing in blender
would it be possible to go and modify things from automation to be functional like steering wheels and fix textures like on lights
yes you can
i might try that then
the main reason i even wanted to do this is cause automation cars don't look very convincing
Yea i hate automation cars but if you do one and then use it as a base to mod on you may learn quite a bit
Automation cars sometimes does glitches or corrupts the game
Thanks, and sorry for beeing kinda late but I didnt get any notification, but I still dont know how to do it properly, when I tried to import some heightmap I think from png or img I had just a flat area with size maybe 200x200m even tho I tried to import heightmap of a whole city(it wasnt flat)
Gave +1 Reputation to @brittle warren (current: #16 - 109)
help
They just suck in general, feels like Iโm driving a hot wheels car
hey guys i need help with making a new wheel and adding it to beamng, i have the .dae file and both F & R wheels jbeam but they don't show up ingame im sure it's easy but i don't know anything about it
Any errors related to the wheels in the console? (`/~ key)
im pressing / but nothing happens also the wheels don't even show up in the menu
The ` and ~ key, top left on most keyboards
don't have it
oh ok nvn here it is
here is what i see in the console
Try refreshing jbeams with Ctrl+R, then scrolling through and seeing if there's any errors related to your wheels
nope nothing and the wheels don't show up in the config car menu, maybe the .jbeam code is wrong, if i sent it to you could you check them, im sure it's simple i just don't know anything about this it's just the .dae file and 2 .jbeam, thanks!
Yea sure send em over
Btw what is their file location currently?
Should be mods/modname.zip/vehicles/common/ files go here
or
mods/unpacked/modname/vehicles/common/ files go here
(The latter being easier to work with as it's not zipped)
here
it's mods/modname.zip/vehicles/common/ files go here
I'm using DrowsySam's Drogue Parachute and on the new BX it breaks the fuel tank and shakes, then when its deployed it flips. How do I fix this? I'm guessing its something to do with moving the location of the chute and/or editing the J-beam but I have no experience
also I hope this is the right channel to ask this lol
- The jbeam was missing the main opening and closing brackets all the way at the top and bottom
- The slotType didn't specify which hub type to use (4/5/centerlug/etc.), I've set it to 5 lug for now
- The flexbody name (
Antera Type 109) didn't match the name of the mesh in the .dae (antera109)
There are some other issues, but at least they show up in-game now ;)
ok they are in the menu now but they are invisible
For me they were there, just not in the right location. They are inwards a bit too much (under the cars body)
hm
idk i never did any of this i tought it would be easy, just swap an already 17x8 rim jbeam with my model
oh yeah i see them but yeah they are too inwards and with a void black texture what do i do now to make them in the right position and with a silver color like texture
Pretty much, you just need to tweak its position a bit and give them a material
Check out some of the documentation on the site or some tutorials, I don't really have time to go through it step by step
yeah np, i just can't find any tutorials
How to retrieve height of a current vehicle in beamng.drive? I've heard of Bounding Boxes, but interesting to see if someone already has working Lua function here.
k thanks will let you know if i was able to do it ๐
Gave +1 Reputation to @river forge (current: #2 - 377)
you need to remember this mod is experimental, stuff like this is bound to happen
anyone have an idea of how this track is supposed to go? im confused with the top small loop and the inside area
also it's a little old and hasn't been updated in awhile
forgot 2 turns
Hello, I have a problem with glowmap materials on my car, I've added the normal and _on material and i tried to code the glowmap but it didn't work
here i photo of code, is there something i need to add, like add new material in the model?
here is the code of materials
why is my door mesh not showing up? the doors and body are in the dae and the flexbody in the door jbeam has the correct name
it has no material, nvm
I assume itโs just multiple layouts with the small little loop being an oval sort of thing
What track is it?
Salem raceway, but all I can find is an oval track when I search it, I donโt think itโs real
And yes Iโm sure itโs another layout but I wanna have one race that uses it all
How sure are you that itโs a race track?
And have you asked the mod creator?
what else would it be, no i havent, i didnt even think about actually going and looking in assetto or in the maps files
i mean, its called salem raceway lol
Ah ok I thought it was on just a random map you found
Different material? Jbeam issue?
well no its the right matterial and it doesnt happen on the other side and the jbeams are exactly the same side to side
Select that specific triangle in blender and see what material it shows
There is only ine material on the whole object
anyone know why LerpAlpha or any alpha clip doesnt work on PBR
before and after making pbr
you need an opacity map from what i know and then use ppremutialpha
ah
Dont quote me tho but thats what works for me
So for whatever reason on my mod when other people download it, the front nose and f4 engine cover is invisable, yet works perfectly fine on my end?
are the models in the dae or are they somewhere else by chance
they are in a new dae, but other things work fine like the front wing and rear wing
Hmm are they named correct cause it may be loading yours from the cdae
yeah everthing is named correct
any console errors
if its not private or anything, would you like me to try?
they may need to clear their cache
https://www.beamng.com/resources/carbonworks-f3-2025.33229/ this should work right?
some people dont see time trials on my maps but some do, what fixed it for them was cache and temp clearing
tbh I hope thats the case
yep
anyone have tips on how to keep ai more on path for races
especially offroad racing
how do i learn how to texture?
Like wym make your own textures like rusty materials and stuff? and normal maps
both making my own textures and understanding texture maps
because i barely know how they work
https://www.youtube.com/watch?v=qa_1LjeWsJg heres uv mapping then for tectures look up how to make textures in blender case its kina a model by model basis of what you wanna make
In this Blender tutorial I will show you how to do UV Unwrapping for Beginners.
โ Setup Texture Maps Tutorial: https://youtu.be/V8ZRp3J64x8
โ Easy Texturing Method Tutorial: https://youtu.be/LtAE3JtCsRA
โ Wood Texture link: https://polyhaven.com/a/rough_wood
โ Help support the channel:
Patreon: https://www.patreon.com/ryankingart
Gumroad: http...
Anyone know how I can convert/decompress .cdae files back to .dae files? i lost my main .dae asset files. but there are still the .cdae ones available. am i able to convert them back to dae?
Nope can't it's impossible
oh no.. so my assets all lost. ok thanks for the response
Yea maybe you can find a backup or something in your recycling bin
its my 2TB HDD. i wonder how i can back up the data
Idk lol I always just keep a couple copies of my blend file just in case something happens I can reexport my dae
Blender should autosave
Yea but if he wants his dae back he clearly doesnt have the blend file
OMG how coul di have forgotten about the auto save hahaha thank you so much! i thought when i saved on E: the autosave was also on E: but turns out it's in C lol thank you so much!
good thing i also commit my addon codes on github
how can i move steering wheels?
Plz help
hello everyone! who can help me make paint livery for mod car? I will not remain in debt.
hi
how do i stop my piccolina doors from exploding into 5 different universes i just want suicide doors not suicidal doors man :(
hi
Might be because the door is overlapping with that pillar in the middle
Aren't there already suicide doors on the vanilla piccolina?
Or do you want a 4 door version with those tiny rear ones?
no im trying to slap them on the roamer for a car im making
If you took the piccolina doors to the roamer, check if any beams are wrongly connected and pulling on something, since the node names are different
And you could also just take the rear doors from the D-series extended cab
bro i completely forgot about these doors thank you
Gave +1 Reputation to @rancid wedge (current: #200 - 15)
they're pretty much exactly what im looking for
Do you want that they are blocked from opening by the front doors?
Because you would need to remove that feature
no thats how i want my doors to be cause the car that i want to make has clamshell doors
Oh perfect, I bet the roamer front doors even have the same jbeam as the D-series ones, so it might even work instantly
If this is your first mod, please, just donโt. You shouldnโt jump to hard projects, itโs dumb
If you donโt even know how to start a car then donโt try to make an insanely detailed car, go learn the basics
I make maps, not cars, but the logic is the same in the aspect of starting small then going big
Thereโs plenty of videos on YouTube
I could list at least 3 videos that first come up that arenโt outdated, you arenโt looking pretty much at all
Goto #mods-faq message
Gave +1 Reputation to @crystal wraith (current: #300 - 9)
Im trying to make a custom skin for the h-series, but i cant find it in the vehicles folder, whats the name of the zip file for the h-series?
easiest way to make custom skin, is go into garage, select what variant of h series you want then go to decal livery editor in the garage and make a new skin, save skin, then go into .34/mods/unpacked (find your file name you saved as) then you can modify the _cp (color pallete blue red green for your color 1, 2, 3) and _D (for your decals), then _M for metallic (things you want metallic) _R (roughness for if you don't want decals shiny)
while im here, why do they call it liverys? like why not skins, or paint jobs?
The term "livery" for cars comes from the French word livree, which means "handed over". It refers to the distinctive paint scheme and design on a vehicle that identifies its owner or manufacturer.
hey all, modifying a jbeam in blender, after i have finished i save blend file, select j beam, apply all transforms and expot jbeam, then what? where did it go because its not in the folder i imported it from...
hey fellas how does a json file look for configs? trying to make a new config for my personal default car
Nice but as all other comment said start with modifying Vanilla Cars in game like (if i am wrong what i meant sorry.) i done Bastion Panoramic roof First then later on i do Ground Effect Kits of bastion then if you confident make new car. (Even mine is new project it can be cancelled anytime p.s. my S15 nearly at that state but i still continued.) Oh some of parts i use simple notepad to do the job done.
It should overwrite whatever jbeam was imported
thanks man i had an old addon, all sorted, dumb haha
Gave +1 Reputation to @river forge (current: #2 - 378)
anyone keen to help me sort oit air suspension for said project? ive tried a few times but had no luck,
trying to replicate my old bagged 68 mercedes.
how do i edit a jbeam body without it deforming ingame? please help
What is that function
@quiet heart
Question, does anybody have experience with making spaceframe chassis'? I'm trying to take the SolidWorks models I have of my team's FSAE car and make them into a beamNG mod of our car.
my main issue is balancing the quality and the number of nodes
I currently have about 2.5k nodes
....2.5k nodes? as in nodes that make up jbeam? please tell me that "nodes" are what they call vertices in solidworks lmao
im looking at what BNeditor says but I would assume so, yes
iv'e gotten from a solidworks file to an stl, into blender, and then out as a .dae and .jbeam file
I have it in the game but it pauses due to instability
2.5k nodes is an obscene number, did you just convert the mesh to jbeam and call it a day?
I actually decimated the mesh to about 25% of the original and then converted it
yeah ngl you would be better off starting jbeam from scratch rather than using a decimated model. what you have now will never work, even if it could run. you will have nodes so close and light that it would cause endless technical issues. give me a sec, will see if i can pull up some stuff for you
thx
https://documentation.beamng.com/modding/vehicle/intro_jbeam/ covers a little stuff, but this sort of thing is a little outside of what beam really is good for.. im sure someone can come along and draw over your pic with their suggestions for what to actually have jbeamed, the rear will likely have to be pretty simplified though. ive got stuff to do unfortunately
yeah, I know its a bit of a stretch to get this to work compared to a regular model, thanks though
My backyard Kart and the autobello kart in the Beamng forums are examples on how to make frames that are lightweight and sturdy. But essentially, you only want one node at major joints in the spaceframe (corners, suspension mounts, engine mounts, spots where you expect a lot of stress to flow through)
Essentially, you want the smallest node count possible, so you can make the nodes as heavy as possible so you can work with higher spring and damp values
gotcha, it shouldn't be too hard as I have the original sketch before the tubes went on so I can pull my data from that
I'm excited to see how your project goes! I've been dying to see an fsae car in beam and the closest I've gotten on my effort was a variant of the backyard kart
did it end up working?
Kind of. I was able to mimic the performance using tire data I spent way too much time looking for and a 600cc sport bike engine, but it's still a frame designed for off-road use converted to street use, so is not as good as a dedicated platform would be
Fsae would be definitely different
do you know if I would be able to export only an engine from automation and put it in this car?
because our engine lead has all of the data i'd need
Absolutely. Although automation is bad at making bike engines
it's probably better than nothing
Kind of. Automation assumes a ton of friction in the drivetrain and a much higher rotating mass than what you'd get in a motorcycle. You'd have to edit almost all of the engine data to get it to be the same as a bike engine
I have a few bike engine jbeams you could steal from the backyard kart if you want something for little work
that would be amazing, thanks
interesting
Were you guys using an engine similar to a Suzuki gsxr600?
honda cbr600rr
close enough that it would work though, but we're detuned to 75hp
I don't know how easy it would be to edit the engine curve
Very easy, fortunately. The power curve currently is the easiest part of making a working engine for beamng. The rest of it, the cooling system, durability, and fuel efficiency take a lot of nuance and testing to get right.
that's good to hear
When I get to my PC, I can shoot you a dm with an example jbeam for the Suzuki engine.

