#modding-general
1 messages · Page 16 of 1
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.
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.
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?
okay I've found that node1/2 are not the values I seek, but instead id1/id2. Can someone please explain the difference?
cant you see a pattern in the values that node1/2 gives that you any clue to that? might it have to do something with node types/ if its collidable or not?
oh maybe, I assumed that'd be one of the other strings in the v.data.nodes instead
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
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?
thats a real physics object
and a real bad video
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
bad video as in crappy overdone shitty youtube shorts using haha crash funny as its entire "punchline"
oh yeah true story. lots of this crappy shorts getting millions of views for garbage content. really eff-up i know lol. but i found out they use "hydros" and "rotators" but I wonder how they figured that stuff out without any decent tutorials.
for 1:1 stuff u want to reacreate u can just use that n change the mesh or something
but for finding those out theres documentation, reverse engineering, and a whole lot of trial and error
Is there a simplefunction for glowmaps for drivingmodes?
different levels of detail that dont match up
it looks like the pole and sign are different objects, if you merge them the mesh will show properly
you cannot do moving collision meshes
any dynamic collision has to be done with another vehicle/prop
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)
anyone able to tell me why it isnt showing up ingame?
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)
well everything shows up other than this part
No errors involving the mod
And it has the correct structure
The part is selected and everything
im about to just connect it to the axle
lol
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?
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
not enough support geometry
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.
add a beam between f10r and f19r and tha same on the other side
Wait. I can just add beams without it being super finicky?
It’s as simple as just entering A and B?
yea
should work just fine
Ok, and if the bed starts vibrating rapidly before I do this, it should stop after I do that right?
hopefully it may be other things doing it
how do i make beams weaker on a mod I'm trying to edit? they take too much force to break
beam strength
do you know any tools i could use to make doing this easier i feel like theres an easier way than notepad
vs code with the jbeam addon but you still gotta do it number by number
Wow this is complex as hell. Trying to figure out where to write these new beams makes me wanna cry
Or does it really matter where in the jbeam as long as it’s in the beams section?
find f19r to f20r and put em in that section so it uses the same values as those beams
Ok thanks
I’m seeing notes in the jbeam like “vertical” or surficial crossing
Do I need my new ones to strictly follow that?
nah you dont have to as long as where you put em doesnt make it explode or anything
just kinda trial and error really
Ok. Perfect. crossing beams I assume is bad?
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
I mean like, if I’m crossing a square, the two center beams can intersect or will it explode?
beams can intersect as long as they dont have collision triangles
nodes have collision beams dont also triangles have collisions but if you dont specifically put it in the tris section it will be fine
the beam I'm trying to edit stretches really far before breaking how do i make that not happen? is it spring expansion?
beam long bound i believe
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)?
"beamType" also plays a part of this https://documentation.beamng.com/modding/vehicle/sections/beams/ Usually each part that's made by devs will have multiple beamTypes for different reasons. If you're just adding beams to copied code (like I often do), then make sure you're adding it under the right beamType
Hi all, my sideskirts material isn't matching to the original 200bxs, The original has the material as this:
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
wym ref?
in the main car folder
Gave +1 Reputation to @brittle warren (current: #15 - 119)
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
(forgot to highlight the actual object on uv)
ok im so fucking confused now
even the offical beamng model isnt uv mapped properly but looks fine ingame
This is because the skins use the second UV map, not the first one.
So which one do I go off of?
confusion
Click the plus button
did
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
Do i name it?
You don't need to, it doesn't matter what it's named
Gave +1 Reputation to @viral juniper (current: #371 - 7)
No problem
@viral juniper im having bit of an issue
its over the map ob bx_skinuv.png
but looks like this ingame
the 2nd ones selected
Probably because your first uv map is in the wrong spot
First uv map shouldn't be there
Check where the vanilla bumper's first UV is located
could it be something in jbeam
also shape of bumper is messed up idk why
oh wait it wasnt messed up b4 what happen
whenever load normal
loads normal but when you spawn
bend?
fixed the bending jbeam
beam use 2 uv maps for their vehicle body panels
the first is the "base texture" (made up concept)
the second is the livery (which you use the uv map for)
you need to fix the first uv map, so grab the different bx_main_*.dds and load them in blender
thats the "livery" layer
the first uv map (the one at top(no the number behind the name nor the name matters)) is the "base texture"
which bx_main do i go off of
... what are the names of them again
thx
you want the normal so you know the real edges, you want the b color so uhhh its color
those 2 are the minimal
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
you dont try to re-find it, you grab the original bumper and see its uv map
soo heres beamngs
or you collapse the uv into a singularity and shove in somewhere body color in the bound of some "panel normals"
nvm found it ima try
well thats definetly the spot but its kinda weird because its like a crimed bumper
... 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
check the normal map
that also matters
as i thought yep somethings there
again, if the normal map doesnt serve you well, a singularity can help
just let the vertex deal with normal ❤️
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
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.
mass is more about thermals, I don't believe it actually effects kinetic energy in any way (documentation says "thermal inertia")
However larger wheels will affect how effective the breaks are drastically if they increase dramatically.
also make sure you haven't made mistakes in your code, and make sure to check the terminal for errors with ~
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
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
This has changed the situation a little for the better, but the wheels won't lock. But I probably forgot to add that I increased the wheel grip by 1000 times.
oh, so you're being silly, then be silly by adding more brakes
Initially, I put 50,000 Nm on the Brake Torque, how much can I add to the value so as not to break the Beamng 🙂
just do control B and see which values arent used or barely have anything showing (like dampcutoffHZ thats barely used) and see if you can set it on lua or on jbeam
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
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.
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
my school computer doesnt particularly like this buuut its coming out quite well
ill share pics ingame whenever i put the bakes ingame
hot
does anyone know how to get live camber and toe into lua?
Have you tried looking through the "Advanced Wheels Debug" UI to see what they do there?
yeah, but I can't see a direct link
Hmm...
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
in the js file of the advanced wheels debug?
Yeah good question, the data for the app must come from somewhere, and that somewhere is a stream.
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)')
})
}]
}
}]);
so how would I access a stream in lua?
@royal crater have you seen if its stored as an electrics variable
you can check by running dump(electrics)
I searched all the lua files for "camber" and didn't have much luck
It's in a separate variable I think.
Issue is I don't think they can be used in a LUA file, they might be for UI only.
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
run it on the vehicle lua
not the game lua
It isn't mine though, it's an old picture from the old references.
https://wiki.beamng.com/Streams.html
oh
heeey there we go, thanks
Gave +1 Reputation to @tacit halo (current: #52 - 57)
When I dump it, it looks like this:
wait @royal crater i have an idea
what if you clone the advanced wheels debug
then instead of printing w.camber you just print w
nah nvm i dont think that would work
Issue is he still wouldn't get it in a LUA file...
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
try wheeldata.camber
tried that
I guess that would tie in with this? https://documentation.beamng.com/modding/programming/extensions/
Description Lua BeamNG extensions are an easy and scalable way to extend functionality. BeamNG extensions allow to mesh multiple pieces of code together, without needing to modify any official files (which would likely create issues after each official update, and would make your mod inadmissible in the official BeamNG mod repository ).
For exam...
And from there be able to like "call" the data?
Wait nevermind?
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
Dang, it must be in a table somewhere, but the thing is just finding it.
yes ive arrived at that conclusion myself
no i think its calculated based on node positons that are stored in v.data.wheels
Could be.
this is what gave me hope, but I think I'll just forget about it, and do it myself
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.
just noticed this.... I have no idea what I'm looking at though
No idea either, can you trace back that data variable?
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
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
well yeah i dont think theres a way to not do that
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
Sure does seem that way.
yeah and i dont think that logic is too resource heavy anyways
its some math and a loop that repeats for each wheel
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.
woah muye is in here
can someone make it so i can buy my self built cars in carrer
With "self built" what do you mean cars you've modded, or just configurations?
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
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.
you open notepad, click save as, then select " save as any filetype" then just type filename.json
thank you @tacit halo
Gave +1 Reputation to @tacit halo (current: #51 - 58)
nope cant find it
Can't find?
i did find everything and i did everything you said
could be possible that i made sth wrong
but its okay
What did you set the value to, and has the shop refreshed?
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?
Generally a good idea, but it won't break anything if you don't, the changes just might not show.
No, not at all. So there is no description like here where it says "Featuring police equipment..."?
no since its custom
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.
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 namedbx
-# More to follow
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
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
There shouldn't be an info folder.
It's up to you what population number you pick, 8000 like you had before should be fine.
Yep, that looks correct.
good
Now try starting the game and see if the configurations are there and if there's a description on the configs.
how can i add a description if we are at this point
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.
Gave +1 Reputation to @hushed mulch (current: #38 - 72)
i need to add wait a sec
Take all the time you need.
no desc
Are the configs there, or only the ones you had before?
nope only the 2 from before
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.
the one in appdata?
Yeah, the configs in this folder here:
and now restart again?
Yeah.
the cars are still there but dont have a description
Weird, so the vehicles folder located inside the 0.34 folder is empty correct?
well i placed the bx folder onto my desktop its not there
Okay very weird with the same setup, just a different car, I can get it to show up.
Does all of this look the same as how you've done it?
No worries.
its in german btw
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".
will do
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.
and restart game againg right?
Yep, can't hurt.
that did nothing exept changing the name
Wait so the name changed?
That good, what does the inside of the info file look like?
Does the inside of the info file look like this?
This makes no sense, it's like the info files just doesn't get included.
mybe keep population at 0
That shouldn't change anything.
wait a minute
O_o?
its my fault i just reopened it and everything is gone again
Oh, didn't save it?
how do i save it properly
Should just be CTRL+S or click the save icon.
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*
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.
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
It means youre overwriting an already existing config name
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.
Probably because its a .pc file within the mod instead of a usermade config
it is mine
i made it into a mod so i can buy it in carrer mode
and now i cant take proper pics
Well yes but is the config file in the mod or in 0.34/vehicles
both😂
Idk if you can delete the config files that are in the zipped mod
Matbe delete or put the one in your mods folder somewhere else and try
Suspension jbeams and the 3d models
why is the RA not making the lines and tire trascks sometimes, its like almost completetly smooth
And so the problem is that the picture doesnt show up in the vehicles thing in beam?
restarting PC always works
Thank you @little portal for the help
Gave +1 Reputation to @little portal (current: #678 - 3)
Hey, so for "publishing" your mod, you can upload it to the forums by clicking "add resource" and then selecting "Configurations" as the category.
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".
any map wizard that knows how to solve this?
https://documentation.beamng.com/world_editor/tools/road_architect/ Check the docs maybe something will stand out
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?
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
Alright, thanks
anyone know where the licence plate model is?
I think the model and material don't exist, and is procedurally generated based on inputted text, or otherwise. You can find old stuff relating to it though in the common directory in "licenceplates" then some models in "driver_training"
(along with how licence plates are made currently)
Just said why not how to fix it, well they said you can’t, might just split the road into a lot of shorter roads :/
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 😦
What’s the trick to getting actual good looking roads in world editor?
Found this forum post https://www.beamng.com/threads/ultimate-tutorial-on-how-to-make-realistic-roads.97520/
going thru all the stuff in licenceplates youll eventually find the US and EU ones
ah
Here is my cusom bx Mod if anone wants to try the 2 configsi made
no need to unpack
just put it in repo
idk how to release them in the repo
You didn't follow the steps I told you to get it on the forums?
oh im sorry i had to get off a 8pm yesterday i will do so now
No worries.
Gave +1 Reputation to @hushed mulch (current: #36 - 73)
without your help this would have been a disaster
Anytime.
youll have to probably wait till monday
oh man
since mods are approved generally on the morning of work days
morning as in gmt +1 9-12 am
saturday is a working day tough
not here
it is in germany
jobs like these which dont require customer interaction or like software dev jobs generally are monday-friday
yes its in germany
well then thats too bad
well if someone does want to try it now the file is in this chat
Who's got experience modding sounds in?
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
Glow maps and spotlight props in the jbeam
This is what you mean by spotlight props right?
yes
what do I change for the function to be different?
if you want the signals to function as drl's you not gonna want to mess with spotlight props at all. Purely the glowmaps.
You can find proper documentation of DRL's on the beamng wiki under "advanced example"
Link related; https://documentation.beamng.com/modding/vehicle/sections/glowmaps/
Atill need props to make the light shine on the ground
If he's using pre existing lights likely will already have the spotlight there for the blinker/drl. I'm assuming he is but, you could be right as well.
true true i hate props with a passion lol so hopefully they are already there
you can adjust lights pretty easily thank god with shift + f11 and lights debug plus prop transformer. lights become a relatively quick thing to do.
Gave +1 Reputation to @brittle warren (current: #14 - 121)
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?
it says here that it's for triggering check points https://documentation.beamng.com/modding/vehicle/sections/refnodes/
thanks for sharing the link! I now put the nodes perfectly in line but still get error "No refNodes found, using default fallback
I don't know if you should call a node anything like "ref" but I could be wrong
@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
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
oooh that's a cool idea with pausing thanks so much for that advice. yeah so it loads in right then slowly explodes randomly in all directions into the sky as well
Gave +1 Reputation to @royal crater (current: #223 - 14)
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
Ohh that makes sense thank you soo much!
i cant see modle
I have now simplified the beams which also is enclosed in triangular faces but it still explodes. i used the template of the ball. could it be because it is not symmetrical like a ball?
what are you tring to do?
that node structure is too dense, you may need rigidifier nodes (check vanilla car hoods and bumpers)
convert it to wav format and see an existing sound blend for example
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
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
that's good to know and im glad i wouldnt have to deal with such dense jbeam meshes in the future haha thank you so much for your input!
Gave +1 Reputation to @tacit halo (current: #51 - 59)
Thanks, ill try that out
Gave +1 Reputation to @tepid tartan (current: #271 - 11)
Yeah im using pre existing lights
I simplified it like that of a ball but I elongated it so its oblong shaped but same number of beams as the ball. is that ok? but now it keeps moving around as if some unknown force is moving it like a wind or something but its turning around. lol
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
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.
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?
Is it just an rpm ramp up on and offload?
bump
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
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?
unpacked should be:
mods/unpacked/modname/levels/mapname/etc.
packed should be:
mods/modname.zip/levels/mapname/etc.
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
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
"isAuxiliary": false,
did you change this to false in your info.json?
I'm learning and haven't heard of that so I'll give it a go.
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
Have you applied the scale etc in blender
Because if you copy an object and scale it to -1 to mirror
Yee I did
I reapplied textures and suddenly it worked, i have no clue what the issue was
.001 maybe
Oh I'm not done with mine at all yet just trying to get a grasp before I continue so I don't keep trying stuff n accidentally deleting my map somehow out of frustration lol
But its fixed now ig
Now I have fun with the textures being stored in cache again and it not updating the actual files though the world editor.. hhh
did changing it to false work?
Oh do i love Beam
attatched my log for my map mod not working
It did yes ty
Gave +1 Reputation to @drowsy tartan (current: #1320 - 1)
seems to be some stuff about your maps info.json, but i cant quite tell what, sorry
its all good, im not too versed in this either, thank you for your help so far tho
Gave +1 Reputation to @river forge (current: #1 - 401)
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"?
its better to just assume the material editor won't save, and its a quick way to test new materials and different values so you can go change the file's code quicker
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
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
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
/mapname/levels/mapname/ from what i can tell
^
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
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 👌
is yours working properly? mine is getting lua errors i cant figure out
Mines loads perfectly
Properly. Did have a Lua error for something but I think it was an extraction issue of something else 🤔
it was a single comma in my info.json, fixed
Gah don't you hate that haha. Happy to hear it's fixed
yeah, chat gpt figured it out lol, i would have never found that
Chatgtp being useful? Crazy times haha
ive found its helpful for troubleshooting code to a certain extent
Fair enough 👌
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
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?
I cannot find anything within the mods files that mentions glowmaps for some reason
neither can I find anything related to inputs as mentioned on a modding link
Usually in the main jbeam
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
This would be it, right?
If it is, this is what I have been using to try to change the lights.
change the uv map of the black part to the same spot as the painted parts
Thanks
nah the main jbeam not the headlights one ususally
Found the main Jbeam, this is all thats inside
nvm there are two, this ones wrong
That not the main jbeam thats for skins it should say the name of the car.jbeam
Thank you, I found the file with everything I needed, I was just looking in the wrong files the whole time lol
Gave +1 Reputation to @brittle warren (current: #14 - 123)
Happens lol
(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?
Did a thing
I was able to get them to work as foglights, although I cant find any filament with DRL + signals.
replaced "lowhighbeam_signal" with "running_signal" as mentioned in it, now it refuses to work at all
Did yo uread through the docs?
what?
The link i sent read through the glow maps documentation
Where can I find the files for the ingame wheels?
thanks
Gave +1 Reputation to @brittle warren (current: #13 - 125)
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
How do I add baked lighting/new lights
the fading in and out ones?
im tryna help you man please respond
do you mean the new vehicle lights or are you talking about map lighting?
@halcyon spear
Anyone know why when making a drift mission is just infinitely loads when trying to play the mission
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
I need some help with the jbeam editor. This is how it imports for me, even though there should be beams and triangles
Okay it has no triangles, but should still show beams, no?
edit them using tab and press 1 and edit them press f to connect the nodes
sorry for my bad english
I couldn't select them seperately in edit mode. Though it kind of fixed itself with a re-import
Are the fenders perfectly mirrored? Looks like they sit slightly different on the body to me
You can make them equal in the text editor in blender
howww
howww
I have no clue lmao
can you send the jbeam i want to try it
What you mean how just open the text editor, press new and youll automatically open the text
Just the picnic fuel tank jbeam
And from there you can make the nodes the exact same other than the x being opposite
i see thanks
Gave +1 Reputation to @little portal (current: #565 - 4)
umm
i have problem, i was making mod engine for covet
and now my covet model doesnt show up
Looks like I have got it on the right track
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
Dude is that your hopper in the back? That looks unreal
its gizamns, not sure what mods he has on it
Will somebody tell me how to fix it? I tried reinstalling the game... removing mod... 😭
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?
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
you click the " make this a mod automatically instead of spending months working on it" button in beamng (you cant import models into beamng and have a full working car)
thx so much
Gave +1 Reputation to @river forge (current: #1 - 402)
i mean technically you can just import the car as one .dae lol
that gives it automation physics
it's a bad idea
also, could i base this on the lansdale, but have the suspension from the sunburst?
For the body you'd probably be better off using the H-Series, but in any case it will need a lot of work
i am traumatized from the h-series
anything i base off the h-series... it just completely breaks and all the latches open at once
upon spawn
Time for a fully custom jbeam
When you base something on the h series are you editing any jbeams if not it shouldn't break
it happens when i edit all of the jbeam files and other files from "van" to something else
Hmm that's odd are you changing slot types? Maybe there's something specific it needs that's not getting transfered
it happens when i use find in files
dont mind the 2.48279
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
Vanilla cars definitely have files in the common folder bruh trust me that's why there is a common folder
oh alr, it's probably some latches in the common folder that are missing
no i mean as literally a static object lol
Oh hell na-
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.
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
Box - Created in this video w/all files used for video/New Jbeam, Info file...
Updated/ Fixed... 12-5-23
https://1drv.ms/u/s!AoPEwcmh86n100Pjj4u93UQNaJY0?e=ZuMuVs
Notepad++
https://notepad-plus-plus.org/downloads/
jbeam exporter For Blender
https://1drv.ms/u/s!AoPEwcmh86n1qWGLVHwXAsgAYEmr?e=TXB1eQ
Node_Beam Editor
https://1drv.ms/u/s!AoPEwcmh...
hmm ok
lmfao, the same thing happened to me when i was starting work on the burnside van
originally iw as gonna make it its own car in the selector but ended up going under the h-series
the fhouk is my steering whele doing
is the origin set the the center of the wheel
yes i did set origin and changed some prop settings
Also anyone here know material override
what is the mod based on maybe try looking at where the original wheel is and copy that
roamer, and thats basically what i did
or actually no i will find the original wheel
hmm thats odd then
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
what else do i need to change the name of in flexbodies
So I have gotten the DRLs to work, however they dont blink properly, as they should be blinking like the side markers.
This is the code I currently have that is linked to them.
what way are you wanting them to function? currently I can see that on intense is working
Trying to get them to function like what can be seen on the gavril vertex
I can't speak for his work but, you could try turning down the emmissive vaule on "on_intense" material to 0. though I do fear this would technically flip the syncronization of the light with the marker side blinker.
Aight, I will see if this works.
its rather questionable to say the least
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.
Looking into the vertex files, It looks like those parts are controlled by a custom drl value, although copying this to the taz completely breaks the car
That's because the Vertex uses LUA for that I believe
I have written JBeam logic for my own mod which functions pretty much the same if you'd like to use it
["signal_drl_L","(electrics.signal_left_input == 1 and electrics.signal_L or electrics.running == true and 1 or 0) * electrics.electricalLoadCoef"],
So I would just drop this in the main jbeam, correct?
Yes, it would be in this location
Just rename signal_drl_L to your own material
Aight, ill see if that works
could probably simplify electrics.running == true and 1 or 0 to electrics.engineRunning
thank you!
Gave +1 Reputation to @viral juniper (current: #339 - 8)
been working on this for nearly 3 days now lol
No problem, glad it worked for you
cool headlights lol
Yeah you could, I wasn't aware 'engineRunning' was a thing
I only had the "and 1 or 0" part cause in my mod I have the 1 set to a lower value so that the running light emits a dimmer light compared to the signal
i mean engineRunning is also in range of 0 and 1, i think
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
actually no
electrics.running checks ignition level
wtf does engineRunning come from?💀
I've never seen it documented anywhere, but I just tested it and it has slightly different behavior to electrics.running
yeap, actually if engine running
if engine rpm exceed starter motor rpm*0.8 then engineRunning is set
electrics.engineRunning waits for the vehicle to completely startup, but electrics.running is with accessory mode and startup
yes, it would help with the hud showing lol
Well, thanks for making me aware of the engineRunning value lol, it's a bit neat
Gave +1 Reputation to @inner heart (current: #112 - 29)
with vec3, is there a world and relative version? I'd like relative
no, it needs to be in the info file, you'll need to look here https://documentation.beamng.com/modding/vehicle/tutorials/configs/
ah thanks
Gave +1 Reputation to @royal crater (current: #208 - 15)
no, u just remmeber the context for the variables
and do math to get its world or local
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
}
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
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
Those might be in the common folder then...? Though I don't see why they would 🤷
thx, i already did the same thing with etkc_lights, I just thought there was another way
Gave +1 Reputation to @river forge (current: #1 - 403)
Couldn't find command 'do I suggest new features to beamng drive'
Hey, how does one even do filament lights?
I've collected some of the info about it here: #1259896099225866321 message
Basically check the documentation and vanilla car files (just the Nine for now)
I have found a tutorial by LJ74 for halogen lights aswell
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
increase sound value
or loudness idk
Is there any way to do it from the .jbeam or do you mean the audio file itself?
The audio file probably
while you are here.. can you give me good site for 3D models?
i've been having trouble picking a 3D model
Yeah i've already maxed it out so that's why im trying to find a different way 😅
check jbeam file then
I don't really do 3d modelling but have heard that Hum3d is a good source
the models are way too high poly xd
Idk, it's alr tho
i'll figure something out if i ask someone who knows how to find models
Yeah that's the downside i guess
Yeah 😄
gta 5 models are quite a pain to bulk export (i know how to however am very lazy)
Or you could make your own model like this😂 Low poly too
make a custom jbeam for this and better than all third party mods combined
Oh 100%!
also this site is completely dumb... it overlays the pages into other elements
I had that problem too, might be that you're using an ad blocker
most likely
Just make your ad blocker ignore that site
yeah
GTA v models are usually decimated to absolute garbage and never grouped right also normals are usually f'ed
How to import my 3D terrain model into the map?
Could I use fusion3d to make prop models like roadsigns and whatever with textures?
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...?
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
Oh u got a bug
Idk man sorry ┐( ∵ )┌¯\_ʘ‿ʘ_/¯
why is my heightmap imported wrong?
Make sure it's in the right format
32 bit or something idk
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
Ok so I only adjusted the Y parameter on the driveshaft to move it forward. What happen?
Driveshaft is a prop, not a normal flexbody
Translation in the props section
Try the prop transformer with shift f11 and then copy the numbers into the jbeam
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.
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.
click copy to clipborad and try that
your siren soundnode is the same as the global, need to change it
That gives me something not useful
ignore global
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
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
Ah okay, how would i go about to change that?
uhh lemme look rq at sirens
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)
So use the base rotation and base translation only, no global for either
It does not have the *{"node:":"fx2"}, * should I add it?
take a screenshot of the soundscape bit and below (fully within the brackets if yk what i mean)
Yeah this didn’t work at all
https://youtu.be/7_9uS2ixBCs?si=AzK8PQkbiVV7b45Q
I did it like this guy
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...
Here's the whole thing:
is that a custom sound
if so that doesnt go there
wait no sorry
it does but you do need the node there
{"node:":"rf1"},
Alright, Ill add it and see 😁
Driveshaft still flies away
Screw this I’m just deleting the driveshaft prop
image needs to be 16bit
is the origin in the middle of the shaft
I just tried it in-game but now when i try to turn on the siren the light shuts off and no audio, here's what i did:
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?
No but I just deleted the prop because the engine swaps make a standard position driveshaft unnecessary anyway
thats your issue dude
props rotate along their origin theyre not like flexbodies
So I did
Ok
pls i need help rebadge the meowcivic as covet tysm
wat
you heard the man ‼️
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
do you have the fixed headlight radsupport installed
if you mean the front frame, then yes
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?
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
Anyone ever have this issue?
is it possible to make an exit like this with the road architect tool?
Id asume so its just a junction
Im trying to figure out how but i cant
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 )
Not to be that guy but that map has already been done
This map is from Assetto Corsa made by Perma, I converted it to BeamNG but it worked in my game but in other games it didn't work, so I'm fixing the map
once again, its been done already
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
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.
h
ah*
im in career mode and my car is only half painted
anyone know why sunsky just absolutley will NOT save no matter what
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"
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?
i dont think a list exist, all you have is vanilla lua files and a lot of ctrl f
why here💀 go paint your car, yes you need to paint your newly bought/repaired parts, they come unpainted, like irl
I kinda found this site, but there's a lot of things to go through https://angelo234.github.io/List-of-BeamNG-Functions-And-Fields/
id say not smart to chew through it in one go, but just get familiar to it...
DEVS pleasee make fmod event modding possibleeeeeeeeee
I’m sure they’ll definitely see this and immediately implement it due to your sole request
i mean we dont know
does anyone know what is assigned glowmap for overheat engine
+1 for the custom fmod bank file support
Anyone can help me
I have applied a little blur but it still doesn't look good. Maybe I'm rendering the heightmap wrong.
can someone help me
Does anyone have idea how to recreate real life car colors in beamng?
With the color selector?
In the info.json I think. I want the color pallete like this
get the rgb value of the colour you want and divide the values by 255
So I can use for example chatgpt for getting these rgb values?
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
search for the colour codes of the car you want and then search for paint images with the colour code plus the name. they sometimes have like digital swatches or whatever you can just use any colour picker tool on
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
You can also use the hex code in the world editor to make it easier
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
I mean it's been years and we still can't
Anyone knows?
texture?
I wish lol I started using fmod for a couple of my engines then realized I couldn't use the bank file
No, if you look at the heightmap it has steps, it is not smooth.
oh idk then
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?
Sad
Even chatgpt ain doing anything
I actually asked it how to implement fmod banks to beamng LMAOO
(not worth it)
Chat gpt is poop for beam stuff I use a ai coding thing and load the whole game into it and go from there
Ambientmapsss
That's one bank file that beamng uses
I feel like that's for ambience mostly
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
I guess im not alone
Someone on the forums was also trying to figure it out too
Yea
Imagine replacing Ambient maps
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
Also beamng hasn't updated it's fmod ver yet. I think it has stayed the same since 0.27
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
Yo check dms
why is my engine model under the car, but engine's hitbox is where it is supposed to be?
try applying transforms in blender
it's either ctrl + a or shift + a to pop up the menu I can't remember which
Or you can click object at the top and apply
Is that a Harley engine?
Oh it looked really small like a Harley 2 cyl lol but glad your doing a mod always need more modders
😄
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....!
only export the modified mesh
rename it in blender and the jbeam
and make sure you put it in the mods folder with the right structure
i believe its zip name > vehicles > vehicle name (correct me if im wrong anyone)
dont outright replace the same mesh basically
any pro modder?
i have this pointcloud
https://www.beamng.com/threads/tutorial-level-building-with-lidar.39370/
I tried to follow this tutorial but I can't get a good heightmap image
the problem im having is that im trying to replace/add another steering wheel that i made, but i cannot find the original steering (wheel mesh name) on the jbeam files, so i can add another one under it. therefore i thought of replacing it
i think steering wheels mayy be in common but im not sure
bitch i painted it like 5 times..
how would i make an option to add or get rid of this antenna?
delete the whole car first
something actually helpful please thanks
Gave +1 Reputation to @mellow salmon (current: #1328 - 1)
well id jsut ask the author to do it or ask to make changes \
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
importing like normal works for me, but it'll put each mipmap on a new layer, which might make it look a bit weird
It does this whenever I try to open one.
I just dragged something into the window, these are the settings on by default, and it loaded in
I put both of those on and it still wont open
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
aight
This is it right?
from microsoft
yeah, I don't use it often, so you're kind of on your own :/ sorry
I moved one of the dds files to a different area and it suddenly got a icon
I might be doing a thing
you weren't trying to open it from a zip file were you?
No, unpacked
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
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
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
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
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
you can take it off, and you can put it on, but generally not move things (it's not fully clear what you're asking). If they've put it in, there might be options in the tuning menu, but probably not.
If you want to move the areal around, you'll have to mod the .jbeam file
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
That's what I told dude earlier
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.
Well an STL is gonna kill performance because cad models aren't made to be used in games
I could use that to remap into a different 3D model format, or if I model it myself I can just export differently
not all wheels accept hubcap
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
why can't I create a new post in the mod showcase section?
Because you need to get permission to do so by following this message #mods-faq message
Hi guys, anyone has some knowledge in beamng.tech how can i switch off traction controll?
how do i go about removing grass from an area?
start by pressing f11 to bring up the world editor, then there's a bunch of tools for you to play with
i know that but i tried like forest editor n stuff and didn’t work
are you asking a question about how to turn off traction control, or how to use beamng.tech? They are very different things
i think the grass is a ground cover
I've done it before, give me a sec to seee if I can figure it out again
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?
ahhh okay i must’ve glossed over terrain painter, yeah should be all good im making a map edit and had grass sticking through the floor so just needed to remove it from one area
thanks for the help
I found it. You add the object, then do all the settings in the inspector, and set the "layer" name to the same as a terrain painter material. Not exactly what you needed, but you may want to do something with it one day
Ohh sorry im asking how can i switch off traction controll using beamngpy with beamng.tech. I found vehicle electronics but i did not found the code to switch it off. Is there any code snippet or i need to use Lua code snippet?
you shouldn't need to touch beamng.tech, python, or any code to turn traction control off. It's usually a part in the config menu. If you were to do code for it, it'd likely be in an jbeam, or lua file
there's also usually a button in the bottom right of the screen to turn it off
I'am making an autonomous drifting algorithm and it would be easier to switch off in code than to click on the screen 🙂
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
Gave +1 Reputation to @royal crater (current: #201 - 16)
Beamng uses Lua?
yeah
Sick, my best programming language
Is it hard to learn?
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?
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
Oh, so I can add some .lua files to the game for QOL mods?
QOL?
That’d be cool.
Quality of life, like make the game nicer.
For example, edit a cars speed with no limit
Yeah i think you can do that
Gave +1 Reputation to @desert oriole (current: #1329 - 1)
Iam currently learning how to do it now i communicate withbeamng with a python api, but later i will change to Lua
Yeah I like python too but I feel like I would just add some Lua files to the game tbh
Yeah it will be maybe more efficent
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.
I use a controller, but i want to buy a wheel soon
Same.
I think its definetly better with wheel
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.
Okay bye
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}```
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
How do I stop my textures / HTML texture from "repeating"?
quick n dirty solution would be to uv map the blue areas to a different part of the material / different material alltogether, though I would assume there is probably a better way of doing things on the HTML side of things - but I don't know anything about that
new car,an underrated and forgotten Mitsubishi
Does anyone know how to add terrain painter materials in the new updated library version?
Fto fto fto fto!!!!
how do i make my engine quieter and supercharger louder?
okay i did the supercharger
but how i make my negine less loud
engine*
hmmm
woopsie
how do i make materials?
No ideas ( I only make skins 😅)
oh
Beamng.drive wiki:
https://documentation.beamng.com/
https://wiki.beamng.com/Portal (old one)
Tutorial GitHub: https://github.com/MorzBNG/BeamNG-Modding-Tutorial
Downloads:
Notepad++ : https://notepad-plus-plus.org/downloads/
Blender: https://www.blender.org/download/
Paint.net: https://www.getpaint.net/download.html
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