#modding-general
1 messages · Page 15 of 1
it is for the light bar to emite what glow there but it is allways on an not goes off
edit them in blender bro
can anyone help be sort out air suspension for this? pleeeease.
this one might help.
Yeah but you cant edit some parts in blender
Do it in text form then?
can someone help please
Have you tested what the Golf_on material looks like on its own? so without the glowmap?
i made it myself and its the same but glowing
And it has the headlight material assigned to it?
I get you’re trying to help, but googling and sending the first result isn’t the best option, I mean, the thread is 8 years old
for me it is still work.
uh idk
the model have only one assigned material - Golf and the other is mapped to it
is there an option i can make a model with one material, separate the headlights and taillights from it and it will work?
The part of the model that needs to light up, needs to have the headlight material assigned to it
It doesn't have to be separate model, it can also just be a different material on the same model
https://www.youtube.com/watch?v=ms89wP8m4ZU
Is there anyone who can help me to get the hang of the lightbar pattern editing and such?
but what if i have texture putted on the model, can i just send you the model i am working on and you can say what i need to change in it?
Just select the faces of the headlight, and assign the headlight material to them
The textures will remain the same, as the glowmap will make it show the Golf material whenever the glowmap is in the off state
okay, i will figure out something, thanks
one more question, I need to add 2 material for taillights and headlights or I just can make one for glowmap?
You didnt accidentally select a different material for that triangle?
I'd suggest making a different glowmap for those with just the lowbeam function, to prevent the rear lights from getting brighter when you turn on the highbeams
(Though in your case, the on_intense is the same as on, so it wouldn't matter)
IT WORKED, THANK YOU 😄
Gave +1 Reputation to @river forge (current: #2 - 379)
anyone positive how to alpha clip a material while pbr, ive heard you need an opacity map but last time that didnt work for me
Is there anyone who can help me to get the hang of the lightbar pattern editing? I believe it's called the lightbar controller?
How i did not find this in my searches has me stumped but thankyou!!
Not sure what you mean. The entire mesh is able to be edited in blender?
no i mean like main body crew jbeam in blender is not editable
It sure is man. Are you sure you have the correct plugin
Every aspect of the car is modifiable in blender. There's just a process to it, if not done in correct sequence it won't work. Ask me how I know 🤣. What are you trying to do exactly that might help us help you a bit better
yeah turns out i was using old ver of the plugin im sorry
I had the same issue last week. All good man
Anyone know why this happens
Sorry couldn’t snip it, needed to hold alt for the road tool
Yes
well maybe i didnt make the opacity map right, how do i make one?
i just used some website
thought it would work since i use a website for my normals, metalics, and roughness and thats fine
The stuff you want to be able to see needs to be all white and then the rest either transparent or black
And use just pre muti alpha
gotcha, so just color the image?
I use gimp to do it because you can just move a couple sliders and your done
my brain is too tiny to understand gimp atleast atm lol
i have it i just dont know wtf to click
I'll send u a short clip later of how to do it it's really easy
only happens with a large decal road, when using a smaller one i can place anywhere
anyone, please lol
What's wrong if I may ask idk what your trynna do?
i need to loop the road around the track for AI to drive on for races
and after 9.3 width the track drops
idk how to explain it
shouldnt be though, when i use a road thats smaller, for example, a 9 width road, i can place anywhere
What are your other decal road settings
Nvm just saw this
there's collision
how can i add collision to this model?
inspector > Visible mesh final
Either make a collision mesh Wich is the right way or the way Gunner said but that way is gonna be glitchy
Hmm that's odd
where is inspector?
no offense to the poster, but its a huge person, i dont think theyre gonna take time to make a col mesh
in world editor, look around
You can make 3 squares?
i mean, they dont even know where the inspector is... lol
True true
Should be on the right side in world editor click on your mesh and then in the inspector find collision mesh and set it to visible mesh final
spawn it in
creating an object?
Yes
when you do this do you mind also explaining the auto on/off lights mainlevel.lua or send a new link to the modding to dummies thread, cant find the one you sent a bit ago
Yea i can bro
here is the thing i shared the group is dynamic lights or something
somthing like this
its weird, i can cover the track horizontally, but not vertial
looks like there is a gap in the middle
okay, i tried turning the map sideways and it might have fixed it
its not just there, its anywhere
im gonna go insane, now i have a NEW issue
and its back to doing it again, ofcourse it is
hi
it worked on 0.33 
now tango wont spawn and you cant buy it
how the fuck does paint break it
are skins a requirement now or what
what
HUH
cursed
why is the game removing a part thats a core slot part
i got a question how hard is to create ai paths for racing tracks? ive tested a lot of racing mod tracks and all of them have slow ai even on flee whith an average of 90 kmh on wide ass curves.
i ask this because i want to fix it
Is the decal road set to over object?
iirc there’s a maximum banking angle but I can’t remember if the over object decal roads or non over object have higher maximums
Yes
if anyone has an idea of how to fix it pleasssee let me know
anyone know how to implement a catch fence sorta thing into my beamng map
like how the tirestacks work, just would look like a fence
thats beamng bug after 0.32 update if i remember correctly.
and yes, its still not fixed
all this needs to be is one long line, not curved or bent
how do i fix this flimsy problem
do you have any guide of Air SUspension? (This time i think i might update to 4 Corner Air Suspension independent)
0 rush, just a reminder
Sorry forgot with all the drama in pgd lol
oh i didnt know there was any lol
go to his bug crawler channel lol
lol
gotcha
https://medal.tv/games/beamng/clips/jBXvQ9N53VkIeEs_T?invite=cr-MSwxajIsMTc4NDk3OTkzLAhow do i fix the lights flickering, ignore the skybox lol
Watch BeamNG and millions of other BeamNG videos captured using Medal.
anyone know why when trying to edit my sunsky, it simply doesnt save nvm just gonna do it manually through json
still not working manually, anyone know why
json vs ingame
this not working has the potential of ruining my entire map smh
cktodbox ruined this map ugh
whole damn map looks like a blueberry
i deleted my old sunsky, in attempt of adding a new one, which fixes it until i rejoin, then theres no sunsky, for some reason it doesnt appear (the new one) in my scenetree
god damn finally got it working
can someone tell me which nodes and beams is causing the problem or atleast what thing is causing it
Put // before a beam and keep on doing that until you found the issue
Ha I found the issues
Its the nodes overwriting getting confused
Like the same node with a different location in a different jbeam?
please help me how do i fix this the suspension is not even and this is 3link when i also drive it go to the left
Yes
But same location
I kinda confused because I have the front shocks with the mounting point in suspension jbeam and frame jbeam
hey does anybody have the bolide gt3 rear bumper? if its possible the spoiler too ive been trying to find it on any website but nothing
weird question, but I am trying to make a custom garage on the American Road map and I am having some issues. I scaled up one of the hangars at the test track and have successfully applied the lighting and soundfx that I want for the space. I have DSC dynos and lifts that I am trying to make a permanent part of the garage while still maintaining their functionality. The only way I can spawn these is through the vehicle selector, and I am having trouble trying to get them to respawn when reloading the map. Does anyone know how to make it a permanent fixture while still maintaining its physics? TYIA
Is there a way to allow more than 9 ai racers on an airace, it caps at 9
Right so I am amking a transfercase thing, and for whatever reason it just cuts off when the case reaches >2500 rpm. Any suggestions?
tire spins weird when car is moving, how can i fix that?
nvm solved
Make sure the tires origin point in blender is right in the middle of it
so its not the code problem?
I assume not
Hi everyone! Im tryng to build a Peugeot 307 mod, but I never done a mod before, so I would like to ask if someone could help me to make it
dont start off with a full car as a first mod and instead start with a part mod
I'm trying to do an Belasco engine swap into the pickup and I have everything done but the engine is completely indestructible to to getting smashed into the ground with node grabber and was wondering how I could fix it. I've been looking for documentation on the break Trigger beam because I think that's broken in my mod
Can you send the screenshot?
With the nodes
okay
In beamng
So did you meant the engine doesn't mount to the car right?
Have you check the engine mount nodes?
no the engine mounts just fine
everything works but the engine is completely immune to physical damage and i cant get the !engine broken notification when i crash
its still running after being ripped out of the truck i had it in
not the truck in the back a different one off screen
Anyone in here know how to use material overide?
I do
am i doing this right?
I don't think it can be used that way, it has to be inside of one of your mesh entries, in the same location you have "pos"
well i coppied it from the nine and this is what it has
Ah, I guess I am wrong then
I've never used it that way, so I didn't know it was possible
Well then, I guess it should work
Just make sure "rooflights_on" is the same name of the material that would be assigned in blender
Ok so i cant use it on a glow map then im assuming? ive never tried it i want to be able to change the color of an emmisive material without making 10 dif meshes or a bunch of different keybinds
Well honestly I've never tried it on a glowmap material, I've only ever used it for static materials
You could try it, I'm willing to be proven wrong again lol
Ok lol imma take ten hours to figure it out and hope it works i wanted to just make variables for the emmisive values but i dont think you can do that in a material
@ebon nimbus any idea?
I don't exactly know the problem because I'm not infront of my pc
So maybe need to wait for a long time
ah okay
Does anyone know how to make a skin for beamng? It seems that the old videos don't work anymore
The nine has a bit of a complex skin system built into it (replacing with different materials depending on what frame colour option you select elsewhere), if you just wanna simply swap one material to another, something simple like this will do the trick
so i made a C notched frame, moved the frame jbeam accordingly, i then imported the rear axle 4link jbeam and moved it up to match, loaded up the car in game and it shows the frame, frame jbeam and 4link jbeam have all succesfully been modified, but the axle mesh and links/mounting tabs have not moved..... guessing i need to move the axle mesh at the same time as the axle jbeam.....?
A bit late, but there is a tuning slider for left/right placement on 3link axles, because they shift from side to side when compressing
So you should be good by just finding the new center and making that the new standard for the slider
Yeah, you'll need to move the flexbodies too. Easiest will be to add the pos (position) argument in the flexbodies section
https://documentation.beamng.com/modding/vehicle/sections/flexbodies/#pos
thanks mate appreciate the reply. these 4 links are tricky, so many pivot points haha
Gave +1 Reputation to @river forge (current: #2 - 382)
okay had a read and i didnt take any on that in , way to dumb to understand any of that haha
There is an example at the bottom of the page, maybe that can be useful
For the top flexbody, this will move it by -0.5m on the x axis and rotate it 180° on the z axis
You'll just need the pos part
so i cant just lift the rear end up like this with the j beam?
well im getting somewhere. its not exactly where i want to be but 90% of the rear end is where it needs to be , just no textures now hahahaha
Probably because of .001 textures
I use material utilities from blender
Shift q, specials and merge base names
shift+q doesnt do anything ? i just tried, its all good man im in over my head here. might try something a bit more simple that moving links and lining them up with their mounts etc, theres alot going on with that 4link. i am learning but..
where do i add my parts to the rear suspension to work in the jbeam
What do you want to add? Model, some kind of function, nodes/beams?
Is there a way to link glow maps to drive modes?
why???
thank you
Gave +1 Reputation to @little portal (current: #868 - 2)
Hi. Is there any way to retrieve the true center of the current vehicle without the veh:getSpawnWorldOOBB():getCenter()? It doesn't work when spawning multiple vehicles at once.
I’m confused, are you trying to edit this mod without permission?
Pretty sure that’s a paid mod and you basically just leaked it
Since when do you need permission to edit a mod for yourself 🤨
Ahhahahhaha
If he has it it was probably leaked before
Highly doubt it was a paid mod
It’s pgp, most of his mods are paid
Anyone know why my front suspension works for my friend but breaks whenever he sends the mod to me? Ive tried clear cache but it still wont work
this is his video
It's shitty not to ask in the first place
No its not
So you would be offended if someone changed a few things on a mod you made for himself?
They can't cause I lock my shit
That doesnt answer my question?
Asking permission is common courtesy if you don't your a jack ass it's not hard to ask I ask plenty of people and always get a yes
Lol ur a crybaby who's mad people want common courtesy everyone here will tell u exactly what I'm telling you
Yea pff ive never been more mad in my life i am so mad right now
Youre getting mad at the wrong person
Lol no u just think u can do whatever with peoples mods like they are yours no that's not how it works be a decent person and ask permission it's not hard
Bro this guy lol
They literally can't lol I already said that it's impossible
Also if someone want something done with my mod I just do it myself for everyone who has it
Any traumatic experience with people editing your mods in the past causing you to behave like this or is it autism?
Seems inconvenient
<@&710084482031550547> bro called me autistic for no reason
Nah i asked if you were or not
Nah your being a dick cause I said your supposed to ask permission
Tell that to the brazilian guy
He already been told your the one who has an issue with it that's why I told you. You asked the question I responded to
seems like youre the only one with issues about it based on your reactions
Couldnt care less if someone wants to tailor a mod to his needs but thats me
And you do tou
Well they are right.. it is at least a bit of courtesy to ask anyway
I'm just a decent person lol I don't do shit to stuff that's not mine if I can ask for permission first
Youre treating it like its your house rather than a text file with a 3d model
Its really not that deep
Nah your probably just a mod theif probably take anything you can from other mods to use in your own bro everyone here has the same opinion as me but you lol. Grow up and ask permission lol. I'm done talking to you since you clearly aren't a decent person who understands common courtesy
🤨
Am I wrong, in what I've said?
No, I saw it has been handled 🙂
👏👏👏👏
This mod is not paid I will send the link to it on Patreon so you can see
https://www.patreon.com/posts/113869538?utm_campaign=postshare_fan&utm_content=android_share
Still shouldn’t edit without permission
He’s already had it happen before and trust me he doesn’t take it so kindly
eh, as long as the edit stays private, i dont really see the harm in it. obviously if you share it - even to just a few people - asking permission from the original author would be the right thing to do
Thanks!
Nah asking permission from the start doesn't matter if you share it or not, he is also a nice person and will probably say yes
fair enough
I just wanted to show you a mod that I thought was cool since it adds hydraulic steering to the solid axle
Bro you shared a zip of someone's mod you cant do that anyways. Share a link to the patreon not the actual google drive.
I did not know
Everyone makes mistakes just try not to do it again
Atleast i am not the only one who thinks that way in here
thanks
Gave +1 Reputation to @crystal wraith (current: #281 - 10)
Id also delete the link to the zip file since it's still there
I'm going to do this but I'll leave the Patreon link beautiful
try adjusting the window nodes this happend to me because of glass jbeam
anybody have some insight into methods of getting the highest point at a certain coordinate?
ie pseudo:
local x, y, z = 432, -736, 53
local alt = getHeightAtPos(x,y,z)
print("Altitude: "..alt)
So I have issues with the liverys/texture works. The colours are the same on the templete yet they look washed out on the car. Any help with it would be great.
vivace has all the materials set to a good amount, try tinkering with the clearcoat, metallic and roughness values in the material editor
yeah
any idea why my downpipe is getting alot of pressure?
ok I feel smth is a tad wrong
nvm fixed
Help I have a texture problem in beam, I took as a base a model with its textures, the textures apply perfectly to the model in other 3d viewer but in beam only two apply correctly the others don't and you can't see the patterns.
How can I solve this problem ?
In beam
as long as you dont share it you shouldnt need to ask for permission, when you flex it and showcase it then it does become a different thing but still if you keep it to yourself who cares
making it public tho - yeah that you should just ask
you are using an exhaust mainfold node, which generally is less than 20cm away from most nodes of the engine
Exactly
ah
which node should i put at the end]
is there a way to increase the amount of lines in the debug before it starts forgetting them? I'm printing from a table, and it's too long
what is the requirement of exhaust node
like what defines to make it work without the no exhaust end node found error
<@&710084482031550547>
you have to have "isExhaust" on a node, and on a beam that connects it to another node. Then it's on every beam all the way to the end.
The first beam is often from 1 engine node to another node that is a part of the default engine nodes.
I believe i have
I'm now considering is it the node group problem
Because the nodes and beams basically the same thing, didn't change
be sure to trace the tree from the very beginning
{"isExhaust":"mainEngine"} it does have to be in the mainEngine group, or whatever group it's in
I believe it's in the name used in the powertrain section
anyone know how to make a mesh a "soft collision"
anyone know how to do lua
i need to combine and remove stuff from a lua file but i dont know how
I'm not sure what you're asking. Can you clarify?
sorta how the tire stacks work on west coast, when you hit them you sorta go through them, making a soft impact, not like youre crashing into a wall
oh, you set the ground type. I can look up the specific name, and where to find it, or is that enough to help you for now?
is that really it lol? ive alawys seen it ans swore it didnt do anything, ill try in a sec and get back
i know the name
it refers to many things like grass, and how deep you sink into it or sand, traction levels, sounds, and particles. I've even made my own custom ones
should be this, correct?
not sure, I haven't used it in over a year
ah
i got a video by TerryMartin, so i should be okay, but i still appricate the help
so, i got how to make the mesh how i want it, but i guess since its so thin nothing happens, is there a way to insert just an invisible square from blender into beam so i can just put the square behind it and use that as the soft collision
i know what i need to do for porting assetto maps in blender, plus a miniscule amount more, but little stuff like that im just clueless
when making the object in blender, make sure that your Colmesh is nice and thick
oh
yeaa
so how does a colmesh work? does it disapear in game or what? lol sorry i dont know much about other than what i do
in game you can set a collision thing to be based on visual or the colmesh (and maybe other options too). The colmesh is invisible. Sorry I can't be much more help, I haven't worked on map stuff in a really long time
its okay, i think i understand
I have reconstructed the circled area multiple times but when i got to triangle the square i get those lines as shown in the smaller circle
got it working eventually, thanks again for the help
Gave +1 Reputation to @royal crater (current: #265 - 11)
you don't have to triangulate before exporting. But if it's not good in game, just do it manually with the knife tool, because automated processes will often not do what you want it to do
I though the whole model had to be triangles for it to work in beam?
nah, but when you export it from blender it'll triangulate for you, so be mindful of that. Though beamng can read nontriangulated polygons too
Oh ok ill try and see how it works
if anyone knows how to setup a drag race with a working christmas tree and time signs please let me know, i know its possible but not sure how
You probably could make it a command that you have to type in and just separate it into 2 parts
luckily I figured out how to be more precise with sub tables to print, and fixed the issue I was printing for too
I want to break all beams of a breakGroup in lua, someone got some quick and nasty code?
if you had made this whole mod yourself
then im confident that you will be able to learn lua all by yourself
lua isn't even that hard its like js from how easy it is
No i didn't do the lua
It's from automation
I only know how to do jbeam and little modeling
Lua feels like something else
Same as js
But i forgot what it is, I already forgot most programming language I've learn
how do i get people to help me with mods
do i ask them? do i ask for help with certain stuff?
do they come up to me and say im going to help you
because i see a lot of mods with like 5-10+ contributors and i have no idea how they get all of these contributions
Yeah if you know some other modders, just ask em if they wanna help you with something or contribute to the mod
Good afternoon, v0.34 does not show the GroundType option, only in beta 0.23, is there any way to fix this?
They just ask for help and then credit the person for what they helped with
ahhhhhh right
What are you making?
currently a car mod (i know i jumped into the wrong project) that im probably gonna rework multiple times the more i learn about jbeaming and get sidetracked on until its perfect
does anyone know where i can find the bastion engine jbeam file? it doesnt exist for me
nevermind
If anyone would be so nice as to tell me whats wrong with this jbeam file i would be greatly appreciative. Im not sure what i did wrong
whats wrong with it💀
flexbody is set to a node group that doesnt exist
i followed a tutorial on how to swap engines, however. i havent been able to follow it because the part where i have to make a new vehicle folder in documents isnt possible, i have no beamng folder in documents
how old is your tutorial
so how would i fix that in the jbeam?
4 years
you cant, you dont even have the nodes section for the engine
atleast copy that back in and replace the bastion_engine to muscle_engine in the flexbody section
ok ill try. Im not sure what else i was missing, i already moved the .dds files into the folder for the vehicle.
you do not need to move the dds
ok so then just delete those, thanks
all of the bastion engine model/material exists in common so by design you dont need to move them
also, that goody ahh 4 years old tutorial ask u to do shit in the document folder...
... here, go to uh %appdatalocal%
you should find the beamng folder there
then in there, go to mods folder (you must have it) and create a unpacked folder in there
then, another folder for you mod name (anything, like Cs_muscle_engine)
that folder is now your mod folder where you create the vehicle folder and onward
you will see its structured similar to vanilla vehicle zips
except u dont need to fiddle with zip anymore
alright, made progress as now i can select the engine. It doesnt appear however and the parts are very jello like💀
i did not, only beam thing there is beamMP
you in appdata/roaming
yes my bad lmao, i got it. Bear with me as im slow, appreicate the help
likely the missing beam section for the engine
so all th nodes just falls to the ground
and confuse other flexbodies thats supposed to follow the engine nodes
i see, so in the beam directory. In the vehicle folder for "muscle" do i still copy my engine jbeam file into that? I created a new folder and then another inside of that under this path. Or am i moving/copying the muscle vehicle folder over to this new one.
New folder needs to be named unpacked
then in Engine_swaps you replicate the vehicle/muscle folder structure
then u can put your jbeams in there
was vehicle plural there, i forgor
it works and drives etc, the only issue i see now is the model isnt there. Is this correct so far?
your insane for modding without turning on file extension
this plz
ive got no clue what that even is
Alright well so far ive got it working enough for me, i appreciate the help. This is all the time ive got for this but i suppose another day i will try and see if i can get the actual model into the car, im sure ill need blender or something.
if anyone knows how to incorporate a working drag strip (light tree, time signs) PLEASE lmk, i tried copying from west coast but that just didnt work
If it doesnt appear put the DAE folder with the jbeamn engine
Hey...
I have a ramp object (dds)
with complete textures.
However theres a white patch on it,
almost feels like another object,
and its supposed to be a texture image
of a arrow on this ramp
But i cannot figure out where or how to find this to apply it.. ive looked everywhere, material editor etc ive tried the obvious.
Its a Stunt Constructor Arena Map from the video game Stuntman PS2 (2002). The map was made it 2014!!! And theres a lot of issues with it so im trying to fix it but i know little about world editor lol
I'm having trouble with the print function in lua, why won't it print beyond the first comma?
oh, you use .. instead of ,
im trying to make custom exhausts for the fullsize grand marshall, i made the exhaust and i exported it to a unpacked folder with the exhaust jbeam in it, i changed the names to patch the ones in blender but its not appearing for me in beam
i also tried editing the body aswell by cutting out the fenders but that also doesnt appear for me
you need in your unpacked folder a folder you want your mod to be called then inside of it one called vehicles then inside of it one called fullsize so like this unpacked/nameofmod/vehicles/fullsize/yourfiles
Hi, may I ask how one can add code into the file of an other mod?
I made an add on to an existing map mod that needs one line in the existing items.level.json to run the other files. Currently I'm overwriting the whole file but that causes a lot of issues
Maybe there is a way to solve this with a script?
Hey @vital robin , so, does your tacho work ?
I would like to recreate the DRIVECLUB's tachomter, but the UI doc is not very helpful...
Hey guy I need some help I just downloaded a mod It's fine just I need is to fix the colour it's showing orange colour is there any way to make it black just that only that it's gonna be a great help
Ask the mods author to fix it
He's new to this stuff he made the car mods thts suprising
Then he has no idea what he's doing
Literally 😭hey sorry but can you tell me what should I change in the j beam to make the suspension soft
Does anyone know if there's a UV available for the xcSport Front Bumper for the ETK 800?
how do I publish my own mods on beamng because I've already tried but I don't want it when I put the file ?
guys, sometimes when I'm debugging things, I press ctrl+t, ctrl+b, and ctrl+n, to check the nodes
but sometimes the node I'm modifying turns red like in the picture and I have no idea why.
Does anyone know?
It's just the node you have selected in vs code it's like that so you can see it better
ohh i didn't know that, wow this will help a lot, thanks @brittle warren
For the repo
For the forums
(Go into whatever topic you want first though)
In fact is about my mod folder I don't know how to make my file work correctly
Your mods file structure should be
/mods/modname.zip/vehicles/carname/ files go here
or
/mods/modname.zip/levels/levelname/ files go here
For working on mods you can also have an unpacked version in /mods/unpacked/, but the version that you share should always be the packed (zipped) version
thank
Gave +1 Reputation to @river forge (current: #2 - 385)
How do i fix this
You broke dudes mod
Ok so I’m messing with getting engines from one mod to work on another mod.
It’s all within the Nine.
So I got the engines to show up in the part selector, on the frame I want them on.
But when I pick them, it auto switches back to the default engine for that frame
by adding skins? and making configs for the skins?
Not sure how that makes sence cause i have never touched the Wheels
You did something lol noone else has the issue as far as I can see
So me makin skins & configs is me doing something wrong... GOT It
it also is the same with a fresh install... so
idk stright from the repo install
What wheel and tire combo?
im gonna try it again rq...
its making me lag at the Showroom map
works just fine for me
Why is this happening.
All i did was move engines from one frame to another
Try restarting the game ive had that happen before
Ok. And if it doesn’t work? I’m trying to make a mod that lets me merge two of my fav mod parts together
Hmm did you make surre all the slot types were corrects and do you have any errors in the console
Ok so it appears when I have the mod the parts come from activated, it doesn’t work, but when I deactivate the mod, the parts show up but the engines don’t wanna work
Are there any cusytom lua files or anything in the mod?
Not sure what that is
I’m trying to take the engines and slanted radiator from the rod shop nine mod, and put them on the frame of the 4wd nine mod, while still having the 4wd nine transmissions available for those added engines
i would try asking the mod authors and maybe they can help you out
does the mod have a lua folder?
this mod?
Yes
Ok, so the rod shop stuff has channeled and sectioned pickup.
I wanna put it on the 4wd chassis.
However, the radiators and engines on that chassis clip the hoods from the rod shop mod.
So I’m trying to move the engines and radiators from the rod shop to that frame so it doesn’t clip, while also keeping it 4wd, hence needing to swap the transmissions too.
I figured it’s easier to explain it fully than blindly ask about problems with no context
yea probably just deleted what you did and cleared your cache
well this is the error im getting when trying it
use the in gmae prop transformer and then copy those values to the jbeam in the props section
open it with shift f11 then click live editor then apps and prop transformer
This isnt the place to ask people to make mods
I had to restart making the mod. Bunch of BS happened and it all got screwed
ok hwere do i then
You dont
people make what they want most dont do commisions and if they do it cost a lot because it takes time
wich one ?
are you in live view?
no
i found thank
What does this mean?
Cache didn't do anything...
I deleted the version that's broken then I again reinstalled it then I put everything that needs to be in there in there
i copy the value where ?
well they have names in the prop transformer copy them to the corresponding name
ok
Ok I went through the two engine files and can’t find wtf that error code is talking about
What could I possibly be missing?
I couldnt figure it out either lol
i have a problem when i make the good folder structure the mod doesn't work
Ok so I figured it out. In those engine jbeam files from the nine, the name at the very very top of the txt file didn’t match what it was saved as. Changing that fixed everything (once I also changed the transmission slot types)
Because thats not your mod folder
are we able to edit ai script paths?
ah 🤣 🤣 🤣
new problem doesn't work agaon
Ok I found a NEW problem.
How do I make 1 part able to go to two slot types?
Like, the radiator slot for two different frames
"slotType" : ["slot1","slot2"]
So the problem now is that when I have MY mod activated, the base mod that I’m working with no longer uses the part that I moved to another frame even though I didn’t edit the base mod
Yo thats sick i wish i knew that lol
I hate this shit.
If I use the rod shop tilted radiator in my mod thing, it disappears from the normal rod shop stuff. Idk why it won’t just go to BOTH things
make acopy of the jbeam and rename it
I tried. It breaks
Everything I’ve used I renamed with a 1 at the end. Then they don’t show up at all
cant use numbers
slams head into desk
That didn’t work either
Now it just doesn’t show up at all
@brittle warren if i change the name at all, it doesn’t show up
Hmm send me your jbeams in either dms or in here it dont matter
Now the goddamn engines disappeared.
Guys, I'm trying to put an emblem on the steering wheel but it doesn't appear even though the 3d model and textures are perfect.
What could it be?
it doesn't work i tried
you can you export a crashed car from beamng right? can you also include the node - beam - triangle structure too with it?
The gltf exporter but I don't think so for the beam stuff
bummer, thanks though. I tried using the world editor exporter for dae, but didn't seem to be able to open it
The world editor exporter always crashes for me
doesn't for me, but the file is unopenable, and looking at the code of the exported file.... yeah I dunno what I'm looking for lol
I just used gltf with jbeam ticked, and it opens fine, but no collision mesh
i ask upon thee modders for help with my dumb idea
I want to take the MD series extended cab and drop it on the T series, so it'd be an extended cab and a sleeper cab on the same frame. I also want to engine options of the T series.
where do i even start to pull out the models and stitch them together
there's more than just putting models over. If you don't care about collisions being any good, it'll be a little easier.
here you'll get basic info about models and how to import/export them
though if this is your first mod, you'll probably want to start with something a little simpler
is there anyway to add something like airbag suspension to an automation vehicle? its for this storm chasing car that drops down to the ground using airbags. Example of what im trying to do is in the images attached.
Alr thanks
Is their any way about making assets (buildings and such) for maps? I have extensive experience in blender so just need to know the process of exporting and importing into the world editor:D
This is the most up to date I can find
https://documentation.beamng.com/modding/levels/export_dae/
As far as I can remember, its like that
Alright, thanks. I’m illiterate but I’ll do my best to follow them, might find a YouTube tutorial somewhere but thanks for the help 😄
Gave +1 Reputation to @little cedar (current: #415 - 6)
I was going to link this tutorial too but I didnt know if youd be quicker just by reading the text
https://youtu.be/49rOdSBpuSs?si=VXZLC_Hc4ff_avZP
Hello, this is a quick and simple tutorial on how to export a blender file to BeamNG Drive WITH a working collision mesh. If you have any question please leave them down in the comments or contact me at StingingGamer@gmail.com
Links:
(DECRYTION KEY) - 4srI0ZfzE_WXsmIHVwVL9Q
Incase that doesn't work here is the...
I’ll try both, thanks a lot. This will make me actually have a chance of making my map. I’m a perfectionist and I’m making a replica map soo. Thanks again🙏
No problem. It's good to see map creators using their own custom assets compared to stock BeamNG assets. Not saying that beamNG assets are bad, but theres only a small amount, and many maps use the same assets etc.
Whats the replica map youre working on?
A small little town in the north of Sweden 😄
might be ambitious for a first project but we power through
Sounds good. How many KM squared?
Id really like to make it a snowy version, but first I’ll make the summer version 😄
Not too sure just yet how big I want it, but at least 3 I think. Need to take a look at the actual area
I was working on a 4km squared map in Beam from PTS, and then I realised how long its going to take for all the roads to be dpne, let alone houses, trees, signs etc
Its a big project, but always remember that when its done itll be worth it
Yeah, I get that. But for this project I’m not making it for only me 😄 me and my cousins love blasting around in beamng and then I got the brilliant idea of making the actual area we grew up in, so if I lose motivation they can just call me out on it lmao
Wow, that is actually amazing. Your actual location in BeamNG, where you can do whatever you want. It sounds so fun! Good luck!
Thank you 😄
No problem!
Do you have any tips on ”pausing” the side walk on one side for access roads and such? I’m Using the road architect tool 😄
No I do not. I think you can disable one side, but not remove a portion
So the only thing you can do is create a road until the access road, create a smaller road with no sidewalk, and continue the previous road
Aaah okey 😄 can I maybe use a T section and modify it somehow?
I think
T sections for me atleast have sidewalks on all sides
It could be possible though
I’ll have to investigate more when I’m at the pc 😄
if you're making roads with beamng's inbuilt road maker, you can export it as a .dae from the top left file menu
How would that help me?
if you make the road in beamng, but it's not quite right, you can export it, delete it, edit it in blender, then re-import it into beamng
Aaah, I see. Thanks for the tip👍
Gave +1 Reputation to @royal crater (current: #254 - 12)
the gltf exporter does export crashed cars
the hope was to get the node/beam/triangle stuff to use in blendeer, not the model
oh does it even export jbeam at all? i dont think so really
your only option really is just imporiting the crashed model, then adjusting the jbeam to fit it
Is there any way to make these links clickable in an info.json file for a configuration?
Help. JBeam wrote it correctly. Why does the body stand like this
in blender select the body
CTRL A, select all transforms and re-export
Thank you
Gave +1 Reputation to @hybrid dune (current: #108 - 30)
Np
i dont believe so for security reasons
Makes sense. People could exploit it to run external code
Thanks for the help!
np
Is there a way to get accurate height info into world creator?
Like from real life, satellite image or some
Hi guys, since update 0.34, only the "Bruckell Nine" got the smooth halogens light. Because of that I´m making a mod that almost every vanilla car got smooth halogens light. Headlight, Highbeam, Lowbeam, indicators, reverselight etc. Though it is just a small changes, it´s still looks very cool and realistics.
you can be my tester via this link : https://www.beamng.com/threads/realistic-halogens-lights-for-all-vanilla-vehicle-v0-34-2.102885/#post-1808948
Oh and some feedback will be helpfull. thanks
You can use LiDAR data, such as a point map I believe its called, and use a GIS program to convert it to a heightmap to then import into BeamNG
how i can resolve this ?
Nodes arent connected by the looks of it. I am not sure how to fix though, but I do know that smoke and flames are projected at the node at the end of the exhaust
how can I fix transparency?
You need to add a solidify modifier because it’s only 1 sided, that being the outside
Thank you
Gave +1 Reputation to @unique zealot (current: #74 - 42)
what i do after copy the base translation ?
Dude is live
this is baking the lighting into the render, at least from the preview, how do I not do it?
this isnt technically for a mod, although it would be related in a sense
That would be great, do you know of some tutorial or anything about that? At least lidar data to height map part 😄
how do i add more Nm to my engine without increasing horsepower??
if that is possible
are you looking for replicating irl engines that have high torque but low horsepower?
if so you are looking for low end torque
else you are looking for the relation between torque and power
yeah, its a diesel engine ive got but it feels very weak for what it is
low revving and i need more nm
what car are you tryna make?
generally the easiest thing is find the torque curve for your engine
is it inline 4?
or just remember that power=torque*rpm across the full rpm range
just making a 6 cylinder diesel engine
cool
so high torque at low rpm produce average power
alright ill tweak a little thx 🔥
where can you tweak it tho?
engine jbeam 👍
i thought automation
made this badboy in automation but theres still a lot of stuff i need to fix just that i dont have motivation
try this line for tweaking
id say its pretty fun
im not sure tho
yessir thats right
cool
Use just one road, loop it all around the track. I made a track relatively similar to that and that's what I had done. I should be able to help. Give me a second and I'll send some photo's.
That was almost a week ago.. track is already done and released
Oh, lol.
I don’t think you understand that it’s impossible to put a large track on it, it needed to be the inside loop only
Decal is for ai
So i have a question regarding testing stuff in game, Say i need to see how headlight or a dashboard or something looked in game before the vehicle was done, Could i just give it a Jbeam and Spawn it or how would i go about that?
hello i want help for learning how to create mods or codind an interface ui for create a rp server with a lot of things but i have no help in the doc and nothings is explain for me because i don't understand and when i made the things they tell nothing is functionnal
?
?
Hey, sorry for not responding earlier. This should help
https://www.beamng.com/threads/tutorial-level-building-with-lidar.39370/
I'm looking at the files right now and can't quite figure it out. Some help would be appreciated.
Hey guys, so I'm not to familiar with how modding sounds work, but i have Hellraiser's RB25 sound mod that i really wanna put into this super sick Nissan Stagea mod. Could someone explain to me the process of going about that? I don't need the engine model itself, just the sound. Thanks in advanced. DMs open btw.
just open both jbeams for then engines and look for the sound config section and copy it from the one you want and replace the one you want to put it into
oh ok, thanks. so do i have to unzip the mod folder? and then open in my notepad++? sorry, like i said, im kinda new to all this
you need to unpack it in the beam ng mod manager then yest you can use notepad but if your going to want to continue modding i suggest you get vs code and download the jbeam addon for it
ok good to know. do i need to unpack both mods?
yes
ight. and then copy the sound config and paste it in the config slot of the nissan?
yep
then repack it when im done? do i need to do any special saving techniques?
yea just repack it'
ok cool ,thanks. Lets ee how this goes lol
oh and can i leave beam open for this? or do i need to close it?
it can be open
yea
hell yeah bro, that worked. Thanks a bunch. Easy enough
Gave +1 Reputation to @brittle warren (current: #16 - 113)
no scans are available for this high north 😦 imma cry fr
ive checked basically all known sites
Damn
Yeah thats the thing about LiDAR data
Its expensive and some areas dont have it
So they only do important areas
my shitty small town in the north is important😡
If you have blender you can use BlenderGIS and maybe get a heightmap on a displaced plane
That you can use for BeamNG
But its resolution could be better
I think its 10m/pixel or something
Depends on your scale
hmm..
Damn
might jusat ahve to make it for hand. but the tools in world editor isnt the best
That would take forever, surely theres a heightmap somewhere
Maybe this would work
https://tangrams.github.io/heightmapper/
i doubt it.. iots not really a well known plave. thers like 3k inhabitants
It seems that there is heightmap for everywhere
this just broke as soon as i try and zookm in
It works fine for me. Maybe your internet isnt fast enough to load the tiles quick enough?
honestly might put project on hold (before it even starts) and do some simpler to first understand the world editor
wait wait wait i got this
how do i get a heightmap into beam :0
i have a problem , i made piping for my engine mod but he doesn't appear in the game
ive gotten herer but whn i press import nothing happends
Is it a 16bit grayscale file?
yeap
There isnt already a terrain block in the map or scenetree?
removed it, still wouldnt work
Only thing I can think of is to relaunch
It always fixes an issue
Dont know why though
¯_(ツ)_/¯
ill give it a try
now the file dialog wont rtead them
If i wanted to make a strut, can it be the same 2 nodes for the spring and shock or do i have to make a seperate node next to the spring f.e.
a normal just flat map works, but not my downloaded one. so its something wrong with that one :/
Hmm
Youre working in an umpacked folder right?
yes
yeah i guess so, where can i get just a genereic heightmap that will work for sure=
Not sure
Last time I use tangram mapper it worked fine
Maybe re-convert the image
real bummer :/ damn
not really your fault 😄 just wont work :/
im gonna give some tutorials a watvh lmao
Might be a good idea
yhanks for al lthe help 😄 im sure youll see me asking more questions in here in about 30 mins but still hahahah
Ah thats ok. Hopefully you can find a good tutorial
learning LT3D rn which ive read is useful 😄
Yeah it is pretty good. Ive used it before too, but I couldnt get the terrain I wanted
Gaea is another terrain tool. Dont know if youve heard of it
Its node based so you can control more
Kind of like World Machine
i have in my blender days 😄 ill have to try it out aswell. im quite aq big fan of nodes ahahah
What map is Hirochi speedway on?
What do you mean. The racetrack is either on Hirochi Raceway in the map selector, or the West Coast USA Raceteack, which is in the middle of West Coast USA?
Thanks
Gave +1 Reputation to @little cedar (current: #306 - 9)
No problem
Hirochi raceway is the full racetrack map, the racetrack on west coast is in the middle and has a drag strip and rally track too
how i can install a txt ?
Apply a material to the model in Blender, it's just the name that matters. As for how the material will look, either use the name of an exising material, or create a new one yourself
https://documentation.beamng.com/modding/materials/vehicle/typicalmaterials/
ok
Im having a issue where my new skin materials is not being read in Game. AgentY said theres nothing wrong (That he can see). The JSon is validated through the Validater.
Can Anyone one Help?
Even after a cache clear nothing
does anyone know of where to find good textrures for decal roads for beamng?
whenever i try to change the mesh of anything, in this case a barrier no list comes up where i can choose mesh. it used to come up but not anymore
Usually the stock textures are good enough, you just need to do some searching
I know when I was getting the textures for my Endeavour, I actually took photos with my phones camera and edited them
yeah i think ill make do and just do details with decal roads 😄
but do you know a way around this issue?
No, I am not experienced with RA
I tried to use it but it was too buggy so I stopped working on it and waiting until theres some updates
I had to restart Beam multiple times when using RA just to get a road and an intersection done
So maybe just restart
tried that :/
i myself cant get mesh roads to work and i need the terrain deform option
do you know how i can modify the grippyness of some textures? asphalt prepped is way to grippy
I believe its in the material settings
GroundType or something
Yes indeed, is that also where I’d change it for like snow maps?
Alright 😄
These roads are so annoying? Why does the side effect on it dissapear, and the white lines sometimes 2
Is there any way to swap from the default automation suspension to hydraulic suspension from the grand marshal on my automation car? I'd like to keep the same wheels and tires as the automation export though. This is my first mod so idk anything tbh.
How can I fix this warning? If you look at the trunk, you can see how these dots "dangle left to right"
Well it says zero size beam meaning you have a beam between 2 nodes that are in the same exact position
Okay. Thank you!
Gave +1 Reputation to @brittle warren (current: #16 - 114)
anyone know why one side of the road is not showing up? it goes ther WHOLE road
well, it switches?
Help please! Im trying to make a map but i don't want to make terrain all by hand, i have DAE file of terrain but idk how to convert it to TER or something that can bring my terrain to beamng
Try looking at how the island (with the harbour and refinery) on West Coast USA is set up, if I remember correctly that also uses a 3d model instead of traditional terrain
yeah you're right, but my main problem that im not good at 3d modeling so yeah im searching for alternative, i wanted to do height map but yeah i can't generate heightmap of area i want
i really cant figure out why the sides arent showing up.. anyonje know? im using RA
here
fix that bend and it will work
if you will bend road to much the texture doesn't load correctly
but its weird this looks correct
too bendy
it doesn't always clip/cut texture
ooh :/ ill try and fix
dosent fix it:/ maybe ill add them by hand
i also have notepad++ so i can edit jbeam files because ill need to
You can bring terrain to mesh in terrain editor
im not sure if it will work
nvm it works, but i needed to change max height of terrain modifier
Hey guys,ive got an issue with a part im editing
The part shows up ingame,and i want it to be positioned like this
But its like this regardless what i put in the JBEAM
Select the part in Blender and do Ctrl+A > All Transforms
Then reexport
That will reset its transforms (position, rotation, etc.) back to 0 without actually moving it, hopefully that fixes it
Okay!
Thanks @river forge
Gave +1 Reputation to @river forge (current: #2 - 388)
Anyone know why my textures get messed up when i duplicate the signal model? I use the same textures. I needed to change the postiion of the signals because they were positined different on the new bumper.
(Left is correct Right is broken)
i habe a problem when i want to put material and texture its do this and after that rename all props like that as a result i have no texture in game
just select the little drop down menu here and click the same material but without the .001
okay thank you
Gave +1 Reputation to @river forge (current: #2 - 390)
I don't know how i can resolve the problem pls help me
UV map issue, check out some YouTube tutorials about UV maps and how they work
ok
Ive always used material utilities for that, didnt know it could be done like this
I need help making base scheme pack for a mod. I have tried. But I can't do it to save my life. It's confusing cause the Skins in the main (info I think it is) JBeam..
And when I tried to copy/paste it was wouldn't work or read the new materials in the new file
I have cleared cache, read and went through the docs, Restarted several times, ran both Materials &Jbeam in the validater. It's saying both are fine.
i put a texture in blender but in game it doesn't work
Beamng uses its own material system, all that matters in blender is the name of the material
And mapping of the material ofcourse
Anyone know?
What's broken it looks just like the outer mesh is missing?
All the parts are there its the texture that looks weird
even though i used the same textures i just duplicated the moel
Did u make sure your normals aren't backwards
Yep normals are fine
so the orange material just isnt showing up?
No it showing up but is not coloured the same. It just looks weird and the glowmaps don’t work correctly. They just flash white
Instead of orange like normal
oh well in the pics u sent it doesnt look like its there at all um did u use control c to copy or shift d?
Control c
use shift d so it doenst make new materials and have .001 at the end its just a better way to do it idk if it messes other things up but id do it that way
Or enable the material utils, shift q, specials and merge base names
Ok thanks guys I’ll try this later 👍
anyone able to give me a hand creating a mod to put standard wheels (4,5,6 lug) onto a semi? spent hours messing around but could never get my wheel adapters to show up in the semi parts list?
Wouldn't that just be an issue of setting the correct slotType?
Tried that, went through the files to find what a semi wheel slot type is, that didn't work, so I adjusted the directory, that didn't work, found a semi wheels mod and added another modders wheel adaptors to that same dir with ajusted slot types and that didn't work either
There's no existing mod for wheel adaptors and very few semi wheel mods, so not heaps to base anything on.
I think there's more to the semi wheels than just the slot type for some bizarre reason
How used to modding are you? Are your folders set up so parts get placed into the US_SEMI folder?
Not used to modding at all, I've got very basic experience playing with jbeam but quite a bit more with other languages ect
Pretty sure I followed all the directories, tried a few different locations too
So if it's for the vanilla semi the path for your mod should be:
C:\Users${USER}\AppData\Local\BeamNG.drive\0.34\mods\unpacked${MOD_NAME}\vehicles\us_semi
or
C:\Users${USER}\AppData\Local\BeamNG.drive\0.34\mods${MOD_NAME}\vehicles\us_semi
Depending on how you're doing it.
And for making sure that you're using the correct slotType you can see what it's set to by going to "More options" > "Display names".
How soon do you need it tested? I got MP & a Server
my server is running just join
I'm not home. I'll hop on this afternoon
im testing it with a friend now
guys, is here anyone knows about how do I put modded engines to modded vehicles? like, making Chevelle mod able to select Hellraiser's engines in config menu for example
you may have to make several changes, but in the example you gave, you would have to put the modified engines you mentioned in the chevelle slots
tried changing the muffler in the tseries to my custom one
idk why it doesnt change the muffling in the exhaust
like it stays the same all the time can someone help me
make sure the uv is correct
Can someone tell me how this happens? THe UV a right and the correct texture is applied
whats wrong?
the diffusor should be carbon and the spoiler is shaded weird
can you post your materials and uvs?
you've provided no information to give ya any help with lol
Shading issue, which is an issue with the model itself, not with the uv or material
anyone know why my hubs wont move no matter how much offset i use
i have an issue that feels super close to one folks were helping with recently; long story short i'm new to modding and have created a cylinder in Blender to bring into Beam as a test. i can load the cylinder and i can see/grab the nodes and hear collisions but not see anything. i assigned a material in Blender but i'm a bit of a noob there too. i suspect i'm doing something wrong with the flexbody stuff but am finally frustrated enough to ask for help
are your node group and the group for the flexbody the same
like that
Im using the vanilla scintilla material
did you click assign?
but i reseted the vectors and in blender it looks normal
yeah
"flexbodies": [
["mesh", "[group]:", "nonFlexMaterials"],
["missile_placeholder", ["missile_placeholder"]]
that group thing is where i'm scratching my head
is the mesh name the same as the name in blender
yes
so scroll down to nodes and see what the group name it
there's no group at all as far as i can tell, it's just 1 rectangle basically as far as the jbeam is concerned?
"flexbodies":[
["mesh", "[group]:", "nonFlexMaterials"],
["axleR", ["axleR"]],
["longshockR", ["axleR","buggy"]],
],
//--Nodes--
"nodes":[
["id", "posX", "posY", "posZ"],
{"group":"axleR"},
{"frictionCoef":0.5},
{"nodeMaterial":"|NM_METAL"},
{"collision":true},
{"selfCollision":false},
{"nodeWeight":12},
["axr0",1.2285,1.5483,0.5182],
["axr1",1.2285,1.5483,0.6269],
["axr2",1.2285,1.5483,0.7356],
["axr3",1.2285,1.3492,0.5182],
["axr4",1.2285,1.3492,0.6269],
["axr5",1.2285,1.3492,0.7356],
["axr6",0.614,1.5483,0.5182],
["axr7",0.614,1.5483,0.6269],
["axr8",0.614,1.5483,0.7356],
["axr9",0.614,1.3492,0.5182],
["axr10",0.614,1.3492,0.6269],
["axr11",0.614,1.3492,0.7356],
it should be something like this in the jbeam at the top of the nodes section you have to have a node group
"nodes": [
["id", "posX", "posY", "posZ"],
["m1", -0.075, -0.075, 0],
["m2", 0.075, -0.075, 0],
["m3", -0.075, 0.075, 0],
["m4", 0.075, 0.075, 0],
["m5", -0.075, -0.075, 1],
["m6", 0.075, -0.075, 1],
["m7", -0.075, 0.075, 1],
["m8", 0.075, 0.075, 1]
],
no group because it's literally just 1 object?
right, not trying to push back at all -- i'm just brand new and looking to understand
copy the stuff from the top of mine and replace the group name with axleR with missile_placeholder
"nodes":[
["id", "posX", "posY", "posZ"],
{"group":"missile_placeholder"},
{"frictionCoef":0.5},
{"nodeMaterial":"|NM_METAL"},
{"collision":true},
{"selfCollision":false},
{"nodeWeight":12},
here i did it for u just replace urs with this right above m1
appreciate it, i'm just taking what you told me and using it to identify how it applies to other stuff i've tried -- thank you
Gave +1 Reputation to @brittle warren (current: #15 - 116)
i didn't realize that groups were a requirement and i can see in other stuff where i was unintentionally getting it right basically on accident, which goes a long way towards explaining my confusion
much appreciated @brittle warren
Lmk if it works and we will keep trying to figure out why it isnt if not
that did the trick, which immediately confirmed my suspicion that the invisible object's nodes are also connected wildly incorrectly hahaha. thank you SO MUCH for the help!
just started a day or two ago but i have a pretty strong relevant skillset so here's hoping i can make something fun
Yw theres a lot of weird stuff you learn when you first start out lol and jbeam is also just annoying sometimes so even if you do it right it still just may not work lol
glad to have found this channel so when i hit the point of "what am i doing with my life" i can at least ask the question somewhere hahaha
yea theres always people in here helping there is also a modding for dummies discord in this message #mods-faq message there are a lot of experienced people in there who can usually give more in depth help
ty, joined that discord! i missed that in the FAQ, thanks
Hello, does anyone have a script that can randomly activate and deactivate precipitation?
I don't understand anything about programming, I tried to use the dynamiclights and chatgpt script as a base, but it didn't work.
some modded maps use ck map controller for that
I want to add these bottom two keybinds and input actions, but how do I do that without overwriting the existing file and making the mod incompatible with others?
I will look into it, thanks
Gave +1 Reputation to @brittle warren (current: #15 - 117)
you can make your own by just renaming things and then put it in
you mean renaming the file itself?
the ones I showed are the finished keybinds and stuff, but when I put that into my mod, doesn't that conflict with other mods trying to add other keybinds this way?
it would only affect the car your using
well it's for the D-series, and before this I just used the rollback's tilt actions to controll it but there seem to be mods that break that, so if I add it this way wouldn't that also conflict?
there are many mods that add keybinds to the D-series
Ok so, I’m trying to put the CNVY long arm suspension on the CNVY LJ hopper frame.
Everything “works” but screen vibrates and parts of the frame are being wobbly almost like it’s clipping.
Unsure why, need help please
@burnt crown (sorry for the ping)
Have you looked into this before?
Unless there's a new problem with beam, i use the long arm shocks and springs on the LJ a fair bit and I haven't had those issues yet
Hmm.
I’m not sure what I did wrong then.
Would I be able to send you the jbeam i cobbled together?
I’m 99% sure I added everything required, seeing as the suspension actually functions. It just likes to vibrate wildly rn
Oh you're trying to do the links and stuff too. That idk about. It probably has to do with the beam spring damping
Crap
It seems like the frame is vibrating roughly where the skidplate mounts
One sec
Yeah it's probably cause the rear suspension is so far away from the original mounting points and it doesn't like it
You have to make a whole new frame that moves the suspension points back, if you try and just put the long arm suspension onto the regular frame the beams are going to be super short
What I tried was just making a copy of the LJ frame specifically for this one and it seems like they’re connected at the right points
Yeah this is all that’s happening
It drives and the suspension cycles fine
I'd copy the long arm frame and move the rear jbeam points back like I did for the LJ
Ok just noticed the engine wobbles quite a lot
Wouldn’t that make the frame short?
Like, completely too short for the LJ body?
You have to move the entire rear of the jbeam back 10", then the rear bumper part another 5" on top of that
That's all I did to make the LJ in the first place
Ok uh.
What parts would that be?
I’m not knowledgeable on jbeam whatsoever honestly
Just had random idea
https://media.discordapp.net/attachments/1281824546000863262/1306785563847692379/image.png?ex=67abf265&is=67aaa0e5&hm=dea30fbf416e735286a96e133aa1c685d244c12cf8c8e8e1041b1b12fdf0363b& I'm working on a new LJ anyway which includes the long arm
Oh
If I still wanted to figure this out as a learning experience, what parts should I extend?
Open the LJ frame and the regular frame and you'll see. I'm at work and it's been awhile so I don't exactly remember
Ok. Thanks
Yup that worked perfectly, thank you!!!
HUZZAH
Yes I added the pickup roof, love pickup roofs
Ooo that’s cool
I know! I had this idea since 12 hours ago
And now it’s 99% working. (Minus the pickup roof having broken rear glass because the mod I used it from for personal use wasn’t fully finished)
This is just for my own use.
I only say that as it’s literally just two peoples mods meshed
so where my wheels lol?
Nvm. The long arm suspension doesn’t track straight. Whole thing is ruined
how is that possible that under acceleration it tracks straight but under deceleration it veers left? Solid front axles suck lol
umm...can u explain more? I have 0 knowledge about modding or programming..
is that like just simply putting files into folder?
are his engines in common? if so you can just make a copy of your Chevelle frame jbeam and rename it then find the slot type for the engine and change it to the one that hellraiser uses in his slot type
In this video, I demonstrate the simplest method on how to swap existing engines, from jbeam down to the physical model, to any vehicle.
thx
well, since I'm trying to work on this only for sounds, would just replacing sound files would make it easier?
(btw idk how do I swap engine or sounds neither yet)
@burnt crown (last ping I promise)
Would it be at all possible to add the bypass shock suspension to the LJ?
I mean, it's possible, but I'm not gunna be the one to do it lol
Fair
yes sound files is super easy just look for sound config in both engine jbeams and replace the one from the chevelle one with the one from the hellraiser one
alright thanks for replying
when i try to edit the jbeam file for an engine, i click save and instead of saving it, it makes a completely new file. If i try to put the new one in and replace the old i get an error for file is invalid or corrupt? is there anyway to fix this?
You extracted the .zip file right?
How do you guys go about making good looking parking lots and such? Cannot for the life figure it out
it’s not even a zip, it’s a jbeam file. There shouldn’t be anything to extract. I’m editing through notepad ++ then saving
So its in the unpacked mods folder
yes
if anyone has any idea on how to fix this issue im all ears, ive got it setup the exact same way i did it last time and it works on another car but is broken here
never mind
it fixed itself
well by the look of things the hinge is acting more like a cable and not a solid object that you can hinge something with
the trunk "hinge" is not secured properly
Yes this is a problem with solid front axles, especially if you have a lot of suspension travel, since the steering is not symetrical and the linkage basically applies slight steering input when the suspension goes up and down.
Anyone know how to fix that
Now it doing that
And wheel gets upwoards and making camber idk why
So, reverse engineering the Wentward destination display has lead me to having a HTML texture as the colormap for a skin that's map onto a placeholder texture. Now the issue is that following documentation and how the in-game display is made, the canvas is 512 x 32 which is a ratio of 16:1, as can be seen on both my display and the Wentward display, they're not 16:1. How do I "correct" the texture so that the 3D model and HTML texture size remain the same, but the texture isn't squished? If I make the 3D model 16:1 the text isn't squished. I've tried figuring out how the in-game version does it, but I'm not that good with textures. I can send files if needed.
Either squish or stretch the UV map of the model, I'm too tired to figure out which one of the too 😅 but sounds like editing the UV map is what you're looking for
That sounds fair, does Blender automatically export the UV when exporting, since I haven't made a UV unwrap of the model?
Nevermind, after thinking about what I just wrote, anything else wouldn't make sense as I've already been able to map textures to the things 🤦.
I mean that's something
So shrinking the UV seems to work, now I just gotta flip it.
Thanks for the help :D
Gave +1 Reputation to @river forge (current: #2 - 395)
Yeah whenever you add a plane or cube or whatever it will come with a basic UV already
Yeah, found that out. Here it just didn't match to how the plane actually is, so after changing it to match the shape it worked.
anyone know what to do after ive packed my map? i used it in multiplayer but now want to continue working on it. do i unpack the zip i got when i packed it, and then put that into the "unpacked" folder?
Yep, that'd work
Or you can put the zip in the mods folder, and then let the game unpack it using the pack/unpack feature in the mods manager
But I prefer the manual way personally, way faster
okey thanks alot 😄
Gave +1 Reputation to @river forge (current: #1 - 396)
is there a way to quickly import terrain paints from other maps? feel like the asphalt_prepped is sooo light, its the only one my map has
Are license plates a special kind of slot? I'm trying to create single license plate part with multiple variants inside, but when I put the actual plate code in a part with a different slot (not licenseplate_design_2_1) it doesn't seem to load anything
Is there anything in the platefont.json i need to change to be able to use special characters like * on my license plate?
Edit: Nvm, figured it out
Is your slot correcy
does anyone know what to do if i want to copy a asset from Westcoast USA into my custom map? i already have gotten the .dae files but it wants me to REPLACE the main.materials.JSON file, but i kinda need both.
Remplace name main.materialsv.JSON
ooh so it isnt name specific? so i can have 2 json files and itll work?
aah thats good to know 😄 thaxx
No problem bro 😉
for some reason it wont read the materials :/
