#modding-general

1 messages · Page 16 of 1

pine skiff
#

Is there a way to make the map bigger? smoothly. Like the world borders?

neon ember
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Hi why does this happen? when I zoom in/out they swap with the other object. the pole is a child to the signage object. i know its not a child/parent problem since i also have a working DAE file with a flag and a pole where pole was a child to the flag. so it must be something else. Also face normals are correct.

neon ember
#

ah looks like parenting only works when you parent the main object to an armature. but if there is no armature involved then you have to join all the meshes into one object.

royal crater
#

I'm parsing though v.data.beams and I'm printing out some contents. I'm finding that the beam number seems correct, but the node1/2 value doesn't seem to be the node's cid. What am I doing wrong?

royal crater
#

okay I've found that node1/2 are not the values I seek, but instead id1/id2. Can someone please explain the difference?

tacit halo
royal crater
#

oh maybe, I assumed that'd be one of the other strings in the v.data.nodes instead

onyx osprey
#

Hi guys, how are you? Can someone help me? I made a map of Ebisu, but for some people it's giving the problem that no object loads and that purple icon appears that says "No Mesh", but I've already reviewed all the files, I made the mod pack through modmanager, and it works normally in my game, if someone experienced can test it and tell me what I should do I would be very grateful, I'll leave the dlllink

https ://sharemods .com/a7qd6z5y0jup/ north_course.zip.html

neon ember
#

How come there aren't any tutorials on how to make moving collision meshes? I can't find any tutorials. How did they figure out how to do stuff like this?

scarlet cedar
#

and a real bad video

neon ember
#

what do you mean bad video? XD I just made a low quality gif from the video haha. Do you know of any tutorials on how to make such animated physics objects? I'm really confused why there aren't any tutorials on youtube. like literally zit

tacit halo
neon ember
scarlet cedar
#

but for finding those out theres documentation, reverse engineering, and a whole lot of trial and error

little portal
#

Is there a simplefunction for glowmaps for drivingmodes?

heady trail
#

it looks like the pole and sign are different objects, if you merge them the mesh will show properly

heady trail
#

any dynamic collision has to be done with another vehicle/prop

hard gyro
#

For the nodes in a Jbeam, which direction is forward and backward?
I understand what the XYZ stuff is I’m just unsure how it’s oriented on the vehicle

#

Nvm I got it. However I have a new question.

I’m working on making a certain modded bed work with the prerunner chassis for the dseries. How would I go about editing the model so the bed floor is just, like, not there?

(Not publishing, just trying stuff)

proud sierra
#

anyone able to tell me why it isnt showing up ingame?

river forge
#

What's your file structure?
Should be
userfolder/0.34/mods/unpacked/modname/vehicles/bluebuck/ files go here or in subfolder
- or -
userfolder/0.34/mods/modname.zip/vehicles/bluebuck/ files go here or in subfolder

#

And do you get any errors in the console? (`~ key)

proud sierra
#

No errors involving the mod

#

And it has the correct structure

#

The part is selected and everything

proud sierra
#

lol

hard gyro
#

I’ve encountered a problem.
So I’ve successfully transplanted a bed onto the desert/off-road dseries chassis. However, when I remove the long tail, and instead put on the bobtail, the rear of the bed sags and hits the ground.

I’m pretty sure I’m missing something in the jbeam but not exactly sure what. What points/nodes/beams/whatever should the chassis have to hold the bed in proper place?

hard gyro
#

Unsure why these nodes and beams are so floppy. They’re not supposed to be

#

I’d like to figure this out today if possible

brittle warren
#

not enough support geometry

hard gyro
#

Well duh but I took the geometry from one frame and added it to another so I could use a specific bed on that frame

#

@brittle warren
I’m taking the tiny bed from gamers dseries pack, and putting it on the Off-road frame.
I’ve got the proper beams and nodes and such from the frame the bed originally goes on and put it into this frame so it doesn’t go flaccid as soon as it spawns.

brittle warren
#

add a beam between f10r and f19r and tha same on the other side

hard gyro
#

Wait. I can just add beams without it being super finicky?

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It’s as simple as just entering A and B?

brittle warren
#

yea

hard gyro
#

Oh

#

hate myself

brittle warren
#

should work just fine

hard gyro
#

Ok, and if the bed starts vibrating rapidly before I do this, it should stop after I do that right?

brittle warren
#

hopefully it may be other things doing it

tame parrot
#

how do i make beams weaker on a mod I'm trying to edit? they take too much force to break

tame parrot
brittle warren
hard gyro
#

Wow this is complex as hell. Trying to figure out where to write these new beams makes me wanna cry

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Or does it really matter where in the jbeam as long as it’s in the beams section?

brittle warren
hard gyro
#

Ok thanks

#

I’m seeing notes in the jbeam like “vertical” or surficial crossing

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Do I need my new ones to strictly follow that?

brittle warren
#

nah you dont have to as long as where you put em doesnt make it explode or anything

#

just kinda trial and error really

hard gyro
#

Ok. Perfect. crossing beams I assume is bad?

brittle warren
#

i think crossing is the ones going side to side

#

but i could be wrong i make my own jbeams so im not sure honestly lol

hard gyro
#

I mean like, if I’m crossing a square, the two center beams can intersect or will it explode?

brittle warren
#

beams can intersect as long as they dont have collision triangles

hard gyro
#

Oh ok.

#

Yeah not messing with that just tryna make it not floppy lol

brittle warren
#

nodes have collision beams dont also triangles have collisions but if you dont specifically put it in the tris section it will be fine

tame parrot
#

the beam I'm trying to edit stretches really far before breaking how do i make that not happen? is it spring expansion?

royal crater
#

if I have 2 node names in lua, how do I find the accompanying beams? I'm thinking it's through v.data.beams, but does it really have to sort through tables of tables, or is there a quicker way? like obj:getBeam(id1, id2)?

royal crater
hushed current
#

Hi all, my sideskirts material isn't matching to the original 200bxs, The original has the material as this:

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But then I have mine as this:

#

(wrong pic before, this is the proper one) but they are black

#

nevermind, was uv map

#

where is the ref for beamng because i cant find it

brittle warren
hushed current
#

uv map ref

#

for liveries and such

#

to make livery fit on custom model

brittle warren
hushed current
#

thanks\

#

thanks @brittle warren

toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #15 - 119)

hushed current
#

@brittle warren UV is on

#

but appears as this?

brittle warren
#

ummmm thats odd im not much of a skin person so im not sure check it with the color image and se where it lines up maybe

hushed current
#

(forgot to highlight the actual object on uv)

hushed current
#

ok im so fucking confused now

#

even the offical beamng model isnt uv mapped properly but looks fine ingame

brittle warren
#

Hmm that is confusing

#

Is your uv on later 1 or 0 in blender

viral juniper
# hushed current

This is because the skins use the second UV map, not the first one.

hushed current
#

So which one do I go off of?

viral juniper
hushed current
#

confusion

viral juniper
#

Click the plus button

hushed current
#

did

viral juniper
#

Click on the second UV map that you've created after clicking on the plus, and then any changes you make in the UV editor will modify the second uv map separately

hushed current
#

Do i name it?

viral juniper
#

You don't need to, it doesn't matter what it's named

hushed current
#

Alrighty,

#

Thanks @viral juniper

toxic widgetBOT
#

Gave +1 Reputation to @viral juniper (current: #371 - 7)

viral juniper
#

No problem

hushed current
#

@viral juniper im having bit of an issue

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its over the map ob bx_skinuv.png

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but looks like this ingame

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the 2nd ones selected

viral juniper
hushed current
#

so how do i put that one then

#

1st ones in the same position

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named n everything

viral juniper
#

Check where the vanilla bumper's first UV is located

hushed current
#

Did that and it still messed up

hushed current
#

could it be something in jbeam

#

also shape of bumper is messed up idk why

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oh wait it wasnt messed up b4 what happen

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whenever load normal

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loads normal but when you spawn

#

fixed the bending jbeam

inner heart
#

the first is the "base texture" (made up concept)

#

the second is the livery (which you use the uv map for)

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you need to fix the first uv map, so grab the different bx_main_*.dds and load them in blender

hushed current
inner heart
#

the first uv map (the one at top(no the number behind the name nor the name matters)) is the "base texture"

hushed current
#

which bx_main do i go off of

inner heart
#

... what are the names of them again

hushed current
inner heart
#

thx

#

you want the normal so you know the real edges, you want the b color so uhhh its color

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those 2 are the minimal

hushed current
#

so where tf is the bumper in this mess

inner heart
#

but ao is ambient occlusion, c.data is uhhh forgor, cc.data is forgor, m.data is metalic, p.color is the primary secondary etc color mask, r.data is roughness

inner heart
hushed current
#

soo heres beamngs

inner heart
#

or you collapse the uv into a singularity and shove in somewhere body color in the bound of some "panel normals"

hushed current
#

nvm found it ima try

#

well thats definetly the spot but its kinda weird because its like a crimed bumper

inner heart
#

... you might just get away by collapse the uv into a singularity (scale 0) and shove in somewhere bodypanel colored and flat normal

#

you lose the smothed edges around the part, but ppl barely notice it

hushed current
#

theres these little discrepancies and the uv looks alright

inner heart
#

that also matters

hushed current
#

as i thought yep somethings there

inner heart
#

again, if the normal map doesnt serve you well, a singularity can help

#

just let the vertex deal with normal ❤️

hushed current
#

its fixed thanks man

#

jbeam getting caught by popups??

#

nvm fixed it

royal crater
#

can you use lua to highlight beams in debug mode?

#

I can't use breakBeam because some of them are in breakGroups, making it really hard/impossible to figure it out

slow glen
#

Good time of day. Why does the car stop braking almost completely when the Brake Torque and Parking Torque values are increased? In the Jbeam with brakes, I changed the Brake mass values to a plausible one (which I see myself)

#

But I'm setting it up for a very fun car, the wheels are larger in diameter than the Gavril Roamer car itself.

royal crater
slow glen
# royal crater mass is more about thermals, I don't believe it actually effects kinetic energy ...

There are no errors or warnings in the console (except that I built in the change of car values ​​from AgentY, there is an error with Lua, but the car itself works, but I think it does not matter) I noticed that when pressing the brake, the front wheels turn to the inside. Only by reducing the Brake torque value (about 2000 Nm) the car begins to brake somehow. And I also edited the ABS rate values, it was set to 50 Hz, I set it to 150 Hz

royal crater
#

it's possible that your front to rear brake balance is so far out that the ABS is interfering. Try turning it off then seeing if the wheels will lock up

slow glen
royal crater
#

oh, so you're being silly, then be silly by adding more brakes

slow glen
tacit halo
royal crater
#

that would help. I managed to set the beam length ratio, pause the game, set it to stress, then see which ones light up when I activated the function lol It really felt like a workaround

neon ember
#

BeamNG deforms a legit mesh. Any ideas? This mesh was already decimated with the Decimate modifier in blender and there are no overlapping vertices and face normals are correct. Whats going on 😦

#

ahh could it be because i just swapped the default ball prop with a face mesh? and somewhat the nodes are sagging at that point since i did not change the nodes.

royal crater
#

if the face isn't meant to deform with the eye moving, then it's likely that you've applied the wrong group to the flexbody, or the group includes the wrong nodes.

this is under the assumption that this is something you spawn, instead of a map object

tacit halo
#

my school computer doesnt particularly like this buuut its coming out quite well
ill share pics ingame whenever i put the bakes ingame

scarlet cedar
#

hot

royal crater
#

does anyone know how to get live camber and toe into lua?

hushed mulch
royal crater
#

yeah, but I can't see a direct link

hushed mulch
#

Hmm...

royal crater
#

in the js file is just says w.camber, and in the lua it says it's in a table that's updated live, but I'm struggling to find it

tacit halo
hushed mulch
#

Yeah good question, the data for the app must come from somewhere, and that somewhere is a stream.

tacit halo
#

if thats not what you are talking about
just look inside the ui app

hushed mulch
# tacit halo if thats not what you are talking about just look inside the ui app

This is the JS file:

angular.module('beamng.apps')
.directive('advancedWheelsDebug', [function () {
  return {
    template:
    `<div style="height:100%; width:100%;" class="bngApp md-padding">
      <table style="width:100%">
        <thead>
          <tr style="text-align: left;">
            <th style="width: 20%; text-align: center;">Name</th>
            <th style="width: 20%">Camber</th>
            <th style="width: 20%">Toe</th>
            <th style="width: 20%">Caster</th>
            <th style="width: 20%">SAI</th>
          </tr>
        </thead>
        <tbody ng-if="data && data.length > 0">
          <tr ng-repeat="w in data | orderBy: 'name' track by $index">
            <td class="md-body-2" style="text-align: center;">{{ w.name }}</td>
            <td class="md-body-1">{{ w.camber | number: 3 }}</td>
            <td class="md-body-1">{{ w.toe | number: 3 }}</td>
            <td class="md-body-1">{{ w.caster | number: 3 }}</td>
            <td class="md-body-1">{{ w.sai | number: 3 }}</td>
          </tr>
        </tbody>
      </table>
    </div>`,
    replace: true,
    restrict: 'EA',
    scope: true,
    controller: ['$log', '$scope', function ($log, $scope) {
      var streamsList = ['advancedWheelDebugData']
      StreamsManager.add(streamsList)

      function register() {
        bngApi.activeObjectLua('extensions.advancedwheeldebug.registerDebugUser("advancedWheelDebugApp", true)')
      }

      register()

      $scope.$on('streamsUpdate', function (event, data) {
        $scope.$evalAsync(function () {
          $scope.data = data.advancedWheelDebugData || null
        })
      })

      $scope.$on('VehicleReset', register)
      $scope.$on('VehicleChange', register)

      $scope.$on('$destroy', function () {
        StreamsManager.remove(streamsList)
        bngApi.activeObjectLua('extensions.advancedwheeldebug.registerDebugUser("advancedWheelDebugApp", false)')
      })

    }]
  }
}]);
royal crater
#

so how would I access a stream in lua?

tacit halo
#

@royal crater have you seen if its stored as an electrics variable

#

you can check by running dump(electrics)

royal crater
#

I searched all the lua files for "camber" and didn't have much luck

hushed mulch
hushed mulch
royal crater
#

I'm thinking it might be too, though it's weird that it's not accessible.

Also how do you do that dump stuff? I put it in, but it doesn't really return stuff. Your ui looks different

tacit halo
#

not the game lua

royal crater
hushed mulch
royal crater
#

oh

royal crater
toxic widgetBOT
#

Gave +1 Reputation to @tacit halo (current: #52 - 57)

hushed mulch
#

When I dump it, it looks like this:

tacit halo
#

wait @royal crater i have an idea

#

what if you clone the advanced wheels debug

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then instead of printing w.camber you just print w

royal crater
#

I'm thinking I'll just copy it from the lua section

#

huh?

tacit halo
#

nah nvm i dont think that would work

hushed mulch
#

Issue is he still wouldn't get it in a LUA file...

royal crater
#

I'm looking at "advancedwheeldebug.lua" and I see a lot of stuff here, but I'm not sure how to access it, or if I even can (still don't know much about lua), but I'm trying

tacit halo
#

try wheeldata.camber

royal crater
#

tried that

hushed mulch
# royal crater I'm looking at "advancedwheeldebug.lua" and I see a lot of stuff here, but I'm n...
#

And from there be able to like "call" the data?

#

Wait nevermind?

royal crater
#

I'm just printing out all tables like v.data.wheels to see if I can find stuff lol no luck, I might just have to re-create it the same way they did

hushed mulch
#

Dang, it must be in a table somewhere, but the thing is just finding it.

tacit halo
tacit halo
hushed mulch
#

Could be.

royal crater
#

this is what gave me hope, but I think I'll just forget about it, and do it myself

hushed mulch
#

But since it's sent in a stream I would think it would've been somewhere.

#

It could also be in these tables, if they still exist.

royal crater
#

just noticed this.... I have no idea what I'm looking at though

hushed mulch
#

No idea either, can you trace back that data variable?

tacit halo
#

ive arrived at this ```
local vectorForward = obj:getDirectionVector()
local vectorUp = obj:getDirectionVectorUp()
local vectorRight = vectorForward:cross(vectorUp)
for _,wd in pairs(v.data.wheels) do
local name = wd.name
local wheelData = {name = name}

wheelData.camber = (90 - deg(acos(obj:nodeVecPlanarCos(wd.node2, wd.node1, vectorUp, vectorRight))))

if isnan(wheelData.camber) or isinf(wheelData.camber) then
  wheelData.camber = 0
end
print(wheelData.camber)

end

im trying to get it to work tho
#

data is an empty array and on each loop it inserts the wheelData of each wheel into it

#

@royal crater YESS

#

it works ```

local vectorForward = obj:getDirectionVector()
local vectorUp = obj:getDirectionVectorUp()
local vectorRight = vectorForward:cross(vectorUp)

local data = {}
for _,wd in pairs(v.data.wheels) do
local name = wd.name
local wheelData = {name = name}

wheelData.camber = (90 - math.deg(math.acos(obj:nodeVecPlanarCos(wd.node2, wd.node1, vectorUp, vectorRight))))

if isnan(wheelData.camber) or isinf(wheelData.camber) then
wheelData.camber = 0
end
print(wheelData.camber)
end

#

actually you can remove the local data line since it does nothing apart from storing those values

royal crater
#

oh you just recreated it. I was hoping to avoid that lol but thanks for doing the legwork, I think I'll just give up and borrow your code haha

tacit halo
#

since like the calculation is only done when it sends the data to the debug app

#

then that array of data is sent to the js script

#

so like i dont think its ever stored

hushed mulch
#

Sure does seem that way.

tacit halo
#

yeah and i dont think that logic is too resource heavy anyways

#

its some math and a loop that repeats for each wheel

hushed mulch
#

Yeah, I think you're right. They probably didn't think it was something anyone would need, and therefore didn't go through the extra trouble of saving it.

brisk bloom
#

woah muye is in here

olive bronze
#

can someone make it so i can buy my self built cars in carrer

hushed mulch
olive bronze
#

just configs

#

would love to see both of my bx s for sale

#

ones got a v8 and the other a 2.0

#

the only mod is the side mounted license plate but thats not my mod i got that from the repo

#

i can live without that if it needs to be taken of

hushed mulch
# olive bronze i can live without that if it needs to be taken of

Okay, this is because custom configs don't have a population value.

First find where the BeamNG.drive userfolder is. Easy way to do this is by going into the BeamNG launcher:

  • "Manage User Folder" > "Open in Explorer"

Or opening Windows run (WIN + R) and typing in:

  • %appdata%\..\Local\BeamNG.drive\latest

Then open the "vehicles" folder, this is the folder where custom configurations are saved. Custom configs don't have a info file, and that's where the population value is located.

You'll have to create a info file for the configuration. To do this you should be able to create a file named: "info_<CONFIG_NAME>.json"
-# Make sure that the file is actually a JSON file, and that the name is EXCATLY the same.

In this file paste this:

{
  "Population":0000
}

Something like the bastion has a value of around 8000 - 10000. Just to give you an idea of what to set the value to.

The mod shouldn't be a problem.

#

Try and see if this works.

olive bronze
#

how do i crate a json file

#

create*

tacit halo
#

you open notepad, click save as, then select " save as any filetype" then just type filename.json

olive bronze
#

thank you @tacit halo

toxic widgetBOT
#

Gave +1 Reputation to @tacit halo (current: #51 - 58)

hushed mulch
#

Can't find?

olive bronze
#

i did find everything and i did everything you said

#

could be possible that i made sth wrong

#

but its okay

hushed mulch
#

What did you set the value to, and has the shop refreshed?

olive bronze
#

8000 and i restarted the game after

hushed mulch
# olive bronze 8000 and i restarted the game after

I don't know if restating the game resets the shop, the only way this wouldn't work is if the info file isn't actually loaded. If you add: "Description":"This is a test", above where the population value is set so that the info file is now:

{
  "Description":"This is a test",
  "Population":0000
}

Does it show up in the vehicle spawning menu?

olive bronze
#

should i clos the game?

#

close*

hushed mulch
#

Generally a good idea, but it won't break anything if you don't, the changes just might not show.

olive bronze
#

still not here

#

is releasing configs as a mod difficult

hushed mulch
#

No, not at all. So there is no description like here where it says "Featuring police equipment..."?

olive bronze
#

no since its custom

hushed mulch
#

Okay, yeah then it's because the info file isn't added. Then I think you'll have to make the configs a mod to be able to give them an info file.
To do this, it might be easiest to follow this guide, and if you have any questions you can just ask.

#

I can also walk you through it, if you want.

olive bronze
#

if it wont bother you

#

walk me trough please

hushed mulch
# olive bronze walk me trough please

Okay,

  • First open your userfolder again, this time open the "mods" folder, in here create a new folder called "unpacked".

  • In this folder create a folder, the name of this folder doesn't really matter as it's just the name of the mod.

  • Inside the folder you've just created you create a folder, the name of this folder should be: vehicles.

  • Inside the "vehicles" folder you create a folder that's named the same as the main folder for that vehicle.
    *I'll save you some trouble finding the name of the folder, but for reference it's located here: *<STEAM_PATH>\SteamLibrary\steamapps\common\BeamNG.drive\content\vehicles.
    For the Ibishu BX-Series the name of the folder is "bx", so the folder inside the "vehicles" folder should be named bx

-# More to follow

olive bronze
#

Alr lemme try that ffor now

#

you can tell me the nexts steps while im doing that

#

i dont have an unpacked folder
i will create a new one since i know thats gonna work

#

oh my bad didnt read the first step completely...

#

alr im done

hushed mulch
# olive bronze alr im done

Now where you have the folder structure set up correctly you can simply copy the config*(s)* to the mod folder (Inside the bx folder), and since you already created the info files you can copy them as well.

Inside the bx folder should now look something like this:
\ > bx
\ > car1.pc
\ > car1.png
\ > info_car1.json

olive bronze
#

okay

#

what do i put into the info folter i forgot

hushed mulch
#

There shouldn't be an info folder.

olive bronze
#

info_car1.json

#

this one what do i put in population

#

like what number

hushed mulch
#

It's up to you what population number you pick, 8000 like you had before should be fine.

olive bronze
#

alr

#

like this?

hushed mulch
#

Yep, that looks correct.

olive bronze
#

good

hushed mulch
#

Now try starting the game and see if the configurations are there and if there's a description on the configs.

olive bronze
#

how can i add a description if we are at this point

hushed mulch
#

This is what is currently inside the info file:

{
  "Description":"This is a test",
  "Population":0000
}

Just edit the string "This is a test" to whatever you want the description to be.

olive bronze
#

oh okay

#

Thank you @hushed mulch

toxic widgetBOT
#

Gave +1 Reputation to @hushed mulch (current: #38 - 72)

hushed mulch
#

Anytime.

#

Do the configs show up in game with the description?

olive bronze
#

i need to add wait a sec

hushed mulch
#

Take all the time you need.

olive bronze
#

no desc

hushed mulch
#

Are the configs there, or only the ones you had before?

olive bronze
#

nope only the 2 from before

hushed mulch
#

Okay, try moving the files you had in the other folder (not the one you created in the mods folder) to somewhere safe, like on the desktop. As they might be confusing the game.

olive bronze
#

the one in appdata?

hushed mulch
#

Yeah, the configs in this folder here:

olive bronze
#

and now restart again?

hushed mulch
#

Yeah.

olive bronze
#

the cars are still there but dont have a description

hushed mulch
#

Weird, so the vehicles folder located inside the 0.34 folder is empty correct?

olive bronze
#

well i placed the bx folder onto my desktop its not there

hushed mulch
#

Good.

#

Let me just test something and then I'll be right back.

olive bronze
#

alr

#

take your time

hushed mulch
#

Does all of this look the same as how you've done it?

olive bronze
#

sorry for the wait i was eating dinner

hushed mulch
#

No worries.

olive bronze
#

its in german btw

hushed mulch
#

It looks correct, try naming one of them something like "bx_stanced" so all the files are now, "bx_stanced.pc", "bx_stanced.jpg" and "info_bx_stanced.json".

olive bronze
#

will do

hushed mulch
#

Not that the bx_ changes anything, this just makes sure it's not a name issue with the other configs also having the same name.

olive bronze
#

and restart game againg right?

hushed mulch
#

Yep, can't hurt.

olive bronze
#

that did nothing exept changing the name

hushed mulch
olive bronze
#

yes

#

it now has the bx_ in its name

hushed mulch
#

That good, what does the inside of the info file look like?

olive bronze
#

nothing

#

oh wait sorry

hushed mulch
#

Does the inside of the info file look like this?

olive bronze
#

ill send it rq

hushed mulch
#

This makes no sense, it's like the info files just doesn't get included.

olive bronze
#

mybe keep population at 0

hushed mulch
#

That shouldn't change anything.

olive bronze
#

wait a minute

hushed mulch
#

O_o?

olive bronze
#

its my fault i just reopened it and everything is gone again

hushed mulch
#

Oh, didn't save it?

olive bronze
#

how do i save it properly

hushed mulch
#

Should just be CTRL+S or click the save icon.

olive bronze
#

it saved now

#

imma use the bathroom ill be back

#

it works finally

#

if you tell me how to publish iti will leave you alone

#

it I*

hushed mulch
#

Great, now I'd recommend not using spaces or capital letters in the file names. To set the name of the configuration use "Configuration":"CONFIG_NAME", inside the info file.

olive bronze
#

alr will do

#

i did so

#

how can i publish it

#

what does that mean it says: name used by other car so it doesnt change the pictures

little portal
#

It means youre overwriting an already existing config name

olive bronze
#

well i cant delete it either

#

if i delete it its still there

hard gyro
#

I have a question.

What do I need to take from car 1 to put the suspension from car 1 into car 2?

I thought it was just some basic suspension files but apparently not.

little portal
olive bronze
#

it is mine

#

i made it into a mod so i can buy it in carrer mode

#

and now i cant take proper pics

little portal
#

Well yes but is the config file in the mod or in 0.34/vehicles

olive bronze
#

both😂

little portal
#

Idk if you can delete the config files that are in the zipped mod

olive bronze
#

its not zipped

#

i unpacked it

#

wait lemme try sth

#

nah didnt work

little portal
#

Matbe delete or put the one in your mods folder somewhere else and try

brittle warren
olive bronze
#

in the files there are the right pictures in the right folders

#

just not in game

little portal
#

Is the picture named the same as the config?

#

Without the .pc

olive bronze
#

yes

pine skiff
#

why is the RA not making the lines and tire trascks sometimes, its like almost completetly smooth

little portal
# olive bronze yes

And so the problem is that the picture doesnt show up in the vehicles thing in beam?

olive bronze
#

Thank you @little portal for the help

toxic widgetBOT
#

Gave +1 Reputation to @little portal (current: #678 - 3)

hushed mulch
#

You will need to zip the mod in order to do this. Easiest way to do that is in-game going to the mods panel > Finding your mod in the "Mods manager" and then clicking "PACK".

pine skiff
brittle warren
shell fable
#

I'm trying to create a mod that takes the current spawned vehicle's RPM, coolant temp, oil temp, and speed and writes it to a text document. Any ideas on how to do this?

brittle warren
#

Well lua for one then use print I would assume to write it to the console then it will show up in the beamng log.txt but after that I have no idea maybe ask in the lua help in the modding for dummies discord

shell fable
#

Alright, thanks

proud sierra
#

anyone know where the licence plate model is?

royal crater
#

(along with how licence plates are made currently)

pine skiff
neon ember
#

In Blender's Jbeam editor, how do I triangulate faces? When I attempt to triangulate using Face > Triangulate Faces, it only creates one triangle. Do I have to manually create the triangles?

#

Also when doing extrudes, after extruding sometimes I want to extrude again the extruded faces, but the vertices always get unselected after extrusion, not like the regular behavior in Blender. So I always have to manually selected the newly extruded vertices again. Very tedious 😦

pine skiff
#

What’s the trick to getting actual good looking roads in world editor?

pine skiff
tacit halo
royal crater
#

ah

olive bronze
#

no need to unpack

#

just put it in repo

#

idk how to release them in the repo

hushed mulch
olive bronze
#

oh im sorry i had to get off a 8pm yesterday i will do so now

hushed mulch
#

No worries.

#

Related link for a guide
And for the forums

olive bronze
#

i nnow have to wait for it to get approved👍

#

thank you @hushed mulch

toxic widgetBOT
#

Gave +1 Reputation to @hushed mulch (current: #36 - 73)

olive bronze
#

without your help this would have been a disaster

hushed mulch
#

Anytime.

tacit halo
olive bronze
#

oh man

tacit halo
#

since mods are approved generally on the morning of work days

#

morning as in gmt +1 9-12 am

olive bronze
#

saturday is a working day tough

tacit halo
#

not here

olive bronze
#

it is in germany

tacit halo
#

jobs like these which dont require customer interaction or like software dev jobs generally are monday-friday

#

yes its in germany

olive bronze
#

well then thats too bad

#

well if someone does want to try it now the file is in this chat

stuck storm
#

Who's got experience modding sounds in?

earnest agate
#

Anybody know what file would have a vehicles light function?
Im trying to change this one cars front markers so they function as DRLS instead, I found the file that allows me to change things like brightness and colour, meshes etc. yet I cant find anything to change its actual function

brittle warren
earnest agate
earnest agate
tepid tartan
brittle warren
#

Atill need props to make the light shine on the ground

tepid tartan
brittle warren
tepid tartan
toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #14 - 121)

neon ember
#

I'm making a face prop but I'm not sure what rightCorner and leftCorner nodes I should use? Are the ones I selected ok? Or do I need to define a node at corners of an invisible box boundary?

#

Is this caused by the incorrect selection of nodes for the rightCorner/leftCorner or is this something else?

royal crater
neon ember
#

thanks for sharing the link! I now put the nodes perfectly in line but still get error "No refNodes found, using default fallback

royal crater
#

I don't know if you should call a node anything like "ref" but I could be wrong

neon ember
#

@royal crater I used the ball's jbeam as reference and realized that the no refnodes is not the issue as the ball also gets the same debug output in the console. so something else is destroying the mesh

royal crater
#

oh weird. Have you paused the game, then refreshed it? You can see if it even loads in right.

next I'd slow the physics down with alt + left arrow key. Then unpause and see where things start failing.

if it's a few nodes at first, Then I'd increase their weight

neon ember
toxic widgetBOT
#

Gave +1 Reputation to @royal crater (current: #223 - 14)

royal crater
#

the exploding on an object that isn't being controlled in any way is generally some nodes being too close to faces, or more commonly the big one is that the node weight to beam spring/damp is off

neon ember
mint haven
#

i cant see modle

unique zealot
neon ember
tacit halo
#

that node structure is too dense, you may need rigidifier nodes (check vanilla car hoods and bumpers)

outer heart
neon ember
# tacit halo what are you tring to do?

trying to make a face that behaves like a ball but i want that detail. or i dont need the detail? because i tried simplified without detail then the face looks distorted

tacit halo
# neon ember trying to make a face that behaves like a ball but i want that detail. or i dont...

well the thing is you are trying to do something thats very much out of the scope of beamngs phisics engine, you have a flexible moldable strcture thats meant to be bouncy, which is already hard, which then the difficulty of it increases exponentially due to the jbeam being too dense, yes you need to majorly simplify it, theres just way too many nodes and beams for it to properly work

#

id say a goal would be having 1/3rd the amount of nodes

neon ember
toxic widgetBOT
#

Gave +1 Reputation to @tacit halo (current: #51 - 59)

toxic widgetBOT
#

Gave +1 Reputation to @tepid tartan (current: #271 - 11)

earnest agate
neon ember
#

ah nevermind, the cause was {"fixed": "true"}, where true had quotes. cool animation though so just put quotes and it will animate move on its own lol

severe grail
#

So I have this sticker on the side of the vehicle™️
The exact same object exists on the other side. Same UV mapping, same size, properly oriented faces. BUT
It doesn't show.

drowsy tartan
#

so I've finished making my map, and I'm trying to pack it, I've followed some yt tutorials but I'm not able to see my mod in game, anyone happen to know why?

stuck storm
river forge
#

file structure seems to be okay, did the map work normally when it was unpacked

#

also instead of manually packing, you could try using the unpacked version, then going to the in-game mods manager, and packing it from there

drowsy tartan
#

i can only access the map via f11, where should i put the map unpacked to check? and what should the file structure look like?

#

map/levels/map? or just /map?

river forge
#

unpacked should be:
mods/unpacked/modname/levels/mapname/etc.

packed should be:
mods/modname.zip/levels/mapname/etc.

drowsy tartan
#

moved it to the unpacked folder, opened the level, blank blue world, got this error, unsure where to fing the full log

#

i see when loading in that it loads all the meshes, the roads, and everything else, but i cannot see them

south dust
#

Hi yall I'm stumped.
I'm making a custom map I have it saved and it's in the game version/levels folder
Im having no luck moving it I to a zip so it shows up in the mods folder.

In the levels folder it will only show up in the game if I tick the "include Auxilary debug content" box.

Any help would be appreciated because I'm just getting frustrated that nothing I'm reading trying or doing or watching on youtube is working

I'd like to figure this out before I put in anymore work on my map

Thanks

drowsy tartan
#

did you change this to false in your info.json?

south dust
drowsy tartan
#

thats what i had to do to get mine to show up, looks like were both done with our maps and just trying to get them to work as a mod lol

little portal
#

Because if you copy an object and scale it to -1 to mirror

severe grail
#

Yee I did
I reapplied textures and suddenly it worked, i have no clue what the issue was

little portal
#

.001 maybe

south dust
little portal
#

But its fixed now ig

severe grail
#

Now I have fun with the textures being stored in cache again and it not updating the actual files though the world editor.. hhh

drowsy tartan
south dust
toxic widgetBOT
#

Gave +1 Reputation to @drowsy tartan (current: #1320 - 1)

river forge
drowsy tartan
toxic widgetBOT
#

Gave +1 Reputation to @river forge (current: #1 - 401)

severe grail
#

Does anyone know how to get the World Editor to actually save onto the materials file, if you edit an material and then press "Save"?

ruby kestrel
#

also make all your sunsky adjustments before using the forest tool, because chances are once the forest object is in the game, you can't make changes to the sunsky object anymore

severe grail
#

It works if you make a new material with it in a new file at least

#

I did it manually now and it works because hh

south dust
#

How does one go from a custom map in the game version/levels/custommapname folder to zipped in the game version/mods folder/custommap name.zip and have it show up in freeroam so it loads that way properly. I've tried putting my map in a zip then in the mods folder and it shows in the mod directory but not in freeroam at all. That's my next learning struggle that has been failing me following guides n stuff

drowsy tartan
#

/mapname/levels/mapname/ from what i can tell

drowsy tartan
#

its always helpful to reference another mod or a vanilla map for packing

#

EDIT: FIXED compiling my issue into a single message, making a map, map is finished, when loading into unpacked mod, i get a fatal lua error and can only see blue, i see the game loading all my meshes and roads, so its def trying, attached is my info.json, and a trimmed log of just the lua error

south dust
#

Alright I figured it out. You make the zip file from the mapname/levels folder not the map name folder. So you click the zip file it opens to show levels/mapname/map contents. I was confusing myself bbuly thinking you needed to have the map name show when you opened up the zip file. So dumb haha finally. Appreciate the input 👌

drowsy tartan
south dust
drowsy tartan
#

it was a single comma in my info.json, fixed

south dust
drowsy tartan
#

yeah, chat gpt figured it out lol, i would have never found that

south dust
drowsy tartan
#

ive found its helpful for troubleshooting code to a certain extent

green wolf
#

i need a little bit of modeling help. can anyone merge this vent on the MR covet into the front-engine covet's quarter panels?

#

i'd do it myself but i'm not sure how to use both models and get a smooth looking result out of it

zenith mulch
#

Ok, so here's the skinny. Last night I was messing around and I put the Belasco-Diesel 900CUI I6 Diesel engine in the MD-series truck. I then put a T600 turbo in it, and it took me a while to realize the turbo wasn't actually connected to the truck. So It's running NA (naturally aspirated (no turbo, just engine)) Now, I'm a fanatic about 18-wheelers, and I play a ton of American Truck Simulator. I have a lot of friends who do as well, and some of them can make mods for ATS.

My question here is, where can I find the sound file for the Belasco-Diesel engine, so I can get someone to incorporate it into an ATS truck engine?

earnest agate
#

neither can I find anything related to inputs as mentioned on a modding link

ebon oasis
#

How would I change this black part on the Wigeon's hood to be painted? I've got as far as importing it into Blender

earnest agate
river forge
ebon oasis
#

Thanks

brittle warren
earnest agate
brittle warren
earnest agate
toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #14 - 123)

lethal timber
#

(make sure to @ me so i can see your reply!) Im working on a massive italy overhaul and have been for almost a year now. Currently, im just editing things here and there on the vanilla map using the world editor but would like to make it into its own individual level. could someone give me have some instructions on how to do that?

earnest agate
brittle warren
earnest agate
brittle warren
#

Did yo uread through the docs?

earnest agate
brittle warren
#

The link i sent read through the glow maps documentation

unkempt steppe
#

Where can I find the files for the ingame wheels?

unkempt steppe
toxic widgetBOT
#

Gave +1 Reputation to @brittle warren (current: #13 - 125)

sour cape
#

i wonder
does anyone know a way to change the headlight shadow casting option off of a graphic setting?

#

for example

#

when you switch vehicles the car that you are no longer driving does not cast any shadows from its headlights

#

would i be able to use the same script that does that to change the shadow casting value when the shadow visibility in the graphics settings is set to partial or off?

#

where would i find the lua that makes that function happen

halcyon spear
#

How do I add baked lighting/new lights

sour cape
#

im tryna help you man please respond

#

do you mean the new vehicle lights or are you talking about map lighting?

#

@halcyon spear

crystal wraith
#

Anyone know why when making a drift mission is just infinitely loads when trying to play the mission

acoustic ivy
#

can anyone help me fix the doors the doors wont open all the way but they open the same when the fenders are not attached but the fenders jbeam are equal i dont get it

any help would be appreciated thank you

severe grail
#

I need some help with the jbeam editor. This is how it imports for me, even though there should be beams and triangles

severe grail
#

Okay it has no triangles, but should still show beams, no?

acoustic ivy
#

edit them using tab and press 1 and edit them press f to connect the nodes

sorry for my bad english

severe grail
#

I couldn't select them seperately in edit mode. Though it kind of fixed itself with a re-import

little portal
#

You can make them equal in the text editor in blender

severe grail
#

I have no clue lmao

acoustic ivy
little portal
#

What you mean how just open the text editor, press new and youll automatically open the text

severe grail
little portal
#

And from there you can make the nodes the exact same other than the x being opposite

toxic widgetBOT
#

Gave +1 Reputation to @little portal (current: #565 - 4)

bronze needle
#

umm

#

i have problem, i was making mod engine for covet

#

and now my covet model doesnt show up

odd kayak
#

Does anyone know how I can fix the textures on this? This is my first time making models on blendr, got it working in game just need to figure out how to make it pretty lol

crystal wraith
odd kayak
#

its gizamns, not sure what mods he has on it

bronze needle
# bronze needle

Will somebody tell me how to fix it? I tried reinstalling the game... removing mod... 😭

glacial forum
#

try clearing cache

#

go to support tools when you launch the game

#

how would I make a panel behave like fiberglass/carbon fiber, just raise beam stiffness and lower nodeweight?

strong yacht
#

how to import blender model to beamng?

river forge
# strong yacht how to import blender model to beamng?

There is no such thing as importing an entire car model into Beam. You would need to separate all the parts of the car, and individually jbeam them. Without prior modding experience, that would be very hard. If you want to get into BeamNG modding, I'd recommend starting with a smaller project, like a new part for an existing car, or a prop

tacit halo
toxic widgetBOT
#

Gave +1 Reputation to @river forge (current: #1 - 402)

crystal wraith
late zodiac
#

it's a bad idea

#

also, could i base this on the lansdale, but have the suspension from the sunburst?

river forge
#

For the body you'd probably be better off using the H-Series, but in any case it will need a lot of work

late zodiac
#

anything i base off the h-series... it just completely breaks and all the latches open at once

#

upon spawn

brittle warren
brittle warren
#

When you base something on the h series are you editing any jbeams if not it shouldn't break

late zodiac
brittle warren
#

Hmm that's odd are you changing slot types? Maybe there's something specific it needs that's not getting transfered

late zodiac
#

dont mind the 2.48279

brittle warren
#

Yea I wouldn't do that unless your making it a completely different car in the vehicle selector also there are probably jbeams in common for the van that need changed too

late zodiac
#

vanilla vehicles don't come in ehh

#

common folders

brittle warren
#

Vanilla cars definitely have files in the common folder bruh trust me that's why there is a common folder

late zodiac
#

oh alr, it's probably some latches in the common folder that are missing

crystal wraith
late zodiac
tawdry lance
#

Hey there, could anyone tell me how to make a bedcap for a truck I want to make. I have never done a vehicle mod before but I want to start off with something easy, simple, and hopefully build up to actually making a truck mod with openables, and scratch JBeam.

#

I just need some videos, tips, and how to just make a car mod for beamng.

brittle warren
#

Well a bed cap would be just the 3d model and a rectangular jbeam that has some beams going to the top of the bed https://youtu.be/59PPUx1sepU?si=fq8Px9s5VCT3ztP0

tawdry lance
#

hmm ok

thorny rune
#

originally iw as gonna make it its own car in the selector but ended up going under the h-series

fickle raptor
#

the fhouk is my steering whele doing

brittle warren
fickle raptor
#

yes i did set origin and changed some prop settings

brittle warren
#

Also anyone here know material override

brittle warren
fickle raptor
#

or actually no i will find the original wheel

brittle warren
#

hmm thats odd then

brittle warren
little portal
#

How do i not make a material light up when the sun is shining on it?

#

I have a bit thats slightly emmisive but when the sun shines on it it goes bright to the color its set to, which i dont want

sick tartan
#

what else do i need to change the name of in flexbodies

earnest agate
#

This is the code I currently have that is linked to them.

tepid tartan
tepid tartan
earnest agate
tepid tartan
#

defo flipped em

#

uhhhhh

#

I'm not entirely sure myself admittedly my lighting experience begins and ends at a lightbar. Could always look at how innocent did it and try to recreate from there so long as no lua was created to modify his electrics or continue to play around with material maps used in each section until the desired result comes out.

earnest agate
viral juniper
earnest agate
viral juniper
#

Just rename signal_drl_L to your own material

earnest agate
#

Aight, ill see if that works

inner heart
#

could probably simplify electrics.running == true and 1 or 0 to electrics.engineRunning

toxic widgetBOT
#

Gave +1 Reputation to @viral juniper (current: #339 - 8)

earnest agate
#

been working on this for nearly 3 days now lol

viral juniper
brittle warren
viral juniper
inner heart
#

i mean engineRunning is also in range of 0 and 1, i think

viral juniper
#

Yeah I know that now, I just didn't know that value existed lol

#

I had it set to this in my mod: electrics.running == true and 0.49 or 0

inner heart
#

actually no

#

electrics.running checks ignition level

#

wtf does engineRunning come from?💀

viral juniper
#

I've never seen it documented anywhere, but I just tested it and it has slightly different behavior to electrics.running

inner heart
#

yeap, actually if engine running

#

if engine rpm exceed starter motor rpm*0.8 then engineRunning is set

viral juniper
#

electrics.engineRunning waits for the vehicle to completely startup, but electrics.running is with accessory mode and startup

inner heart
#

yeah

#

matches what i see in lua

viral juniper
#

Very interesting
(Left is .running, right is .engineRunning)

inner heart
#

yes, it would help with the hud showing lol

viral juniper
toxic widgetBOT
#

Gave +1 Reputation to @inner heart (current: #112 - 29)

royal crater
#

with vec3, is there a world and relative version? I'd like relative

royal crater
toxic widgetBOT
#

Gave +1 Reputation to @royal crater (current: #208 - 15)

inner heart
#

and do math to get its world or local

heavy patio
#

So basically i tried the mod for some car to make it work in career mode i made a json file same as the .pc file
this is the code i used I need help to fix it
{
"Configuration":"M5 F10 COMPETITION 4.4L V8 Twin-Turbo",
"Description":"High-performance sports sedan with a twin-turbo V8 engine and automatic transmission.",
"Population":7500
}

stoic wadi
#

Somebody help.
Why when i using etkc material on other car, the stuff doesn't work(no texture) until I spawn the K-Series itself

#

but etk800 texture works without spawning etk 800 series

river forge
# stoic wadi Somebody help. Why when i using etkc material on other car, the stuff doesn't wo...

That material is not in the common folder, you'll need to copy the material from the etkc's main.materials.json into a custom something.materials.json in your mods files. The textures don't need to be copied as the material tells the game where to find them

And while you're at it, it'd be best to rename the copied material, to prevent it from messing with the etkc if that is ever spawned alongside your mods

river forge
stoic wadi
toxic widgetBOT
#

Gave +1 Reputation to @river forge (current: #1 - 403)

toxic widgetBOT
#

Couldn't find command 'do I suggest new features to beamng drive'

late zodiac
#

Hey, how does one even do filament lights?

river forge
late zodiac
tardy lagoon
#

I'm creating sirens for BeamNG but they're all too low in volume compared to the gemes ones and the sound only comes from in the front of the car if that makes any sense. Anyone know any fix

late zodiac
#

or loudness idk

tardy lagoon
late zodiac
#

while you are here.. can you give me good site for 3D models?

#

i've been having trouble picking a 3D model

tardy lagoon
tardy lagoon
late zodiac
#

Idk, it's alr tho

#

i'll figure something out if i ask someone who knows how to find models

tardy lagoon
late zodiac
#

gta sa models aren't bad

#

it's mostly a hit or miss

#

(mostly a miss tho xd)

tardy lagoon
late zodiac
#

gta 5 models are quite a pain to bulk export (i know how to however am very lazy)

tardy lagoon
late zodiac
late zodiac
#

also this site is completely dumb... it overlays the pages into other elements

tardy lagoon
late zodiac
#

most likely

river forge
late zodiac
brittle warren
proven panther
#

How to import my 3D terrain model into the map?

dry cargo
#

Could I use fusion3d to make prop models like roadsigns and whatever with textures?

flat aurora
#

hi im trying to modify a mod vehicle, so i imported it to blender added what i wanted and replaced the dae with original. then went to coresponding jbeam file to write the mesh name on a new line. but it doesnt show on game. idk what seems to be the issue. who can help. also should i edit on appdata dir or this pc...?

dry cargo
#

How do I create a new map from the template map? I must be doing something wrong because I end up having a template map with broken textures when I create one

dry cargo
#

You keep on adding content on it

#

And uh
Paint the terrain

dry cargo
dry cargo
#

i was just doing it wrong

hard gyro
#

How do I offset/move flexbodies on a frame?

#

Nvm figured it out

#

Missed a character

proven panther
#

why is my heightmap imported wrong?

dry cargo
#

Make sure it's in the right format
32 bit or something idk

outer heart
#

it was 8 bit 0-255 but 16bit had the 2 good 2 b real improvements such as i think it was 16k colors.you need to add a little bit of blur too for less scary edges

#

@proven panther

#

convert to 16bit and add a very little bit of blur before or after that

hard gyro
#

Ok so I only adjusted the Y parameter on the driveshaft to move it forward. What happen?

river forge
#

Driveshaft is a prop, not a normal flexbody

hard gyro
#

Ok. How do I move it so it’s not sticking out the ass end?

#

@river forge

brittle warren
hard gyro
#

Yup. That’s what I used.
And now it’s repeatedly flying away from the car

brittle warren
#

Try the prop transformer with shift f11 and then copy the numbers into the jbeam

hard gyro
#

Ok but there’s 4 sets of numbers there and only 3 in the jbeam

#

And it’s flying off again

#

So i have these @brittle warren

There’s 4 values here and 3 in the jbeam.

hard gyro
#

I just need those last few numbers

#

Does ANYONE know which of those goes where?

#

I can’t go anywhere without figuring this part out

#

@brittle warren sorry, again, but I’ve had it break 3 times trying to figure out which value goes where.

brittle warren
minor moth
hard gyro
#

That gives me something not useful

minor moth
#

unless you use it which in your case no

#

baserotation is the only thing that you can actually change here

#

rotation is just, what axis the prop rotates on and how much when input is there and translation is the same but movement

#

hope this helps
-# also win+shift+s or prtsc please

hard gyro
#

I have too many tabs open at once to care about taking and sending screenshots. I’ve got anxiety as it is. But thanks I’ll see if those work

tardy lagoon
minor moth
#

do you have this? if so and if your siren is universal set the node to rf1 (roof above windscreen, literally all cars have that)

hard gyro
tardy lagoon
minor moth
hard gyro
proven panther
# outer heart it was 8 bit 0-255 but 16bit had the 2 good 2 b real improvements such as i thin...

Have you been looking for how to create 3d grayscale depth/height map images? In this tutorial video I'll be showing you exactly how I create my 3d depth maps in Blender from any object or 3d model and have them come out perfect everytime. The process only requires a few simple steps which anyone can follow along with even if you aren't familiar...

▶ Play video
minor moth
#

if so that doesnt go there

#

wait no sorry

#

it does but you do need the node there

#

{"node:":"rf1"},

tardy lagoon
hard gyro
#

Screw this I’m just deleting the driveshaft prop

minor moth
tardy lagoon
minor moth
#

hm weird

tardy lagoon
# minor moth hm weird

I now changed the node to bl3 whch is the beacon and it worked. However, on cars with lightbar it doesn't work as they don't have the bl3 node. Do you have any node suggestion?

hard gyro
minor moth
#

props rotate along their origin theyre not like flexbodies

hard gyro
#

ok idk how to fix the origin

#

Not worth it anymore

proven panther
tacit halo
hard gyro
#

Ok

dim rock
#

pls i need help rebadge the meowcivic as covet tysm

minor moth
#

wat

river forge
#

you heard the man ‼️

glacial sundial
#

I'm tryna swap the pessima front end onto the 200bx, I have all of the stuff modeled, but I can't get Beam to recognized it

minor moth
glacial sundial
tardy lagoon
# minor moth hm weird

I have tried some nodes now but i can't find one that works on all vehicles, the rf1 that you mentioned #modding-general message isn't for example available on the Autobello Piccolina. Do you know of any other nodes that all vehicles should have, or have any other suggestions?

signal blade
#

idk if this would go here but im trying to get these rims from this modland car to be available on any stock beamng car how would I go about doing that

#

nvm i got it

brittle warren
#

Anyone ever have this issue?

dry cargo
#

is it possible to make an exit like this with the road architect tool?

brittle warren
#

Id asume so its just a junction

dry cargo
#

Im trying to figure out how but i cant

onyx osprey
#

Hello everyone, how are you? Can someone help me? I created a track mod but I was having problems with some meshes simply disappearing for no apparent reason, so I ended up redoing the ones that were having problems, is anyone available to download the map and test it to see if it will work now?

Pic before the fix

#

Now ( So I hope )

crystal wraith
onyx osprey
crystal wraith
#

im not trying to stop you from making a port, but ive done some that have already been done before and its a mood killer when you find out someone already did it as you goto release it

onyx osprey
#

damn, I did it before him but with these problems I had I ended up being last lol

#

Even so, I will try to publish it, mine has the difference of dynamic lights and trees in 3D model, but thanks for letting me know, I wasn't aware that it had already been done.

lavish whale
#

im in career mode and my car is only half painted

crystal wraith
#

anyone know why sunsky just absolutley will NOT save no matter what

royal crater
#

if I want to find a list of available obj:set and obj:get binding functions, where would I find that?

or if they're created, and not found, help me understand them? (I don't actually know how coding works lol)

#

not sure if "binding functions" are the right term, beamng console is calling them a "method"

ruby kestrel
#

I'm making AI paths for my roads. It seems the AI likes to stick to the left side of the ai path, like this, for the entire duration. Any good way (other than just moving the road over, which would be unideal lol) to make them stick more in the center?

inner heart
inner heart
inner heart
#

id say not smart to chew through it in one go, but just get familiar to it...

silent glade
#

DEVS pleasee make fmod event modding possibleeeeeeeeee

crystal wraith
acoustic ivy
#

does anyone know what is assigned glowmap for overheat engine

weak sluice
#

+1 for the custom fmod bank file support

proven panther
#

I have applied a little blur but it still doesn't look good. Maybe I'm rendering the heightmap wrong.

#

can someone help me

lilac pilot
#

Does anyone have idea how to recreate real life car colors in beamng?

brittle warren
lilac pilot
#

In the info.json I think. I want the color pallete like this

shut pollen
#

get the rgb value of the colour you want and divide the values by 255

lilac pilot
#

So I can use for example chatgpt for getting these rgb values?

shut pollen
#

i think i made a post about how to do it a while ago, search my name and rgb or something. i probably made it at an obscene time so it might not make sense lmao

shut pollen
hard gyro
#

Can someone give me a very quick rundown on what would go into something like, let’s say, swapping the dunekicker suspension onto the tseries frame. Just as an example totally don’t have a super stupid idea or anything

#

I can do jbeam and such, an dive successfully done suspension swaps within the same car but never from car 1 to car 2

brittle warren
shut pollen
#

i suppose that works, yeah. i just find it way easier to knock out several colours at once using google, np++ and pdn without even loading the game. load em all up in one go and verify in game all in a row

silent glade
proven panther
late zodiac
brittle warren
proven panther
hard gyro
#

Ok I’ve got a small issue.

I put regular wheel hubs on the tractor nine. Now the driveshaft snaps and the clutch overheats. How do I make those not have that problem?

silent glade
#

Even chatgpt ain doing anything

#

I actually asked it how to implement fmod banks to beamng LMAOO

#

(not worth it)

brittle warren
#

Chat gpt is poop for beam stuff I use a ai coding thing and load the whole game into it and go from there

silent glade
#

Ambientmapsss

#

That's one bank file that beamng uses

#

I feel like that's for ambience mostly

brittle warren
#

Yea probably I think imma spend all day today figuring out how they do it cause I'm pretty sure there engines use bank files instead of individual sounds

brittle warren
#

Someone on the forums was also trying to figure it out too

silent glade
#

Yea

silent glade
brittle warren
#

I lnow you can add custom sounds to maps in the world editor I did for my trailer park map I'm working on had to have some white trash music blaring for ambience lol

silent glade
#

Also beamng hasn't updated it's fmod ver yet. I think it has stayed the same since 0.27

brittle warren
# silent glade Wait wha

Yea add a sound emmiter and then in the inspector there is a section to point it to a sound file it can use almost any format I just used mp3

bronze needle
#

why is my engine model under the car, but engine's hitbox is where it is supposed to be?

glacial forum
#

try applying transforms in blender

#

it's either ctrl + a or shift + a to pop up the menu I can't remember which

brittle warren
#

Or you can click object at the top and apply

bronze needle
#

it worked 🙂

#

thank you both

bronze needle
#

no, its automation model of V6, i am doing 3.6L V6 engine swap

#

its my first mod

brittle warren
#

Oh it looked really small like a Harley 2 cyl lol but glad your doing a mod always need more modders

bronze needle
#

😄

flat aurora
#

im trying to edit a dae mod that i grabbed from game vehicles file. Can somebody tell me if i doing it wrong, so i imported the dae to blender to modify a mesh. and i replaced a mesh so it have the same name as it was. but when i export back to game the whole mesh is disappeard....!

unique zealot
#

dont outright replace the same mesh basically

proven panther
#

any pro modder?

#

i have this pointcloud

flat aurora
unique zealot
lavish whale
exotic prawn
#

how would i make an option to add or get rid of this antenna?

mellow salmon
exotic prawn
toxic widgetBOT
#

Gave +1 Reputation to @mellow salmon (current: #1328 - 1)

brittle warren
earnest agate
#

How do I open a DDS file in gimp
It has a seizure every time I try to open one from a map im trying to edit

royal crater
earnest agate
royal crater
earnest agate
royal crater
#

hmmm try opening it in something like Visual Studio (not VScode), then saving the default mipmap as a png or something? Then you can have BeamNG's baker turn it back into a DDS with mipmaps

earnest agate
#

aight

earnest agate
#

from microsoft

royal crater
#

yeah, I don't use it often, so you're kind of on your own :/ sorry

earnest agate
#

I moved one of the dds files to a different area and it suddenly got a icon

#

I might be doing a thing

royal crater
#

you weren't trying to open it from a zip file were you?

earnest agate
royal crater
#

yeah, dunno. It's never not opened for me, but I do know that some really old dae files won't open in blender anymore, so there might be something. Visual studio will open it no matter what though

earnest agate
#

Looks like gimp will only load in these things

#

which appear to be dds files

#

yet anything else doesnt work

#

which is really weird considering they are apparently the exact same type of file

royal crater
#

the "n" seems to signify a "normal map", and that's what they look like, because they're less of an image, but more of an instruction for bumps etc on a model

#

keeps polycount low, whilst adding lots of surface detail

exotic prawn
#

is there a way to detach and reattach this antenna via the parts menu? i've heard something about slots but its confusing to me

earnest agate
#

I dont know how the hell this is working but I am extremely happy that it is

#

A png converted to a dds somehow works

#

I should be good from now on then

royal crater
inner heart
#

i've heard something about slots but its confusing to me
sounds like you arent the author and you dont know standard jbeam modding, just ask the author to make it as its own part instead of built into the roof/body

brittle warren
noble root
#

What would it take if I wanted to make a mod to use a stl of a car boot like this as a universal hubcap? I’m semi-familiar with modding other games, but haven’t dove in to beamng yet. It doesn’t have to behave super realistic, mostly for looks in screenshots. Like assuming I had a stl for a wheel clamp and just wanted the texture to be flat yellow or orange, what else would I need to make it into a hubcap beyond maybe making a jbeam in blender.

brittle warren
noble root
#

I could use that to remap into a different 3D model format, or if I model it myself I can just export differently

noble root
#

I’m just wondering how hard it would be to put something like this together since I don’t really see any similar mods in the repo. I assumed a hubcap would be the most straightforward option

simple trench
#

why can't I create a new post in the mod showcase section?

brittle warren
desert oriole
#

Hi guys, anyone has some knowledge in beamng.tech how can i switch off traction controll?

sullen turret
#

how do i go about removing grass from an area?

royal crater
sullen turret
royal crater
sullen turret
#

i think the grass is a ground cover

royal crater
#

I've done it before, give me a sec to seee if I can figure it out again

sullen turret
#

bet ty

royal crater
# sullen turret bet ty

it's under terrain painter, you'll have to paint it with a different material, or try to duplicate one with everything except a different name. There's a way to take ground cover off of a material entirely though, is that what you want?

sullen turret
#

thanks for the help

royal crater
desert oriole
royal crater
#

there's also usually a button in the bottom right of the screen to turn it off

desert oriole
#

I'am making an autonomous drifting algorithm and it would be easier to switch off in code than to click on the screen 🙂

royal crater
#

ah, probably lua, I've not touched python though, but I think that's for different stuff like interacting with external programs (I just know I've not needed it before). Ui stuff though is often in js.

I've also looked at doing an auto drift mod, everything you need should be doable in lua

desert oriole
#

Thank you 😄

#

thanks @royal crater

toxic widgetBOT
#

Gave +1 Reputation to @royal crater (current: #201 - 16)

desert oriole
#

yeah

pale bay
#

Sick, my best programming language

desert oriole
#

Is it hard to learn?

pale bay
#

Not really

#

So, do you make mdods with lua or what?

#

I’m on mobile so I type like crap

#

Do you mod this game with Lua?

#

Lua snippets?

desert oriole
#

In beamng as i know Lua is thinking under the hood, you mod with other files Lua is good if you want to controll the vehicle or read the sensor data

pale bay
#

Oh, so I can add some .lua files to the game for QOL mods?

desert oriole
#

QOL?

pale bay
#

That’d be cool.

#

Quality of life, like make the game nicer.

#

For example, edit a cars speed with no limit

desert oriole
#

Yeah i think you can do that

pale bay
#

Alr, thanks that’ll help and you showed me how to do this

#

thanks @desert oriole

toxic widgetBOT
#

Gave +1 Reputation to @desert oriole (current: #1329 - 1)

desert oriole
pale bay
#

Yeah I like python too but I feel like I would just add some Lua files to the game tbh

desert oriole
#

Yeah it will be maybe more efficent

pale bay
#

Probably. You can simply just add to the games code.

#

Also, do you use a wheel? I may get one and I’m quite excited.

#

Simply want to know if the experience is better with one.

desert oriole
#

I use a controller, but i want to buy a wheel soon

pale bay
#

Same.

desert oriole
#

I think its definetly better with wheel

pale bay
#

I’ll also get some other good games like Assetto Corsa with a wheel.

#

Anyway, we’re getting off topic now, thanks for the help I’ll go know.

desert oriole
#

Okay bye

neon ember
#

is it possible to make the ball prop indestructible? but still behave like a ball? I can't use FLT_MAX as the game stays paused due to error instability detected. can i set the value to be near indestructible? i tried using several values, i failed to discover the forumula for "indestructibility" while retaining stability

        ["id1:", "id2:"],
        {"beamPrecompression": 1, "beamType": "|BOUNDED", "beamLongBound": 0.0, "beamShortBound": 0.05},
        {"beamSpring": 25000, "beamDamp": 2000},
        {"beamLimitSpring": 750000, "beamLimitDamp": 2500},
        {"beamDeform": "FLT_MAX", "beamStrength": "FLT_MAX"},
        {"deformLimitExpansion": 1.2}```
neon ember
#

oh looks like the ball is already sort of indestructible, it just collapsed in my case because i elongated it so it was not perfectly spherical anymore. guess that matters

hushed mulch
#

How do I stop my textures / HTML texture from "repeating"?

river forge
silent haven
#

new car,an underrated and forgotten Mitsubishi

bitter moss
#

Does anyone know how to add terrain painter materials in the new updated library version?

tepid tartan
bronze needle
#

how do i make my engine quieter and supercharger louder?

#

okay i did the supercharger

#

but how i make my negine less loud

#

engine*

bronze needle
north gulch
bronze needle
#

how do i make materials?

north gulch
#

No ideas ( I only make skins 😅)

bronze needle
#

oh