So, this is quite annoying, I recently been working on getting Paradise city to BeamNG, I took a long break and decided to work on it again today, but when I came back to the file, all the materials I assigned to textures were gone. And every single texture that I fixed from being too dark reverted back to being dark instead of light, and also the Trees.dae files for both parts of the map just exited existence and no longer exist in the folder.
#modding-general
1 messages · Page 17 of 1
Yeah, I thought of that too, but since the bus in game, which is made in the same way, can do it without changing the UV's there must be a way. Question is if it's the textures or the HTML that makes it repeat? I'll guess I'll have to try and figure that out.
Hey all - I've been itching to do a mod for how hte steering angle is derived, but I'm having issues with getting the initial setup right. I've tried a bunch of stuff, but can't seem to get the scripts I make to run on frametime using dt. Any help on this would be greatly appreciated.
anyone know whats wrong here, its just a skin but i always have problems with making them
https://www.beamng.com/threads/tutorial-map-in-a-month.49287/
Has anyone followed this tutorial and had it work?
Does it requior a mod to work? Cuz to me it looks good
But i'm not the best with skins i'm better with maps and cars
no it dosent its just for the scintilla
i mean ive seen it and i dont see why you couldnt take inspo from it
Sorry bro i'm not that good with skins
nw ive made 2 working ones and comparing them to that i realy cant see what the problem is, its only my third skin and with the other 2 ive also had masive issues but i really dont know why
The problem I have is that the heightmap is not generated and I get lost in that step.
I want to make the map with heightmap so I can use terrain paint
is there an easier way to yank my hose than moving each induvial vortex?
can you clarify your question? I might be able to help you with "nodeMove" or "nodeOffset" in the slots, but I'm actually not sure what you're asking
I just am wanting to know if there's an easier way to bend this hose to where I want it, than selecting vertexs and manually moving and rotating them
try using this for exporting heightmaps https://forum.rigsofrods.org/threads/tutorial-how-to-export-height-map-from-blender-to-ror.3073/
Rigs of Rods Community
Blender 2.9 has awesome sculpting tools. I thought I would show a quick way to get a terrain sculpted in Blender in to RoR. I'm assuming you know Blender so this isn't hugely in depth.
This terrain was worked on in L3DT Pro and then refined in Blender.
The first stage is to assign a material...
oh, the other way of doing it would be to make a node that aligns with the mesh end, then give it a beam with precompression to jank it on spawn... but it's like 3x the work for even someone who knows how to do it.
Just get used to hotkeys etc in blender, like selecting your hose with "L" then press shift + H (alt + h to unhide), or select what you want and press / then press it again to undo that.
also use the x-ray mode or wireframe mode
oh also once you've selected a part, select a node that you want to pivot around, then press . and select "active element" ("median point" be default)
ok, I'll have to try these tomorrow, as it is 2am for me, thank you though, also I love your videos, you made me wanna try modding
Gentlemen and ladies, I am completely lost.
My vehicle keeps respawning in opposite direction every time i hit "Insert".
Here's jbeam sections and refnodes positions.
["ref:", "back:", "left:", "up:", "leftCorner:", "rightCorner:"],
["fr3", "fr4", "frl31", "fru3", "frl3", "frr3"],
],```
I tried flipping different nodes; switching "ref" and "back" nodes kinda negates the issue, but ofc is messing with camera. I tried selecting nodes that are further backwards (fr5, fr6, fr7), no success.
"ref" node is located slightly +Y (about +0.10), "back" node is near -0.3 Y, "left" is on -X. All center nodes are 0.0 X-axis.
Did you maybe mix up the "back" node, since postive Y axis is backwards and negative is forwards?
Wait wha....
NOOOOOOOOOOO
poor soul
Now i just need to flip my entire jbeam for every part...
Wait, so that implies -X is right side, not left?
I'm not sure about that, you can check in the jbeam of something like brakes, look to what side the flexbody is moved for what side
Or that, yea
better then brakes i think(
Probably
It is. KMP 💀
What are you working on that you didn't notice this?
How did i manage to...
I was working on different car parts
And now first full vic from scratch and i make a mistake that is probably most time-consuming
the easy way out is probably dump everything in blender, rotate 180, export
My first vehicle from scratch, that's how
Didn't pay attention
Ah makes sense then
It will give terrible node name output, i will do that manually ig
I always base my jbeam on something else and edit it
Yea either use blender or put the - on everything by hand
Yea I go throu enough of these regularly, sometimes you can use the mass replace feature (ctrl + h) in a smart way, but not here
Already started
It's interesting that i was probably thinking about it at some point
Because i picked that project back after long break
And my Blender file for is modeled in -Y forward
And I'm like "hmmm what's going on there"
foreshadowing
Does anyone know how to add terrain painter materials in the new updated library version?
I just bent the radiator hose around to the radiator, but now I gotta move the battery, I tried using the "engine bay crap custom" that the BX V8 uses, but now it just uses both engine bay crap
my exhaust doesnt let smoke go
think it uses components to define battery position
@inner heart @rancid wedge crisis averted, everything flipped, thank you for help
Gave +1 Reputation to @inner heart (current: #109 - 30)
could you elaborate?
also when I tried using the V8 engine bay crap, it put a battery in the trunk where I want it to be, but it left the radiator I didn't want in the same place
Did you define "isExhaust"?
check the bx v8
you will see the relocate battery thing
Engine has a node defined as exhaust. You need to create a beam structure from that node to the node you see as end of your exhaust (at the tip) like this.
you can ofc have other structure nodes and beam connections, just make sure you have exhaust line from engine exhaust to the "tip"
Within "beams" section, yea
engine defines the starting exhaust node
Need "isExhaust" line from engine to exhaust line
As Pick Name said, engine defines starting node
If you are using standard exhaust, then there's exhaust node too
Need to connect them
okay
If you will chck rn, your smoke is probably going straight out of engine
That exhaust node endpoint defines where smoke, flashes and sound goes from
oh yeah the covet header connects the engine exhaust start node to the exhaust pipe beams
so do what you wanted to do
Tip: if you want a quick simple check without defining anything for your flexbody, just do one beam in "beams" section that connect two points, that should work
I can't find it
i copied it from covet.zip and it still doesnt work
it loaded the v8 engine's engine bay crap, and put a battery in the trunk, it just didn't remove the previous battery
how💀
it is not going out of anywhere
what is bro's engine look like, node section wise💀
do I got an old one?
yes you did💀
you mean yes i do?
what this app called i used to have it but cant find it anymore
here, you have the outdated jbeam
since i get mine fresh from bx.zip
go ingame, spawn the bx, put on tubular front frame but keep the stock inlines, see battery floating
in case you need prove
you might need to varify your files, since thats a thing that beam dev specifically had to fixed
nah I just copied the text the way it was in your screen shot
where are you copying it from?
your image
I've been awake for 20 hours and I thought your pfp was this fucking image
dont keep the enginebaycrap flexbody, the bx v8 didnt keep it
so what do i do now?
sorry english is not my 1st language
show engine nodes in jbeam
oh you need to define the exm1r node
completly missed that
how do i define it?
grab the node section from the covet exhaust header jbeam
now I just need to figure how to texture this intake I took off of the v8 and put on the intake manifold
yay it worked
it says the material for the intake is both the hopper engine and gavril engine
thanks
Gave +1 Reputation to @inner heart (current: #107 - 31)
need to assign the actual faces to use the correct material (and fix uv)
how do I set those faces?
assign faces to a material \/
find all faces thats using a certain material \/
remember that hitting select do not deselect what you are already selecting
ok done
its assigned, but how do I get it to call the texture, or will it aply the texture on its own
where the hell is the materialss file for the gavril engines?
I'm trying to get familiar with adding additional parts to my object so I decided to add "flipramp" in the part selector since this one already exists in the game:
"faceball": {
"information":{
"authors":"Harry McKenzie",
"name":"Face Ball"
},
"slotType": "main",
"slots": [
["type", "default", "description"],
["faceball","faceball_medium", "Face Ball", {"coreSlot":true}],
["flipramp","flipramp_medium", "Flipramp Face Ball", {"coreSlot":false}] //added this slot type "flipramp" since that already exists in the game
]
}
}
currently only the "faceball" shows up in the parts selector where i can choose different stuff to show up. but the "flipramp" selector does not appear even though flipramp already exists in the game by default. does that not work? just for testing.
I still don't have the intake textured, and I have all the faces on the intake assigned, whats wrong?
Is it part of the same vehicle? The game will only show parts from the same vehicle/prop. The only exceptions is files that are in the 'common' vehicle folder
anybody able to help me with a skin? I followed the tutorial from beamng fun and when I went to select it in game it didnt work
its just a blank white texture
figured it out, I didnt have the .dds file named properly
I've tried creating a custom config for the Autobello Stambecco but when the picture has been taken the angle of it doesn't really line up with the rest of them. Anybody know how to fix it? (it's the second config on the first row)
um you may be able to try redoing the config image in world edit then window then experimental then screenshot creator
What should happen when i click the Vehicle Screenshot Creator?
brings up this menu then click the green button
That's what i did before and it made the picture i referred to here: #modding-general message
oh hmm maybe it does that on purpose so they dont look like stock configs i think i saw someone say once before it takes them at weird angles
Might be it, but at the same time that feels a bit odd for them to do
yea i thought that too one sec ill see waht mine does
i think its on purpose cause dont get me wrong mines a dif car but it does look angled slightly different
Yeah it'll have to do for now then. Thanks for the help! 😁
Gave +1 Reputation to @brittle warren (current: #13 - 129)
you could always try and take an actual screenshot at that specific angle but that woud probably be pretty hard lol
I guess but as I'm making a bigger pack of configs i don't think that it would be worth the time for every vehicle
Anyone know why my car in my mod wont rev past 6.5k rpm? im using adjustable ecu and it should be around 8000
There are a lot of factors check for max rmp in all the jbeams related to the engine
Can anyone help with some material errors that I am having? Link to thread : https://www.beamng.com/threads/textures-not-working.103154/#post-1815432
oh yes that makes sense i totally forgot. it definitely needs to be in the common folder if used across different vehicles. thank you!
Gave +1 Reputation to @river forge (current: #1 - 409)
I have a part selector that shows up successfully, I can pick "Default Skin" and "Color Skin" in this. But the material does not change. I have already tested in a separate object that that materials mat_faceball and mat_faceball_color do exist. But I'm not able to make this a selectable part. What am I missing?
{
"texture1": {
"information": {
"authors": "Harry",
"name": "Default Skin"
},
"slotType": "faceball_skin",
"materialName": "mat_faceball"
},
"texture2": {
"information": {
"authors": "Harry",
"name": "Color Skin"
},
"slotType": "faceball_skin",
"materialName": "mat_faceball_color"
},
}
guys, do you know how to add custom normal maps to skins? normalmap gets broken when i add it
idk if i'm doing something wrong
i made a custom normal map in substance painter but it is glitchy and i want the rust to have more realistic look
My guess is the car doesnt make any power after 6.5k rpm
no it doesnt, its because the new thumb generator is very weird about jbeams
gang where is the us 30x15 license plate mesh located in the game's files
i only found the 52x11 one
theres no dae in sight
nothing showing up in the common.zip\vehicles\common\licenseplates\default
What is the correct scale to import a 8192x8192 heightmap?
I have imported the 3D terrain model as well and they do not match
So I figured out that I was wrong about how they solved that issue. Turns out that they don't stop the, what I assume is the HTML texture, from repeating, they're just good at hiding it. But for a better solution I (think) I have 3 options: 1: Figure out how to actually stop the texture from repeating (If it's even possible). 2: Add a texture on top of the parts that I don't want it to show, or 3: Cut off the UV like you suggested.
We'll see what I end up figuring out.
Unless I can figure out option 1, the best bet would be option 2 as I anyways have to add a texture on top of the display to make them look like LEDs.
The one I sent is a stock bastion jbeam so that's not true 100% 0 changes to it whatsoever
making a car, but parts doesnt have a mesh, the details are in the model selection list, but the mesh is missing, everything is written correctly in jbeam, i checked the mesh names
make sure your node groups are right also and that your mesh has a material in blender
it was because there was no materials, thank you ;)
Gave +1 Reputation to @brittle warren (current: #13 - 130)
Does anyone know how the compressor for the t?Series works because I wanna change the sound of it to a custom one.But I don't know how to because I can't figure out how to change the sound.Cause when you change the engine to a custom engine sound.There is no longer that noise any more.With the engine break sound.
well in the lua ther is a sound event so maybe in there
i have no idea why, however in my slot the "empty" option doesnt appear
you need to remove the core slot option in the jbeam
yeah i thought but i didnt try lol
thanks for solving the hardest problem of my mod tho
in blender this mirrored aero bit is properly on the other side of the bumper, but in game its under the car. solutions?
apply all transforms
thank you
what is generic phone?
remove {"coreSlot":true} from the slot, that will allow you to not select anything at all (show the "empty" option)
? whats the point of saying the same thing again?
Anyone got an idea on what my skin doin lol
Does anybody know where to find the skin template for the EU trailer?
hey, ive found a wheel pack here, https://drive.google.com/drive/folders/1UcPp0foHN3ZKlkOG2k-bHKQdfNGf2AlF and its like a copy of the dtroxxx one? is there any way i coud change that so it stops auto deleteing itself? its kinda annoying and i like the wheels a lot (ive changed the file name tho nothing happened, it just kept deleting itself.) i really need help tbh
(and before anyone tells me to uninstall d troxx one no i wont, i use that wheel pack a LOT)
wait coud i theorically fuse both mods?
i mean common file says so..
How do i FIX this?
the nodes arent connected to anything
those node aint connected to anything
im not a mod expert tho but.
No, at the end I can’t fuse them
idk ask D-TROXX how to do it since its jis mod your editing he may be able to help
how would i connet them
in the jbeam manually?
hmm then idk why the jbeam would be doing that
I added a new beam in blender
this always happen when i do
Is there any way to use the .SFXBlend2D as the source file for the transmission input loop? The gearbox I am trying to make has different timbres depending on the RPM, high RPMs are more distorted and reverberate with the bodywork etc.
So, for example, can I use this .SFXBlend2D (ZF_604.sfxBlend2D (Ignore the DC9, I just took the blends from my engine mod to test)) which has different samples according to RPM, and then put the .SFXBlend2D into the "GearWhineInputEvent" in the transmission Jbeam? Or do I need to use an SFXProfile, or is it completely not possible at all?
Thanks!
anyone know if the vehicle LUA can read from a csv file in game?
the csv file will have throttle, brake, and steering values (as columns) and the game will read each row for those values to be set via input.event('throttle', 0.6), for example
should be able to, can’t see why it wouldn’t
Anyone have an idea of how to paint grass onto a mesh, I have a giantic mesh I need some type of foliage on, maybe I can do it with the forest tool somehow? If anyone knows please please tell me
Normally aligning terrain to mesh would work, but this map is way too big
One message removed from a suspended account.
dunno how to contact him
does anyone know how i could get the distance of the vehicle from the ground?
in lua, i want to have it disable a certain electrics once it reaches above 10m
ive done this so far but its not helpful at all to what i need to do
How do I change the color of these lights to amber?
I noticed that there is still some other place where beamng is caching stuff but i can't find where, i've already deletec cache in C:\Users\a\AppData\Local\BeamNG.drive\0.34\temp\vehicles\ but it seems not enough where else do i have to look?
C:\Users\a\AppData\Local\BeamNG.drive\0.34\vehicles\
and then vehicle folder, it caches materials there sometimes for no reason
thank you for the info! i did the clear cache thing and taht takes forever witht he integrity check hashing thingy
Gave +1 Reputation to @minor moth (current: #107 - 31)
How come some assets have no .dae file in their vehicle folder? like D:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\content\vehicles\mattress.zip\vehicles\mattress where does it get it from then. i also looked in common couldnt see matress dae
common
its in roof loads iirc its somewhere in the common subfolders
hi anyone got experience with map making? I have some questions about making roads
ooh oki thanks! found it common.zip\vehicles\common\roofbar_loads
can someone send me a documentation how to create a new jbeam? (example: a little one-sided square)
so the triangles and all of that will be there
syntax error
how do i go about fixing it
this genuinely didnt help a bit
k then just check for it normally
k
alr
now if you dont mind i will work on my tree
ok
anyone know where beamng keeps its decals for the decal editor
ty
has all the decals ans useful for HQ logos too
this makes me want to create a hole in my screen
somebody have gta v map for beamng ?
there is a wip one on the forums
so when I try to import any crawler tires's model into blender, it gives me this error. This does not happend on any other models, just the crawler tire ones.
Like the stock in game crawler tires?
yes, right out of the common/tires folder
or to be more precise, common/tires/tires_17x9_offroad
which dae there are 3
there are more in the further folders
those don't work, the rest do
there are 3 folders with daes in them there isnt a dae in the regular 17x9_offroad folder
so none of those daes work
yes
hmm your right i get the same error only one that works is the offroadtire_02a dae must be broken dae from the devs imma try an older version of blender real qwuickl
yea gotta be abroken dae cause it doesnt work in 3.8 2.8 or 2.6
but what's weird is that you can still use the models in the dae, just not open it
but good to know that I'm not the only one having this issue
this happens every now and then with some beam models, think its something in the linked materials that borks it. there is a way to fix it, but cant remember how off the top of my head. you should be able to find something if you search here hard enough. might have been drivertech or one of that gang that sorted out a previous model with the same issue?
can somebody help me because i wanna make a version of the gavril D's long travel suspension that can be put on any 4 wheeled vehicle
Am stuck
Can you gentlemen please remind me why i can get
[NO-MATERIAL] Unable to find material mapping
EXCEPT for reasons given in BeamNG doc?
I'm running into this every now and then and i forgor how did i solve it
Vehicle is my own from scratch
Has main.materials.json
Has correct normals
Has material that is matching to "mapTo" and assigned to all polygons
Has valid UVMap
^disregard that, I'm sorry; am dumb as a bag of bricks, issue resolved
||Had duplicate main.materials.json in /0.34/vehicles/myvehicle||
happens lol
"This is a first texture in a long row of textures; there are many textures like this, but this one is mine." - full metal karting
I have the 3D model of the map made from lidar, also the heightmap. How should I configure the import to have the correct scale? ANY PRO IN TERRAIN CREATION?
anyone kow why i get an import failed error on a .color.png for my skin its 1024x1024 so size isnt the issue
REference for later peeple the image has to be 8bit rgb not 16bit rgb
Evening of self-corrected errors, nice
Pro-tip: paintdotnet can export directly into .dds, both BC4 and BC7 linear and sRGB
yes lol i usually end up figuring my own errors out cause i don't stop till i do or someone responds but i usually get to it first
I use gimp sadly lol
Well, makes sense
I'd probably use it too since OSS, but I'm too used to upgraded paint
If only we could have warp transform as in PS, i would be happy with that thing forever
never used photoshop lol it confuses me
Also only today i realized that World Editor is reworked with new interface too
God it is so FAST now
Me too, this is why i try to use it as little as possible
It just have every possible kind of feature, and while i usually don't need them, when i do it gets harsh
people still complain world editor is slow or takes years to open like bro i have a pc that has 10 year old parts in it and mines snappy af
I have a reasonably old PC
It was hella slow before update
But i tried it today first time with new UI
That thing got 5x quicker
rough shap but wanna test it so what do i do from blender
What does no subshape found error mean? im pretty sure i have this mesh in my .dae file
Is the mesh group correct?
oh it was a collada bug.. it didn't export the mesh even though i selected mesh and made sure export only selected was checked. it works now. thank you! probably a weird collada exporter bug
Gave +1 Reputation to @ebon nimbus (current: #571 - 4)
Why does this fall partially through? I made sure there's 2 triangles on top as surface
check the direction of the tries maybe?
thanks. it probably was the node in the middle of the top platform while the mesh did not have that middle XD
Gave +1 Reputation to @brittle warren (current: #13 - 131)
how to i turn a lights texture into a lights_on one? do i just have to ramp up the saturation or do i have to do it another way?
make a new material for on and then make an emmisiopn map and plug it into emmision map in the material and trun up the numbers equally
should i be able to see the jbeam?
um you should be able too im not sure why its not showing up
i cant see any jbeams
Hey I need help, why is it when i drive over a curb on my map it punctures my tires, I'm using Beamng's collision settings, does anyone know how to solve this problem?
don't use mesh visible or mesh visible final, build your own collision in blender
Anyone got an idea? Maybe a grass model for the forest painter tool?
How do you do that tho, can't really find a clear video on it
first you need colmesh model to make, if you have it then ping me
I understand that it will be like in assetto with its physical mesh
the road with the texture is rendered but has no collision and the physical one is not rendered but has collision
Perhaps you could generate a heightmap according to your mesh and let the mesh hover a bit above it? https://forum.rigsofrods.org/threads/tutorial-how-to-export-height-map-from-blender-to-ror.3073/
Rigs of Rods Community
Blender 2.9 has awesome sculpting tools. I thought I would show a quick way to get a terrain sculpted in Blender in to RoR. I'm assuming you know Blender so this isn't hugely in depth.
This terrain was worked on in L3DT Pro and then refined in Blender.
The first stage is to assign a material...
Thanks for the forum, I wanted to do this in the past but never could because i never knew how
Gave +1 Reputation to @blazing jetty (current: #345 - 8)
Ah, RoR. good old days
I’ve only done one height map ever before, so, hopefully I can figure this out
How do you make a colmesh model?
Sharp block you want as your collision and then remove it’s material so it’s invisible in beamNG
Shape a block*
ohh alr, thx
Wait can't I just copy and paste in blender the same model and just remove the material?
So i figured out how to make the spring by dividing the mesh into 3 groups, the base, spring, and top platform mesh, and i realized i can just assign the same nodes i partially used for the bottom and top to the spring. so is that actually valid jbeam to assign the same nodes to different groups? my addon is now beautifully exporting vertex groups to the jbeam, no more manaul editing 😄
that would probably work
Alr, so after I hide it in beamng must I use the visble mesh final?
if it has no material it will already be hidden
set it to collision mesh, not vis final
Also I was wondering if it is better to create a series of beams in a spiral to follow the spiral mesh instead of using the X beams? since it distorts the spring mesh a bit?
Alr cool thx, ill let you know if it works👍
Gave +1 Reputation to @crystal wraith (current: #244 - 13)
So it doesn't work for me unfortunately still grabs tire when riding over it
can you send me the blend file
i dont have a ton of time but can look for a second
no worries Im just using the beamng road editor and disabling the isrender and actually works very well, but thanks for all the help and for trying to help me🙏
somebody help
some textures stop working after packing the mod
How do I create a new material? or do I need to create the materials.cs file first?
Make sure the image in the material maps to vehicles your vehicle whatever sub folder then your Image not mods
Never use materials.cs it's been outdated for a very long time use materials.json and then edit the material with the material editor in game
I created this but it does not appear in the terrain painter
Oh terrain materials you have to do it in the terrain painter ui
how
Well mine usually has an add button um give me a bit not at my PC I'll look unless someone replies first
Never edit anything in the main game folder
And how do I add a new material here?
The level is created from the template map
First I have to create it there and then it can be done or how?
lol
well, beamng mod making is extremely difficult and no one is going to hold your hand.
https://www.youtube.com/watch?v=nNqsS5a9XVM
I would start, first by learning how to make parts
This tutorial guides you in making widebody fenders for the Wendover.
This type of video has been request by a few people and I finally got the motivation to make it today.
There is no sound in this video, if you want music then I suggest either Spotify or using another YouTube tab.
Let me know how good or bad the video is in the comments so ...
most car mods take average of 1-2 years to create.
there is no tut for car mod
as i said its extremely difficult
you need to learn the approriate systems and understandings before even thinking of making a car mod
by learning first
it aint like roblox
You'll need to know LUA coding, Jbeam Coding, Json coding, a understanding of the jbeam systems and how they deal with weight, strength, and compression, how to call for flexbodies assigning reference nodes and many more
you'll need blender knowledge aswell
and basic understanding of how materials work through the ingame material editor
like i said the average mod takes 1-2 years to even create.
hello guys !
i need your help pls, je n'arrive pas à appliquer mes textures sur ma voiture et je ne comprend pas le probleme, les chemins sont respectés, je pense que mon code est bon et mes fichiers dds sont correctement exporté, je ne comprend pas...
"OR_floor": {
"name": "OR_floor",
"class": "Material",
"Stages": [
{
"colorMap": "vehicles/common/floor_b.color.dds",
"normalMap": "vehicles/common/floor_nm.normal.dds",
"metallicMap": "/vehicles/common/floor_m.data.dds",
"pixelSpecular": true,
"specularMap": "vehicles/common/null.dds",
"specularPower": 32,
"roughnessFactor": 1,
"roughnessMap": "/vehicles/common/floor_AO_r.data.dds",
"useAnisotropic": true
},
{
"colorMap": "vehicles/common/floor_b.color.dds",
"metallicMap": "/vehicles/common/floor_m.data.dds",
"normalMap": "vehicles/common/floor_nm.normal.dds",
"pixelSpecular": true,
"specularMap": "vehicles/common/null2.dds",
"specularPower": 32,
"roughnessFactor": 1,
"roughnessMap": "/vehicles/common/floor_AO_r.data.dds",
"useAnisotropic": true
},
{
"colorMap": "vehicles/common/floor_b.color.dds",
"instanceDiffuse": true,
"normalMap": "vehicles/common/floor_nm.normal.dds",
"metallicMap": "/vehicles/common/floor_m.data.dds",
"pixelSpecular": true,
"specularMap": "vehicles/common/null2.dds",
"specularPower": 32,
"roughnessFactor": 1,
"roughnessMap": "/vehicles/common/floor_AO_r.data.dds",
"useAnisotropic": true
},
{}
],
"alphaRef": 1,
"dynamicCubemap": true,
"mapTo": "OR_floor",
"materialTag0": "blijo",
"materialTag1": "vehicle",
"translucent": true,
"translucentBlendOp": "None"
},
"OR_floor": {
"name": "OR_floor",
"mapTo": "OR_floor",
"class": "Material",
"Stages": [
{
"colorMap": "vehicles/common/floor_b.color.dds",
"normalMap": "vehicles/common/floor_nm.normal.dds",
"metallicMap": "/vehicles/common/floor_m.data.dds",
"pixelSpecular": true,
"specularMap": "vehicles/common/null.dds",
"specularPower": 32,
"roughnessFactor": 1,
"roughnessMap": "/vehicles/common/floor_AO_r.data.dds",
"useAnisotropic": true
},
{
"colorMap": "vehicles/common/floor_b.color.dds",
"metallicMap": "/vehicles/common/floor_m.data.dds",
"normalMap": "vehicles/common/floor_nm.normal.dds",
"pixelSpecular": true,
"specularMap": "vehicles/common/null2.dds",
"specularPower": 32,
"roughnessFactor": 1,
"roughnessMap": "/vehicles/common/floor_AO_r.data.dds",
"useAnisotropic": true
},
{
"colorMap": "vehicles/common/floor_b.color.dds",
"instanceDiffuse": true,
"normalMap": "vehicles/common/floor_nm.normal.dds",
"metallicMap": "/vehicles/common/floor_m.data.dds",
"pixelSpecular": true,
"specularMap": "vehicles/common/null2.dds",
"specularPower": 32,
"roughnessFactor": 1,
"roughnessMap": "/vehicles/common/floor_AO_r.data.dds",
"useAnisotropic": true
},
{}
],
"alphaRef": 1,
"dynamicCubemap": true,
"mapTo": "OR_floor",
"materialTag0": "blijo",
"materialTag1": "vehicle",
"translucent": true,
"translucentBlendOp": "None"
},
Try this it had no mapTo value
Thanks for your reply, but it still doesn't work. :/
Gave +1 Reputation to @brittle warren (current: #13 - 132)
Are you using the materials.cs or materials.json
main.materials.json
have you tried making the material in beam ng
no, how do I do that?
i world editor click window at the top then material editor then the plus button then pick from tts static then click your car and find the material you want
Anyone got an idea of how to make a working drag tree and drag time signs (or put one in a map)?
go to your local botanics shop and buy a drag tree seed
Oh alright how much do I water it
acid
Oh okay how frequently
8 minute
Ahhh gotcha
THANK YOU!!!!!
Gave +1 Reputation to @brittle warren (current: #13 - 133)
Im assuming it worked lol
Whats the advantage of multiple layers of a material in beam?
idk lol all i know is it brakes stuff if your making a skin and dont use the second layer
Yea skins should i only have one
Just always use 1 layer unless you know what youre doing because the documentation is a bit weird
you cant for skins it wont let you you have to use 2 layers from what ive done if you want them to be colorable
i think what hes confused is the uv map for materials vs the uv map for skins
and skins have 4 layers, CP - color pallete color 1, 2 and 3, the D map - for graphics not influenced by the cp pallete, roughness, and metallic
I wouldnt even know how to assign a uv map to a layer properly
layer?
I would just make a second material and assign it to the part i would want to be colored
i wouldn't call it layers
You wouldnt call the beam material layers layers?
never herad it called layers
layers mean - 1 layer is prioritized over layer 2 which beam doesn't do it that way.
Just because you have 2 materials assigned on the same mesh doesn't mean their layered
Heh thats not what i ment
it just means you've assigned this X material to X tris, and Y material to Y tris
I ment 2 layers on the same material
where are you seeing layers?
got a pic?
Saw in documentation that if you wanted a part to be colorable and part to be “static” you could use layers on the same materials
Im not doing anything with it rn and i got the pic from beam docs
I ment that ive got no clue how to assign a layer to a uv with the same material
if you want it to pull from the same material but using a different section of that material you'd have to move the uv map
Ahh and use the same diffuse map but with a section thats the color for the pallete
how does one change what cars a beamng engine/exhaust sound mod affects
because i've been able to do it by changing what blend2d file a car itself uses, but what about changing what car the engine sound mod itself affects
so the car mod doesn't become dependent on the engine sounds mod for it to work
if someone could help me/help me understand, would be much appreciated
What mod are you trying to take the sounds from and are you gonna distribute the mod your putting them into?
not publicly distribute, and i dont remember who made it
but it basically adds real-life car engine/exhaust sounds to each vanilla beamng car
and im trying to change what cars it applies overhauls to
Where would I be able to find that?
@brittle warren ?
Just copy the art dolder from the original mod you your mod and if it's paid sounds or from a paid mod don't distribute it or your a leaker
I'll find it in the morning but I believe it was in the pneumatics lua
can nodes be defined twice in the "nodes" section of the .jbeam file? like what if i have a node that is part of 2 different groups? they share the node since they are at the boundary of 2 connecting meshes? or should we avoid having flex groups share the same node? should we just create another node close buy as duplcate for use for the other mesh when they share boundaries with another mesH?
i’m remapping what engine sounds they override, not making my own mod
How else are you gonna make and edit stuff? Telekinesis?
I hoped to
If anyone fr knows please let me know
@brittle warren how ro make new materials for terrain painter?
YouTube does exist to you know
not let me tell people youtube exsists
Yea but usually you ask for help when you’ve looked already
Terry Martin does great beamNG tutorials for like everything you could need
cool maybe help and link them then
Do yall know how to make an custom engine sounds or horns ?
@proven panther
He has a bunch of tutorials
any good tutorial how to model a car?
everytime i move the roof nodes it deform by it self and cause this issue
anyone can help?
lol
Can anyone explain in detail how to make custom Jbeam files? Im trying to make a tornado intercept vehicle and upload it to the repository but I cant figure out how to make custom jbeam files.
learn basics documentation
Where can I find that?
so blender just has a j-beam editor thing? how good is it, cuz i wanna try making a few mods for myself and stuff
its a editor not a creator
Yea but you can make a jbeam with one node and work from there
One message removed from a suspended account.
Hi, is it possible to create a mod that when you press a button (for example T) makes a smartphone appear in front of the view and makes it disappear by pressing the T button again, I would need it to simulate being distracted with the phone while driving
just grab your phone continue playing while looking at your phone doing stuff
i want to try in vr mode
I wanna do something p stupid...
I have no beamng modding experience nor do I have any modeling experience nor do I know how model editors or sm64 maps work, but i wanna port super mario 64 maps into beamng, you think I can do it myself
I feel like you could just snatch the maps, turn on the collision stuff and resize for the cars and boom
like I know .obj exists and blender too
I found that Lua file and I looked through it and it doesn't look like it calls upon any kind of compression break.
Basically I'd just need to know what file format beamng maps are and how to convert a sm64 map to be compatible with all the textures and hitboxes
uhh
you dont just convert them and there compatable not how it works
do you think you can get this to work
no lol if i do im making it my own mod just look up how to make map objects for beam ng
ill look later currently making a wheelchair lol
interesting
well how long does it usually take to make a map in beamng
well actually how long would it take to go from an .obj and .mtl file with png textures to a functinoal beamng map
ik beamngs maps are in .dae but there is a TON more than that
I can't pass the texture from the material editor to the terrain material library?
I have left the map, I have reloaded it and it does not save the terrain painter textures
Dude I cant even get this thing to show ingame
I have made the folder and everything IT JUST WONT SHOW UP
wel does it have any jbeams lol
also if anyone can help me with the mario 64 thingy lmk ive been at it for like 2 hrs and ive been watching vids
litterally just export it as a dae and put it in your maps shapes folder
how can i stop the body from doing this without making it Double sided
No it doesnt, Im just an idiot no wonder its not working
Make it double sided 🤣
make sure the normals i nblender arent backwards look up how to check normals in blender
bad for performance
Oh
Same thing..
can you tell me the filepath theres like 3 levels folders related to beamng
Is there a way to make custom Jbeams for it?
not possible that only happens when your normals are wrong
idk what map ur putting it in bro
i got it...
you have no mesh thats why its only the wireframe
It wont import the jbeam Im gonna pull my hair out I swear
clearly isnt on the parts that arent invisible or they would show in blender
im using this
how do i fix
YOu remake the whole thing cause there is no fixing that lol
BrokenBrainCells is an absolutely magnificent Username.
I dont know what map your putting the slide into bro i cant tell you where to put it unless i know what map yourt putting it in in beam
i didnt make the mesh i got it from someone
oh well probably i map i dont use like automation test track idk
Then tell em to remake it cause it has no faces lol
so i have it set up to show in the catalog but the part will not show the mesh
what part of the j beam retrieves the mesh
Then open world editor while in automation test track and click the save button then go to your mods folder and at the top click 0.34 to go back and open the levels folder then the automation test track and put it there
ill try that
my guess is that it is this part
the model is just the normal pessima bumper name but with (_1.5) tacked on
no faces means no mesh you clearly did something really wrong
Thats how i recived the model from the guy
cant have periods in the name
so i need to remove those from the model and the jbeam?
thank you
then its broken cant fix it unless you want to go through and remake every face one by one
yes exactly
Can't i just make it double sided in bledner and make one side fiberglass and one side a skin
IF IT HAS NO FACES WHICH IT CLEARLY DOESNT THAT ISNT GOING TO DO ANYTHIN
why are you yelling
Because you clearly arent listening it has no faces either go through and re fill them in one by one or its not going to do anything no matter what you do
omfg look it up on youtube how to make a face in blender
by put it there you mean put the .dae into this
not main just the automation_test_track folder
yea make a folder called shapes and put it in there
alr
what are you even trying to do you have yet to even say if you have a jbeam or not
I cant fucking figure out the Jbeams and youtube tutorials are fucking useless
Even AI is useless
Then your not going to put it in game with out extensive knowledge on how to make a jbeam or just meshslap it on something else
ok i put the .dae there, now i assume i gotta do one of 2 things, 1. open world editor and place the object, 2. simply exit ATT and go back in but it'll literally just be the slider thing, and ill have to set the spawn myself
have to place the object then give it collisions and materials
You still have to make the material in beam even if you made them in blender
i am so clueless wtf how do i find the .dae in the editor
open asset browser at the top click window then asset browser again watch a yourubew video on howe to add objkects to a map its easier than trynna type it out
the bumper is in game
i see
Now to fix materials and and normals
i do have the textures as pngs
ill probably finish it tomorrow, also its comically small
scale it in blender or in beam either onew'
woudlnt i be able to slap them into a folder called textures in the same folder the shapes one is in
I give up on this stupid fucking vehicle
Just take things step by step. I've had moments where I want to give up, but I go back and take it step by step.
That's not for the textures that's just so the vehicle can collide?
There is litterally no physical way to make fucking Jbeams in blender if anyone can tell me how the fuck to do that I will continue but until then Im done.
Sent you some more videos that use Blender.
no you have to make materials in beam too ive said it like 4 times
Not a good attitude towards modding lol
hehe
Not in the slightest but I got a hardcore go fuck yourself attitude so what do you expect?
Not gonna make it far modding then lol
just mesh slap it on something and go from there
Ima be real with you I started using blender a week ago Idk what the fuck Im doing dont know how to use everything I probably should be using idk
dont even need too much blender knowledge to mesh slap something thats why im saying start stupid easy and work up from there This guy has some really good vidshttps://www.youtube.com/@morzbng74/videos
I sent him that guys playlist already a little bit ago.
(I told him he could join this server to try and get some more help with creating a jbeam for that Storm Chaser vehicle.)
Alright Im sorry for being a complete asshole a minute ago Ima just go to bed then try again tomorrow because if I dont stop now Im gonna be missing a monitor because Im gonna punch it.
radical?
Yall need to just get over thinking something’s hard and just do it, you’ll realize you were stressing over nothing
Did you just learn how to say fuck?
no, it's inspired by the cadillac northstar
you can't, you need to create a new beam in notepad++, connect it to a few nodes you see in blender, add beams and triangles .. and boom your done
however i agree that it would be a dream that you could create new nodes in the jbeam editor
Shift+d…. Blender text editor….
No
????
Thats how you create new nodes in the jbeam editor
yes but they wont be attached
Why were my materials removed when switching to PBR from Terrain Painting?
I can’t help much, but I can tell you this is only the start of the issues, anything terrain wise has given me an unexplainable amount of issues
I started from the template map, I have my heightmap, I have upgraded the textures and now they don't paint
well I got the game to see it now its doing this :/
what ru exactly doing rn
trying to do a meshslap
wth
ok day 2 of mario 64 slide in beamng
press ctrl+a then all transforms
Like while in beamng?
blender
alr lemme try
only thing i would like to add is that you seem to be a beginner so start with something simpler lol
just dont end up like dinagnati
@river grove Send it to me in DMs I have a idea on how I can get it to work.
ok
I'll try my best to explain how I did it if I can
you gotta accept my dm
Can you put multiple textures on the same object? And does the game recognize each material? For example, grass and asphalt?
Friend request sent.
Idk this is my first time using world editor
technically 2nd but my first was yesterday so
car won't collide with anything
first how do i add collision so the car doesnt just do this
click the object and on the right side in the inspector find collision type and set it to visible mesh final
You have to rebuild colisions in the edit menu at the top of the screen
getting there lol
idk if this is some sort of invisible barrier in sm64
i do have the textures in a folder called textures, same folder the shapes one is in
and these textures or whatever they are are REALLY weird
theyre like one sided
Doublesided: true
Thewn his collisions arent gonna work right becauise they go by the normals
Can you flip normals in the world editor is it only blender?
nah i believe you have to do it in blender cause inverting backface normals never worksd how id assume it works
also just checked the car does not collide with the one faced textures
ima do a sidequest
super mario 64 ds bob-omb battlefield since its better modelled and its ALREADY in .dae
this time on grid small pure
yeah nvm what do i do next here
im pretty confident someone has already made gmod
ye i just found one
this mario 64 thing is difficult af ngl
ah yknow what would be really easy
roblox crossroads
This thing
i just really wanna port maps into beamng that are from whole other games lol
when i try to ad the bx jbeam it fucks up the raceturck jbeam
adding a jbeam in blender even if they have the same node names shouldnt mess anything up
im running into a bunch of problems so ima do other stuff for now
what am I missing? mod isn't popping up in the options
oh, it needed to be zipped first, then I guess I'll unpack it and go that way
wish the docs said that, kinda weird that's even required
apparently I'm the only one in history to have this issue
i went to go show you an it fixed itself wtf
where do i go from here
anything else i need to do before exporting it to beam
how do i find the jbeam to put it in the mod file
here we go, made my knockoff dragy lol
the one that already existed was inaccurate and lazy since the dev didn't actually convert it from metric, and the code was messy so I just made my own
ignore the end I needed the half mile time
Sup yall, would anyone want to help me on a little project? Or at least help me model?
is there anyone here that can by chance help me cut in blender or tell me where to go, i always forget thanks in advance
is that from the mod creator?
yea updated today
the issue is it was still using metric but just disguised itself as imperial basically, it was using 0-100km for 0-60mph, and 400m for quarter mile
did the same thing for everything
so it was slightly inaccurate on every measurement
Oh
I looked at the code and it was kinda messy so instead of editing it I just made my own, woulda been easier just to edit the code but still
glad beam uses JS and not lua
I don't like lua at all
I suck at lua lol
I like that it was pretty straightforward making the mod
I also edited a couple mods like the tachometer showing airspeed and that simple power ratio mod thing using imperial
I might make some more stuff if I need something or get an idea
you import the jbeam and shape it like that right?
if so ya nothing
just try export the jbeam and try it
heh what do you mean
Hi I'm working on a jbeam editor addon where you can work with nodes/beams/triangles as regular mesh in blender very easy to use, I imagined this type of functionality and this works out for me. What do you think? Currently I'm able to load the jbeam and also save it. No more manual editing in the jbeam file.
https://www.beamng.com/threads/need-help-with-wheels-jbeam.103274/ Hello, I am A beginner at modding & ran into a problem while making my first pair of wheels, I do not know what I did wrong in the Jbeam. (The Jbeam is on the thread)

can someone help me with collisions of my object they are not working properly
Can you send as an actual video
Not a file please
Should just need to set it to visible mesh final
it is set as visible mesh final
Did you rebuild collisions
yes
it all started wjen i added solidify modifier and then applied it
ye one sec im making it mp4 instead of mkv
Ok
Okay stupid question, but did you actually leave the editor and test?
Does it work without solidifying? Why do you need solidifying
i cant un apply it
i needed it to fix normals
they were all red and that causing them to be invisible in beamng
so i applied solidify it fixed them but made collision weird
In beamNG you can invert the normals and make double sided via material editor, can you try that if you don’t mind?
well modifier is applied so it will not change anything
i can try but it will not make collision good
Just let me know how it goes
Yep
Then find the material of that floor
Should be under “advanced options” or something like that
ok
If you can’t find it I’m getting on my pc soon and can show you
You can open it in blender and look at the orientation
it didnt help
ah, im not sure then really, sorry
ok
look what happens when i put it on the rails
@crystal wraith
i see, im not sure what to say
like wtf is wrong with this shit ong
anyone devs, mods help with this thing
anyone help with the collision
Rebuild collision in the edit menu in world editor
doesnt help
Then check your normals in blender
theyre all good
i was making a sticker for my m3's windshield and then checked to see if it showed ingame, it didnt for some reason
i followed nonamenoworries tutorial as well and checked over and over to see if i did something wrong but i didnt
nvm i figured out what i did wrong😭😭i had it in backlight
anyone know?
the road decals are made in the editor material right?
Where can we get it
Yo when this gonna get uploaded to your GitHub that's sick
have you shown the devs this?
i still got stuck on the export but still working on getting it fixed but i havnt shown this to anyone yet. i just needed to get some feedback if that would be the right usability because im not so 100% well versed with possible jbeam configs but it looks like this is basically the fucntionality we would need? is there anything im missing out? i think the triangles and edges will basically have the same process of configuration.
I need some info on scope modifier negation. https://documentation.beamng.com/modding/vehicle/intro_jbeam/jbeamsyntax/ i only see it done for groups, where you set group="" to negate the effect of the scop modifier but what about other modifiers like boolean ones like "collision":"false" because i don't know wht the default value is im sure not every scop modifier has a default value of false. so how do you negate them without knowing the default value? can i do collision="" also empty string or what is the proper way to negate them? what about float and int scope modifiers. is the negation "" or 0 or the default value which is unknown to me.
well for node collision is usually true and self collision is usually set to false in most jbeams i have seen
so usually they don't negate these values and they are usually for every node? would be nice to make a general solution for all modifiers so it would be cool if i could get a defaults list of them or at least know how to negate the bools and the float/ints.
coz for example setting a nodeWeight=5, the documentation mentioned that it is safe to negate stuff as they can leak into other jbeams?
Im not smart enough to know what half that means lol but i know that most of the time towards the top of the nodes section there is collision and self collision first set to true second set to false then from then on in the nodes section you can add those modifiers again and then the ones under it will follow that modifier, im not sure how you could impliment the ability to add more than one modifier in the jbeam or if it would just have to be the main one and then you go through manually and add the others if you want self collisions. I would say the best bet is to just have it copy the default values at the top and then add the ability to edit those. But like i said im not smart enough to even make an addon for blender let alone try an advise you, just have ideas.
Thanks, no problem! I appreciate the input. Do you happen to know anyone who has deeper technical knowledge about these modifiers? I'm trying to understand the exact behavior in different cases as this will help me make the addon much more flexible and dynamic so to completely eliminate any manual adjustments to jbeams
Gave +1 Reputation to @brittle warren (current: #13 - 138)
hey, does anyone know where the citybus ecu file is?
ive been looking and i cant find it
Try joining the modding for dummies discord where people there are way more knowledgeable, on the actual inner workings#mods-faq message
The link to join is in that message
cool thanks a lot!
Its in the main engine jbeam
it doesnt contain any configurable
stuff
isnt that the only ecu the city bus has
yeah it is im just looking to turn up its values
copy values from another ecu somewhere and make a second ecu
ok ill figure out how to do that
eventually
"citybus_engine_ecu_adjustable": {
"information":{
"authors":"BeamNG",
"name":"Adjustable Ecu",
"value":750,
},
"slotType" : "citybus_engine_ecu",
"variables": [
["name", "type", "unit", "category", "default", "min", "max", "title", "description"],
["$revLimiterRPM", "range", "rpm", "Engine", 6200, 4500, 7250, "RPM Limit", "RPM where the rev limiter prevents further revving", {"stepDis":50}],
["$revLimiterCutTime", "range", "s", "Engine", 0.12, 0.01, 0.5, "RPM Limit Cut Time", "How fast the rev limiter cycles", {"stepDis":0.01}],
],
"controller": [
["fileName"],
["twoStepLaunch", {"rpmLimit":4000}],
],
"mainEngine":{
"$+idleRPM":350,
"revLimiterRPM":"$revLimiterRPM",
"revLimiterType":"timeBased",
"revLimiterCutTime":"$revLimiterCutTime",
},
"vehicleController": {
"highShiftUpRPM":"$=$revLimiterRPM - 200",
},
},
just add that to the jbeam it will make a sencond adjustable ecu
thanks @brittle warren
Gave +1 Reputation to @brittle warren (current: #13 - 139)
oh wow thats cool i guess
what is?
the reputation thingy
oh yea i mean its kinda egotistical having a rep lol but i mean im #13 so hell yea lol
ah i just did a test and saw that you can set nodeWeight to empty string then it defaults to 25kg so i guess you can negate scope modifiers of any type using an empty string.
is there a way to put your unpacked mod into the actual car?
like instead of using the unpacked mod it can just be included with the car
any good ai mods also what would be the best way to go about making custom design more realistic for beamng
How do i add force feedback to a car/mod
it looks like {"collision":true}, is already the default so it's not needed to be defined. so why do we still define it
hey dudes, i'm trying to find out where beam apps find things like weight over wheel, or weight distribution in the lua files, anyone help please?
bro is coding discord 💀
😐
I made a headlight, everything works, but after creating the material "on", when the lens is off, the material is "missing", but it is there, and there is even a texture on it, what should I do?
anyone know why i dont have close tree tex when copying trees from another map to mine (east coast) they worked once in another map of mine but not this one
editing the json file even to my map didnt change anything
Cache clear?
doesnt do anything, i pretty much just deep cleaned
Redundancy i guess lol
Click on it, (world editor). Make sure that's is reading the material file that you put into the file. If not put the material name/info into the main materials
I'm not home so I can't help more
if you mean the shapefile, its correct
now the tex is yellow lmao
i think i may have fixed it, not sure
is the blender Jbeam tool any good?
anyone here good with lua and js cause im starting to lose my mind
yes
I should probably give that a whirl as I try to put 4 link on the Miramar
i love being able to move the nodes in actual 3d space without typing the numbers
does it need to be in a specific sim group?
commas? otherwise id flip main and 2nd to find if the issue is here or elsewhere. been a hot min since ive looked at spawn stuff
I've made this skin, but for one there's a faint white outline around the edge of the non-colourable bits which is only noticeable with darker colours, and also none of the colour configurations (i.e. metallic, roughness, etc) seem to apply, both of these cars are using the same colour
The white outline in question:
Okay, the color configuration issue solved itself after just restarting the game, but that outline is still there 🤔
because when you cutout the the area for the non colorable items you've made it to large, i assume you just auto lasso'd and then hit delete on the non colorable parts
I did try that and it was even worse, so I used a mask but it still does it that little bit
that's what i did to fix mine
Glow maps stuck on, Not sure what to fix any info would be greatly appreciated.
@distant pendant
This same process will work for other file formats as well including .glb / .gldf / .obj / .fbx & .dae....Please Like & Subscribe!
🟣 Blender - https://www.blender.org/download/
🟣 Mixamo - https://www.mixamo.com
🟣 CGTrader - https://www.cgtrader.com/
🟣 Sci-Fi Tool Box - https://www.cgtrader.com/free-3d-models/industrial/other/sci-fi-crate-f676c9...
To further add to this, I was making a clear tail light mod for this and I added the materials for the lights_on and glass_on and this is the result, Not sure how to move from here, First time trying to do complete tail lights the right way.
theres 3 states to glowmaps, off , on , and on intense
you need materials for all 3 states
You can have just on and off
but to be safe for most 2 state things i set my intense to my on texture anyway
Yea same lol just in case
@brittle warren how did you do that clock on the kor?
ik its lua but how to give a rotational thingy in electrics thru lua
what clock?
the one i just posted in MFD? cause its just lua to make an html material and the an html for an analouge clock with js built into it
ah, is there a way to do it with a prop
ill maybe figure it out when im at it
Im not sure i just knew this was the fastest way but im sure you could if you were smarteer than me
looks cool and tells the real time tho
How to fix this texture problem?
grass is floating, how would I make it so the texture actually separates the grass textures instead of just being one
need to fix uv
you need to fix it for base and livery uv
the first uv layer is the base material layer (i made up the name)
grab the bx_main textures and referece both the color and normal texture
the second layer is for livery, reference the livery uv png
note that the name doesnt matter, nor does the number at the end
its top down order defines what is first and what is second
here for uv edit
So I got a conundrum I like how automation add in the most basic vehicle but I want a more realistic import of my design so it ain't like driving with playdough would going thru an import process like the vid be the best way to go about it
You have to make each instance a separate texture.
There’s a little button in the grass editor thingy that allows you to draw a red box around the individual grass piece
I know there is tutorials on how to make vehicles and edit vehicles for beamNG, but what about just props?
Props and vehicles are view basically the same by beamng so the tutorial could be a good base
Gotcha
Try this plugin. https://www.beamng.com/threads/beamng-easy-export-for-blender.85294/
I want to remesh an automation file so the bumper, hood, and doors are on their own uv map anyone got any advice or links that may be a good source to help me thru this confusing soup of dots
lol!
This helped answer my question above aswell, Thanks
Gave +1 Reputation to @minor moth (current: #107 - 32)
any way to make the asphalt not turn green without using the new pbr system?
somethng is trying to pull itself to another thing that its not meant to, look for beams that are to the chassis etc
based almost easy
it looks like everything is trying to pull towards F9R
make it not then shrug
any idea whats causing this>
<@&710084482031550547>
<@&710084482031550547>
you have no beams conncting ht whole side its just a flap rn
?
IDk looks fvcked make sure you dont have extar nodes by chance
The green/pink is swinging itself and the tube
@brittle warren Got it fixed
anyone know how to mess with the final drive settings of cars like the d-series? im trying to expierment with that kinda stuff
@brittle warren
dont tag people you have never talked to before but you just find the final drive jbeam and change the variables
where would the inagme files im mainly looking for the ingame aurata files
i dont see beamng drive in my program files
look upo how to find steam games files since i assume you have it on steam
ok
It’s under steam probably
Steam directory
hello guys i need help, i am making my first beamng mod that is not a car but a bullbar for the Gavril Barstow. I am having an issue with the Jbeam, more specifically beams. Every beams are in place but the bullbar is all floppy. i will provide pictures :
anyone know what the time of days are in values?
example: for sunset what would i put it?
nvm just used race editor to find the value i needed
Can someone help me with this, if i change my rearlight texture it also changes the front texture [new to modding]
So from what I see in your Jbeam, You have all the beams strength set to max, Is there a specific reason you did this before hand?
Or was it like this before.
well i tried some things to make it stronger because i thought this was the problem
no, i used the original Jbeam code from the Barstow's front guard from the game and adaptated it
Usually setting the beamstrength to "FLT_MAX" can help beams that aren't working together but its just a bandaid because you want your strengths to be set to a value that works with your beams, So I would definitely experiment and follow some of the BeamNG documentation because they have a perfect section just for this https://documentation.beamng.com/modding/vehicle/sections/beams/
The best way to put is the beams strength is so high its collapsing and breaking all of the beams, hopefully that helps some.
alright i will take a look at this, thank you for the help, mate
Gave +1 Reputation to @quaint bridge (current: #435 - 6)
Getting ready for import and any tips
How much experience do you have with Blender/Jbeaming and do you have a really good understanding of how BeamNG functions?
blender novice beam I got no clue I mine as well be trying to hit someone on the moon with a needle
I don't recommend importing yet as thats a very advanced procedure that would require an exponential amount of time, And it would require the understanding of Jbeaming, Node understanding, How beams work etc..
Start small like making intakes/exhausts, or small additions to get yourself familiar with making mods for beamng.
so probaly bit way more off then I can chew
intakes and exhausts are really not a way to start beam modding there is no skill needed to do that as they are very very simple and don't really explain anything they are like 2 chains of beams
need help coding mine as
i would use the covent jbeam as a base and edit it to fit your car
Its how I started, Just giving my own advice that helped me
yea i get that im just saying that i think something that simple isn't gonna get you to the point where he wants to be to do a whole car, i would start with bumpers and widebodies and stuff that needs extensive jbeam work
this little guy
Oh yeah no thats a good idea since he does seem to have the natural talent of doing bodies and stuff, That makes more sense, My bad.
yea lol it seems kinda similar to what your making
either way both are good starts
alrighty first challange find it
I've loved cars and planes since I was a kid plus took a my high school years to learn 3d design
Yeah no definitely don't let this discourage you, Given that if anyone spends enough time they can definitely achieve the same as others if not more, So definitely give it a go and try working your way up to it, I feel like just from what I've seen you would be an awesome addition to the growing community of modders for this game, So dont give up.
yes we always need more modders
hey guys, update about the bullbar, i checked the jbeam and stuff with the help of the provided link but i dont understand what the problem is. I tried changing the beam damping and still the same
im cooked 😮💨
Oh I love a good challenge I'm just working out how I want to break it down I think I need to do a frame spilt on the covet or extend the cab also if I want soft body or rigid and indust look I need to work more on the file other wise I think 4 5 hours and my first mod will be done
in unity💀
do you have all the parts on it, u don’t even have wheels on it
like, slots, and parts for the slot, and parts that use the correct mesh
can having beammp installed effect any kind of modding for the game?
Does anyone know how to Make the roundy peaice not flat in the center?
click the 3 verts in that line right click and subdivide
worse lmao
where do I find the files for the cover
try moving those nodes around on the x axis a little so you make a more of a curve than a straight l;ine
dont do anything useful
are you using path or nurbs curve
Patg
try curve
subdive the long sides cause mine works fine
Thanks! @brittle warren
Gave +1 Reputation to @brittle warren (current: #12 - 142)
are you working on a bullbar ?
hes making derby style bumpers fpor a crown vic
damn i will definitly need his help for my bullbar !
Race car Style Bumper pack for Maxxies Crown Vic
race car bumpers are just derby bumpers
Great Small project for me to Learn how to do Jbeam & modeling
that's what im working on and i cant get my jbeam to work !
eh
that isnt even close to what u made
its the same though
that's a derby car
litterally just a derby car that only goes in circles lol
Turns left & maxes out at around 85
its a wip
Gonna make the longer one also
@green bramble
This is what i want lmao
yes i know that, i played Wreckfest like 5 hours ago and this type of races is in this game
All bone stock Crown Vics
it begins
our vics aren't allowed to have push bars
Wtf 🤣 that ain't no Vic
nah these my hornet cars lol
i probably won't go to the vic series, they are slower
if i can move up it'll be a thunder car or street stock
@neon ember when can we expect it to be released?
trying to get a rough import any adivce copied files and renamed but not showing up in beam right now
So what exactly did you do
why dont i see my object in game after jbeamming and renaming
but, what did you do
your going to need to explain it, a vague sentence will get no where.
well is that the main jbeam if do it needs slot type main
slot type doesnt need renamed if it is a simple part swap
im puttin a body onthe the aurata
I believe so just using the trailer body to see if I can get a run then the fun begins
me and you both
post the whole jbeam
Wym
is this all there is?
Ok
also what is your goal?
To put my model in game