#modding-general
1 messages · Page 19 of 1
I believe the slottype has to actually have 'licenseplate' in it
Ive got some Audi’s from modland but they’re all Russian on the dashboard, can I change this)
Nope dont get mods from modland
this is how taxis in wintergreen look like
it's a mockup, of course, but i'd like to hear your opinions on this
the whole livery is inspired by taxis of barcelona, except that the chassis and bumpers are painted white
it also has writings on the sides of the car, similar to taxis from mexico city and colombia
isnt taxi supposed to be on the back door tho
oh
i used taxis from mexico city between 2008-2014 as reference
oh i was going of the barcelona ones
and these from 2014 onwards
i see
i based that design on taxis from barcelona
i've added and changed a few bits, though, so it doesn't look like a 1:1 copy, such as the hood/bonnet, lettering, and the rest of the body
i thin it would be cool to do both a mexico styling and the barcelina styling
Did you download both of the mods?
https://www.beamng.com/resources/codename-oldsfullsize.1417/ download the one from the repo and then the addon pack maybe
they are also the same file size
yea download the opne from the repo and delete both of those
yea doing that rn thank you
cause the one from the repo is just called oldfullsize
also thanks for not being a asshole about questions bro you might be the only good one here
Check my rep lol im very helpful
whats the best offroad patreon to join for like pre runners
BDR is pretty good from what I know.
Though unless you are REALLY into offroad racing; the Dunekicker and D Series Pre Runner are 90% the same experience
hello all i noticed under beamng theres a tab called mods, is it bt offical beam ng or is it by other people, i am worried that i amy download a virus. this is my first time owning this game and a laptop..
Hello when I was about to be done with my new jbeam addon, I noticed some anomalies in the loading of jbeam files. Now I find out the cause and it is because of duplicate beams. For example in mattress_king.jbeam the beam ["a1", "a2"] is defined thrice, each instance with different scope modifiers. I think this is incorrect? I believe you should only define a beam once under the beams section. Can someone please confirm this?
The mods are playermade. Each mod is reviewed before release. Up to you if you want to trust the game makers words of it
Can y'all give me some free mods from modland with no viruses?
Bro why yall so mean? I just asked a question. I am still new to BeamNG
no that's a very hard thing to do. Stay on the official forum and repo and it would stay safe
Okay thanks @topaz iron
Gave +1 Reputation to @topaz iron (current: #719 - 3)
Atleast you aren't mean like others.
I'm not mean by any means you asked in two separate chats the same exact question which in one you were told prior to posting the message above not to use modland. it's hysterical 🤣
oh, yeah don't multipost next time or at least tell at the other spot that you got answered
Bro maybe not everyone is looking at both chats. And you are still mean. Laughing and stuff.
Don't double post the same message ever its very simple wait for a response like everyone else 
They could have just told me that. Not laughing.
Bro you have some really sensitive feelings if you care that someone sent a laughing emoji
ehh I still would have liked to not repeat the same info that was said earlier
Bro I feel like I am stupid. But no. I JUST DON'T KNOW YET. If yall would tell me what I did wrong before laughing I wouldn't be saying anything.
Just dont take someone laughing to heart bro
It's not the end of the world. Just be patient and people will respond. Sorry if you felt like I was laughing at you but, I was more intending the laugh towards the entire situation.
Alright. I won't make the same mistake again.
Hey,is there someone that know texture baking?
im have a really hard time to bake the textures correctly, and theres no info on beamng forum, im trying to bake a texture for a trunk im modded to the 1.5 pbr but i cant het the baking parameters right for each map,
@tepid tartan don't check these channels
They have been rotten like the most of beamcord
There are many tutorials about baking for game development in general
i a lot of baking tutorials, but i think beamng devs do is a little diferent
bc i cant get the texture look that same way as the original from beamng
im gonna try some to see if i can get this done betteer
Anyone have any advice on what free software to download to make vehicle skins?
Paint net or gimp
yeah I'm using paint.net but don't like it that much. Bearable but sometimes infuriating
i use both gimp and paint net
I’ll probably get a ton of hate, but adobe express could be good
I think express is free
I love it, use it for everything
valid
Anyone else now getting a lua error that bricks the game when trying to open the vehicle menu?
Specifically talking about a config called “drftbeater”
(I checked the mentioned file path and found no config under that name)
Did a deep cache and I’m hoping it’ll fix it
Any body know whereabouts you can change the damage/wear variables for radiator or engine related damage smoke particles? changing the particles.json file is easy enough but the stuff in the lua files is a little more challening to find. Modifying the fire particles count was easy tho
You cant change the amount of smoke particles higher than the allowed number in the jbeam
Is it possible to change the speed before the two particles are swapped?
say if I were to make the thin stream of smoke go dense at 20km/h instead of start around 40
someone should modify a vanilla map like wcusa and change the tires on the track all to the agent y stackable destructible tire mod, that would be awesome
There is a section in the particle editor that changes it but i cant remember what it is rn
it’s a shame austria village broke
or maybe swap the guardrails with crash hard guardrails
i believe times is what your looking for its in the particle setting itself
hmm sort of I can place particles but nothing in the editor that changes it
Anyone got a good mod recommendation? I’m just looking for literally anything new to try out so 😛 if you got any suggestions, lemme know !
what do you prefer: maps, vehicle parts, or whole vehicles? (can't speak too much for the latter except for the ccf2)
anyone know a good tutorial on creating and importing assets, and can i do this to a pre-existing vanilla beamng map?
does anyone know a modder called the miniature society? i saw post about a trailer pack they have in discord but i cant find it
Is anyone here familiar with UI app modding? I have an idea for a UI mod but I've only made car and map mods before. UI looks super dawnting to get started in.
To summarize, it would have a drop down that lets you select a car and it would check if the selected car has all the programmed parts equipped or not. (Basically automatic tech inspection for racing)
I'd be willing to program each and every part.
how do i get mods
google "beamng mods"
BLAH BLAH BLAH LET ME USE SHITTY SHITSLAPS
what
He wants to use shitty meshslaps, let him. Lol.
do you guys know KDKA like the beamng crash youtuber. If so can you please tell me which barriers he uses
for crashes
Yay more brainrot content incoming
anyone know how to stop plates fading? I've asked this already but I couldn't get an answer, or it didn't work - I've tried saving as a DDS, and as BC7 sRGB DX11+ and they didn't work (unless im dumb and I did it wrong) And as far as I'm aware the Jbeam and .json are fine.
(I use paint.net)
if you're edting a dds file, it has multiple levels of mipmaps, which is basically LOD
in some image editors it'll be layers, some it'll be a drop down, and some you don't get a choice at all. I'd suggest making it a png, then using beamng's built in bake function https://documentation.beamng.com/modding/materials/texture_cooker/
@regal latch is your nords server still public? When was last time you wiped times. Do people still cheat with the stripped cars?
Well it isnt cheating. The custom lb allows you to use any config. afterall there is a leaderboard for all configs https://apache.neverless.dev/laptimes/
Its over 600 configs. and over a total of 6400 times by now 💀
But FAK the speedrunner still goes ham on it
Last was this. is also for testing on that server
does it change depending on speed? or is it just a static suggestion atm
It was dynamic to your relative speed but i have to figure out some more stuff, so i made it static where it only shows brake markers atm
alot of math.
so how does this work? does it follow the line that ai usually uses? and changes color depending on the bank angle?
The laptimer server records each and every lap you drive and keeps the best. so uhm i just extract the data i need and build a line from it with a very lil math
The one you see got derived from a BX race config run
So any raceline you ever see was essentially driven by a player at one point (in this case by me)
Could someone help me out please? Kind of new
I downloaded the Project Beamng.rally mod but I'm unsure how to access any of the content I presume it adds
I dont see any new added scenarios
Wait I do see Rally Italio 1986 under time trials, is there anything else it adds?
I mean the modpage likely says what it adds no?
Yeah I think I was confused
I thought it said "new map, italis 1986" but it says new version so maybe that just redid the map
Happens
I was thinking maybe there were other maps. Either way it comes with like 30 time trials so plenty of content
Yeah theres a lot going on lmao
hey guys i would like to know what are some of the best mods in beamng drive to cut up in traffic for free i would like a fast car
wendover gto? but to be fair, I don't use other people's mods 😛 so I don't know many
Issue in Script AI Editor – Vehicle Movement Timing
Hi everyone, I've encountered an issue in BeamNG.drive with the Script AI Editor, and I hope someone can help me out.
When I add multiple cars and set them to collide at a specific time, everything works fine. However, when I add a third car and want it to start earlier to reach the other two at the exact moment, the game delays the first and second cars instead of starting the third one earlier to ensure the collision happens on time.
The problem is that after setting everything up, I have to wait several minutes for the cars to start moving, which is very time-consuming and impractical.
Is there a way to force the game to follow the timing correctly without delaying the movement of the other cars?
I'd really appreciate it if anyone with experience or a solution could help!
I have got an Issue with the Flowgraph editor.
I am currently setting up the scene with a T-Series and a Trailer. i first spawn them and then use the Align for Coupling node to put them together. On start it works. Truck and Trailer are connected. But once it happened even when resetting the node on exit it wont work a second time. For example when restarting or just moving the vehicles via a node. It just wont couple them again automatically. Why does it only work one time on start??
This is how the coupling works on spawn
After this spawn i am going into another state where both are moved and after moving i am going into even another scene for coupling. Thats just for debugging. So i can see that i arrive in the third state where the coupling should happen. The flow reaches the coupling. But nothing happens. The vehicle ID's that are being used are the right ones
Hello, I was having issues with the game so I cleaned out my mods and I noticed that after uninstalling zeit’s graphics tool, most of my issues are gone. But the most apparent one was that my game would hang for a few seconds whenever I opened the options menu, and whenever I changed ANY setting in ANY of the categories.
I know zeit’s tool is causing this, but why
did you clear your cache too?
whats the best modding website and or can someone send me a good mod they have or own
A dynamic soft-body physics vehicle simulator capable of doing just about anything.
Can someone point me in the direction of how i turn my 3D model into a dynamic breakable prop,
I have a Flatbed with a billboard on the back of it, but the billboard needs to be breakable and the flatbed needs to be a static object.
I know i need to learn Jbeam, etc.
#modland #gamingmods
This is ModLand.
New video every friday!
Thanks for your amazing support!
Other Information:
My Setup:
CPU: https://amzn.to/43nSWEF *
GPU: https://amzn.to/4iqu4QT *
Mainboard: https://amzn.to/3QLNHHu *
RAM: https://amzn.to/4ibohPx *
Case: https://amzn.to...
little late to the party buddy
SINCE WHEN WAS THIS A THING
since 3 weeks ago
I LOVE NORMAL CARS
WHO DOESN'T LOVE NORMAL CARS
THESE CARS ARE DEFINITELY NORMAL AND NOT MESH SWAPS
dude genuinley tweaking
does anyone have that like player gun mod
does anyone have good drag parts
why does my livery not work?
is there a mod that can track laps and lap times
like ik theres hotlapping but i wanted to input a set amount of laps to race
Anyone know where i could find a nicr heavy haul trailer? Like an aspen or cozad 9 axle or triple sixteen
How do I stop my van from topping out at 59-63 mph, I know it can go way faster but no matter what transmission I choose it always caps at that speed
why are you asking here
I have NEVER, used this discord server, I have no idea where I should ask a question like that
use a longer final drive
Yeah my question was answered in another thing, thank you though
Gave +1 Reputation to @crystal wraith (current: #198 - 17)
????
https://www.beamng.com/resources/new-big-beamng-map-rally-monster-funpark.2915/ one of the most underated map mods in beams history sadly the textures on this are broken and the mod has been abandoned. Anyone looking for a project want to restore this map to it's former glory?!
you do it
quick question. There is a number format in the world editor thats %d
Thats as far as i understand just a plain number. Are there any different formats? Maybe one that converts to time?
nvm found it
what does mods of mods mean?
modding mods
shutup bot
ok
When I use the Script AI Editor, some details do not repeat.
For example, when I honk the horn, pull the handbrake, turn the lights on or off, use the turn signals, drift, and so on.
After I finish recording and play it back for the vehicle to follow the same path, none of the actions I performed are repeated, and the vehicle just calmly follows the path.
Is there a way to record with more details?
My plate isn't showing up (texas temple is something else)
Anyone know of a good 350z mod? Or someone thats made one i can go to the Patreon of?
Your jbeam has the same name as the default Texas Plate and you have a modded Texas plate which could all be causing issues.
My custom exhaust isnt showing up in game, is there something i have done wrong?
Did you apply all transforms to the model?
probably not, im super new to modding
dumb question but where could i do that lmao
select the object in blender and do this
idk if you have found more info on this but those sound like format specifiers
you can do stuff like %.3f to get floating numbers with 3 points of decimal precision
okkk, i did that, should I make a new dae file? or is there anything else that i should do?
just rexport it to the same dae u made the first time
cool, does my jbeam look right, or is there something i should change on that to make it work?
It doesnt look wrong what is the slot type correct and does it show in the parts selctor or just no model
it does not show in parts selector
neither does my bent plate but ill figure that out later lol
is it me or why do skins for the soliad lansdale look brighter than they actually are?
I would suggest getting vs code and the jbeam addon so you can see if there are any syntax errors
ok thank you, I will get back to you once i see what's wrong w it
Gave +1 Reputation to @brittle warren (current: #9 - 170)
how can i tell if there is a syntax error?
Did you install the jbeam extension cause it should show you an error in the bottom left
yeah lemme show you
actually there's no errors
i fixed it but there's this black thing at the bottom
Seems like the mesh is stretching because of the jbeam does the jbeam line up with the pipe fully
another dumb question but how do i see that? is that ctrl+n ingame or is it something else
actually im pretty sure it was smth i did in blender
ima fix that up now
ctrl+n will show nodes and ctrl+b will show beams
now the whole exhaust is showing no texture
i fixed the first part tho bc a chunk was missin from the exhaust
make sure the material doesnt have a .001 after it
would that be in the jbeam or somewhere else?
In belender
clcik the dropdown arrow next to the name and click the one without the .001
does the name matter? it just says "Material"
The name needs to be an existong material in game already
all of them say .001 after them
if i just remade it would it use the old texture bc idk what im doing here lol
i would just assign a basic metal material to it
im sure there is one already on the car your modding so just look through its materials
ok cool, ill do that tmr. thanks so much for ur help!!
Does anyone know how to get the documentation hints working for the vscode jbeam editor? All my documentation hints show "undefined > what I'm highlighting".
Hey has anyone got spare time to help me out with making a mod even just what app I should use would be grate help
if you are making a 3d model or smth like that a lot of people use blender
its on steam
Ok thanks
no problem
Can anyone teach me how to add an already existing steering wheel mesh into beam? Cant find any tutorials
Which setting is the best for CK Graphics mod? For improving anti aliasing
Is it possible to seperate the gear number and gear mode for gauges in beam?
So instead of m1 and s1 its s and 1 seperated
Thx
Gave +1 Reputation to @distant pendant (current: #60 - 54)
Plate 2011 wont show up, did i mess something up? (Texas Temple is another thing from another mod wip)
can i make a suggestion for someone?
modders have their own suggestions generated by their brains gennally so youd essentially just be speaking into an empty void
ah ok, idk how to model and i want tiv 2 in beamng
so is there a mod that can help with tire grip by chance
Thank you very much
Some screenshots of the problems in game and project in blender would be more helpful. Though I can guess either you have transforms in the wrong or flipped normals something in that light.
The issue is now resolved! Thank you for the advice!
Can somebody help me get wide fap, just dm a tut video please 😁
i need someone to help me with my car 🚙, if you are capable to male it for me dm me
this is a bot btw
im pretty sure at least
So is making a custom jbeam for something you didnt model a meshslap? cause someone is telling me my ford is a meshslap just because i didnt make the model lol
if the jbeam has been modified enough, then i don't think so
to me, "meshslap" usually implies that jack sh*t has been done to the shape of the jbeam
I used the roamer as a base and have to completely change everything for it to be close to the car im making. Only reason i used the roamer is because its sorta the same shape as in it has a hatch and its a big boat lol nothing is the same shape or even scale lol. I just uploaded the current version because people wanted it and its already a edited jbeam cause i had to scale everything down for it to work somewhat right, i haven't uploaded the new jbeam stuff other than the scale because i don't want people complaining, that even more things are wrong with it while i do the major jbeam stuff lol. sorry for the paragraph but that annoyed me saying that my mod is a meshslap lol
hello I have a problem with saving what I added in blender. I add everything and it works in blender but not in the game can someone tell me what I'm doing wrong (it's about these newspapers)
Did you add the mesh as a flexbody?
no and how can i do that?
Well you would need to open the jbeam for whatever your trying to put it on I'm assuming the interior then make a slot for it and then create a separate jbeam for the magazine I suggest you watch some modding videos for beam morzbng has some good ones
thanks you
Gave +1 Reputation to @brittle warren (current: #9 - 175)
could you link me to one where it shows how to do it?
electrics.values.electronicsplitshaft
is this a thing so I could check the status through javascript?
true or false and change a visual on the gauge with it
How do you get the Forums Access Role?
What was the site with all the lua functions avain?
Is there a lust of quickAccessIcon’s
I found some icons in world editor under experimental but that doesnt look like all of them
How do i import custom icons
just out of curiosity, if i want to revamp an old/broken mod, do i have to get permission from the og creator. and what if that creator was not active for years
So I've created a problem for myself that's only affecting me. Would anybody here have any possible diagnosis on why I spawn a vehicle with a cubemap it doesn't show it, but when I delete the world editor settings in my user folder it then shows up just fine but whenever I load into a new map it dose the same thing and the cubemap doesn't show up. how do I fix this? (below are a before and after pictures of when I deleted my world editor settings)
Anybody have An A pillar boost gauge for the BX?
If anyone remembers nfs pro street, someone should make a map for pictures of the various event locations. Like battle machine and super promotion
I wish i had the skills/means/time to do it myself but if anyone is looking for some ideas
is the python implementation only for BeamNG.tech? or is it public? I'm asking because I want to bring in another content creator who's closest language is python
Well i only see 2 .py files in the whole game folder
Nope just for .tech https://github.com/BeamNG/BeamNGpy
@royal crater what is it that you want todo with raycasts? can keep it simple, then i can give you some examples ||cause their usage is simple||
I wanted it to pick up cars, but it turns out it can't do that
wanted to "pick up cars"?
As in that the raycast detects another vehicle?
originally yes. There's this ability in radar, and lidar in beamng.tech, but not the normal consumer version as far as I'm aware
or are you talking about my python question?
no the raycasting. ive done it for static detection so far but i remember also seeing it for vehicles. looking rn
I didn't bring up raycasting though, so you must have seen my video, but if you've seen my video, then why were you asking what it is that I wanted to do? XD I'm so confused
In the first third you said you wanted to use raycasts for the past 2 years
oh, I know how to use it now, so I don't need help anymore. Thanks for the offer though
Alright then
Maybe some of the math from here gonna help you moving forward. Not bad to have places to look stuff up. And i constantly add common math stuff to it https://github.com/OfficialLambdax/BeamNG-Powerups/blob/main/lua/ge/extensions/libs/MathUtil.lua
Would it be possible to entirely remove the ability to press the clutch in from a vehicle? I'm trying to simulate/make a direct drive system of a sprint car.
They don't have transmissions or starters. It's either in gear, or not in gear. They just have a long enough rear end ratio that they can get through the track just fine. They get push started as well.
I can't figure out a way to actually remove the clutch entirely, but perhaps a way VIA LUA that forces it to be constantly be fully engaged???
i'm guessing you tried removing the clutch from the powertrain tree?
Yes, that and different configurations, transmissions, torque converters, clutch values, everything I can think of.
I've been at it for 2 days straight now.
I think the current controllers need an engine can only have compressors, and/or a single clutch attached, and a clutch can only have a single transmission attached. You might be able to do some trickery, but I think your best bet is to make a custom lua controller for it
That's what I was thinking. I just don't know LUA. I'd be willing to learn but I don't think there'd be any tutorials online about something specific like that.
start by looking at it, and try to recognise the things that you may want to change.
Then make the mod directory and folder structure to match
put a copy of the normal controller in there, but change the name
change Jbeam to match your new controller
change lua controller values
in beamng, press ctrl+r to refresh the car
What file should I start with/copy?
You could maybe copy the code from the vehcile proximity UI app
And modify it for your use case
Maybe use a torque converter?
I know the regera has a “torque converter” even though its direct drive
i made a deer that you can run over in beamng

average deer behavior in kentucky
Wouldn't it be cool if there was a keyfob mod.
like you could control certain aspects of the car from a keyfob, maybe like a tesla enhanced summon or something cool like that lol
as simple as this,
local M = {}
M.type = "auxilliary"
M.relevantDevice = nil
M.clutchRatio = 0
local function updateGFX(dt)
electrics.values.clutch = 1
electrics.values.clutchRatio = 0
end
M.updateGFX = updateGFX
return M
keeps the clutch engaged at all times, do ratio = 1 and clutch = 0 to make it disengaged forever, you can also set conditionals if you code them to disable the clutch whenever
hope this helped h_
Awesome! Thank you!
Gave +1 Reputation to @minor moth (current: #111 - 33)
Is this an LUA function or what is it?
if you place this in your vehicles lua folder itll forever keep the clutch engaged
Alright, thanks.
mind, that it will do that for every version of that car, and if its not a unique car filespace itll do that to others within the same name file paths
Do I need to do "LUA/Controller/thisfile" or "LUA/thisfile"
Which way does it go for filepath?
Per person?
I copied this over and I'm not noticing it doing anything. It's an LUA file.
Hey! I'm new to BeamNG. Anyone know what .json or .lua file I could tinker with to change default slo-mo from 8x to 2x (it's just a bit too slow for me and I have to change it everytime I start the game)
try reverse the values
-# i gave them in the way that clutch is always disengaged soz
Which ones?
no per mod, if youre modding the BX the lua will apply not only to your bx mod but to the whole bx series, i.e. every bx for example with have clutch engaged forever
It's the Moonhawk.
0 to 1 and the clutch to 1
Ok.
you might want to make it a controller so and load it from jbeam
just go lua > controller > yourluafile
to call it in a jbeam do
"controller": [
["fileName"],
["luanamehere"
]
change it to moonhawkClutchLua as name to not collide with other files in case
Where do I put this? The top of the LUA file?
Alright.
change the filename
now put the controller line into your jbeam
"controller": [
["fileName"],
["moonhawkClutchLua"
]
yis
It doesn't seem to be doing anything whatsoever.
Are you cool if I DM you the files so you can check them over?
I think I'm a bit special lol. This shouldn't be too hard.
Anyone know how and where to apply the node offset for this bumper? been struggling with it for a little while now, thx
anyone wanna make a mod with me? im getting a crew for it so far. also pls take note that i have no clue how to make mods and this will be my first project (and a very big one)
Im fairly new to making my own private mods, wanna share what you're trying to make in dms? ive made a few little successful things that i havent yet uploaded to repository, i have a few things in mind before i do upload anything
Decided to reveal more about it cuz not a lot of people seem to be interested, i am planning to make a Lore friendly Mustang S197 that will be called a Barstow V
For now we are getting people because im not that good at making mods so i will definitely need some help. Nothing is done yet so dont ask me if you can beta test it
is there a mod for better traffic?
cant mod, but we need new D series
bosh 😎
wait for devs to do D-series again, some day, its just a huge project to do another gen
no we dont
would break a trillion mods
They already did that once lol when they changed up the frame lol
we dont need it again lol
True lol
No like a new gen d series
yea i agree, but it needs to be a seperate vehicle
is there a legit ford truck mod in beamng like maybe an f250
Dewane mod hub has one
On pateron
is it safe to use and everything im learning all the mod places and sites still new to this
His are yes some people steal and resell mods but his are good and not stolen
okay thank you very much ill go check that out
i've been waiting for a kia niro mod for a while and i found one but it's on modland by someone named Spadie, is it worth the 11 dollars to get access to the mod? there are other mods included but im not sure if its good quality or not
"Initial battery charge", {"stepDis":0.5}], what is that?
is it Electric consumption?
Is it possible to take a spoiler from one car and add it to another?
I love goofing around with the Reliant Robin mod and want to make a race variant addon with a spoiler
Or, better yet, is there a mod that just adds spoilers for all cars? Mods and vanilla?
it is possible, in blender i think. you have to get two cars. the reliant and the one that you want a wing from. then you take the wing slap it on a reliant and simply save it
That sounds doable for a noob like me!
But will it have the physics?
like the downforce ?
i think yeah. you might have to add the downforce in the code of the car but its definetly doable
Alright, I'll start with adding the wing...
yeah have fun girlie
Where are the vanilla cars stored? I want to take the Wigeon's spoiler
I can only find my custom configs
does anyone have or know where i can get a good cateye
Nevermind, found it! They're under "sunburst"
does anyone know how to call the tire temps and pressure? I know the tiredata.lua but its a bit vague to me
they are text elements and want to use the .textcontent for it
The game doesnt add any temps for tires. But you can get the pascals like this in ve lua
for _, wheel in ipairs(wheels.wheels) do
local pascal = obj:getGroupPressure(wheel.pressureGroupId) - obj:getEnvPressure()
end
based of tire grip on current temperature what is the temperature on them by default? And if i wanted to always have warmed up tires would i need to increase the grip or what?
There is no tire temp in the game
yes yes i know
but if i wanted to always have warmed up tires what would i need to do?
i always wanted optimal grip
would be good to get thermals soon but running cold is annoying having car be floaty and spinning out
@regal latch
Your question doesnt make sense
There is no tire temp
No optimal temp
no cold tires, no hot
The tires in this game are always of perfect grip
what temperature is that at?
ok but it feels like they are cold because they feel somewhat floaty sometimes.
Do you want to know at which temperature in real life would have ideal grip?
no i wanna know the friction coefficient to set the tire grip to both the static and sliding friction.
for slick tires
ok so you are saying its already there then?
but what has that todo with tire temp?
ok forget the temp just the friction
wdym
I mean if you where to change the coefs of the groundmodels
what unit is the fiction coef in? this 1.00 is in what unit?
or its arbitrary
Try to look at Todds tire wear mod. You find it here https://www.beamng.com/resources/tyre-wear-and-thermals-redux.29934/
ok will check thanks
Gave +1 Reputation to @regal latch (current: #165 - 22)
some race tires are just shit
no temps or whatever else trickery it's just them being worse
Is is possible to just copy/paste a spoiler from one vehicle to another?
I am just not skilled enough to know how to do it all from scratch
i was giving myself that these were grippy slick tires
good slick tires
huh
since this is a simulator i could simulate whatever i want what is so hard to understand?
leaving aside wether beamng tire physics could be better or not
your wording was confusing
yea i could have said that i wanted it to perform like GRIPPY SLICK TIRES
just like get the files for whatever tire you want, pack them into a mod, change their internal name and increase the noLoadCoef
increase noloadcoef hmm i never tried this
i was always just on the static and sliding friction
damn this might be the solution i need to try this soon
those are always the same for almost every tire
oh i see thanks i never considered it
unless it's like a drift or an eco tire their frictionCoefs are always at 1
also editing the stribeck and all that stuff never seemed to do much either
i never found help for tire physics for beamng online
but even for my tire pack I never edited that stuff
do you edit tire physics when making your tire pack?
its got the looks but do they perform nicely?
yes and also yes
I keep theoretical performance consistent across sizes and widths
which vanilla tires don't usually do
18x12 race rear tires are very slippery for what they are for example, as they're meant to mimick old race tires I guess
wait you're smod
didn't recognize you for a second
used by the notte and gr5 bolide so yes
yea these old race cars and their wide tires lol
hey hello im looking for some modders. i am planning to make a Lore friendly Mustang S197 that will be called a Barstow V
For now we are getting people because im not that good at making mods so i will definitely need some help. Nothing is done yet so dont ask me if you can beta test it
there will be more info in dms. you can ask questions ofc
I would like to help with physics and performance as in aero, setups and power.
Yeah sounds fine for me
OK, I can't figure it out, so how about this: Anyone willing to mod a spoiler and police skin with siren to an existing mod? I'll pay $15 via PayPal!
Or is there a better place to ask?
Not really a place to ask at all that i know of just be cautious with people cause you will probably get a lot of scam dms from "modders" saying they can do it
i can try to do it for free
Aw! Really? :D
yeah
would it be possible to call that in a string like this traction_state = electrics.values.traction_state or 0.5,? I struggle getting those custom modules to work with html
might not work with the .FL .FR etc at the end
Is there anyone that could do some 3d modeling with me and a friend of mine? Possibly for free cuz im not rich like that
does anyone have a public mods folder? i realyl dont wanan reinstall all my other mods
should I buy the procyon avior the gavril barstow IV or the civetta mondello
if anyone knows a mod that has tt huracan pls dm me 😭
does this jbeam look right? im trying to make a bent plate mod but it wont show up in game
Is anyone familiar with how to install and use the JBeam editor for Blender?
is there anyone who knows how to do lights on Beamng cars? i got a car that needs lights
has anyone made a good 2025 lexus GX mod yet?
If this is at the top of the jbeam file, then it should start with a { instead of a },
What could cause an UpdataData is not specified error in the console? I dont call updatadata once in my script
guys so i got this and i want to get it to beam and idk how can anyone help??
im trying to do skins for monster trucks and its not working, could someone help me out, pls?
What ahve you tried that isnt working?
multiple tutorials 💀
Hmm well the skins have a skin material and a jbeam section have you copied both those and renamed then coorectly or is that not the issue?
i dont think ive done that
Then you need to do those steps and any tutorial will show you that
https://www.youtube.com/watch?v=aWR3ymKdevs&t=3s ive done basically every step of this tutorial but its not working
Paint . net down load link https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwiU4YLC7_mDAxVmorAFHXmDAd8QFnoECBgQAQ&url=https%3A%2F%2Fwww.getpaint.net%2Fdownload.html&usg=AOvVaw0TZG7ZASaEucIxz6frGGam&opi=89978449
Monster truck logo OneDrive link https://drive.google.com/drive/folders/15Mj5oUvMeKk-mM7Sfeknq...
but maybe the skin material and jbeam thing are the issue like you said
i gotta go afk for dinner, ill be back
Lol onemancreations guy doesnt know how to make almost anything lol
oh
https://www.youtube.com/watch?v=Y8OZTo7nABE This is the only other tutorial i found
or at least... almost the right way.
once you've got your skin file completed, you can then go ahead and watch guardblast's ez skins series of videos to get it ingame! https://www.beam-monsters.com/files/file/20-crd-easy-skins/
FAQ:
Q: Where is the CRD Monster Truck Mod and the Add-on pack?
A: https://youtu.be/MnI4AgU8V3Q
Q: Why did the CRD...
gotta go afk
alr back
Yea you need to follow that one and this one shows the technical stuff https://www.youtube.com/watch?v=LqFkVR2FiYA
A comprehensive guide on how to create skins in BeamNG.drive, including setting up the files, using Paint.NET, creating custom configurations, and packaging the files for distribution.
Special thanks to @TopTierStudios for providing this walkthrough! Check out his work on the BeamNG Mods Repo here: https://www.beamng.com/members/top-tier-studio...
ok
for the monster trucks, do i take the eazyskins file, for exemple, the trophy truck, into there?
Im not sure i havent done anything on the monster trucks but if it seems like you should then do it i guess
alr ima try
i downloaded notepad like instructed on the tutorial but i gotta go trough the instaliser over and over again is that normal?
I use vs code not notepad so im not sure?
just follow the tutorial like normal but with vs code and install the jbeam extension from the extensions tab
how do you open the extension? (💀 💀 💀 💀 )
once its installed you just open the jbeam file in vs code it does it automatically
Does anyone have the Royal renderings m4?
Tryen to make a Fog hill station so people can park vehicles in it but Im sorta new to this any help?
you've not really done a good job of explaining what you want. Is this a map object? you may want to go to #modding-maps , but in the mean time I'd suggest looking at the documentation to start with - https://documentation.beamng.com/modding/levels/export_dae/
Why don't clutches fully burn out? They only burn to 0.25. I hate it, I want the clutches to actually completely stop working.
How can i export track from blender to beamng
depends if you want a height map from blender, or just 3D models, or a mix of both? The base game maps are generally all a mix of height map and 3d models
what do i need to mod
how do i play multiplayer
hello
i have a bit of a problem in my friends rally championship
as soon as you spawn the sbr4, the mirrors fall off(i guess due to mods, stock configs dont do it)
these are the mods if that help
i guess its due to mods
two words: clear cache
it happents to everyone in the server
what mods does the server use
the one i showed the pictures of
ones that affect the sbr is cjd and weight reduction
yeah lemme test
yeah it is, thx
Gave +1 Reputation to @wind scarab (current: #1407 - 1)
np
somebody help me find who made this F150 Mod
that's hellisharrow's
thank you
Gave +1 Reputation to @proud solstice (current: #31 - 82)
Hello all
i have question
I'd like to transfer an interior from a Mercedes S211 to a mercedes 211.How to do this
did u find a fix
anyone trying to make a voice pack for the rally mode here ?
certainly will be when i get a moment to myself lmao
because i'm trying myself but the files used are so absurdly obscure its really not worth it
how does the new sunburst gearbox work.. i wanna make 6 speed manual
6 speed, never heard of it, isnt a 6 speed usually on a semi truck son🇺🇸🦅
what...
idk lol
i just wanna mod in a 6 speed
i think the 6 speed you can change out individual gearing now
heheheh :D
Please tell me this is a joke…
now i need to do the shifter thing
im american idk what a 6 speed is
joking lol chill
so u know what a 4 speed is
yes
ok so 6 speed is 2 more gears then 4 speed meaning higher top speed and more fuel econamy
Funny driving...
no copyright infringement intended
heheheheh
joke from top gear
slots 2
basically allows you to have "dependancies" on other parts
oh
cool
ok now... waht pos for um 6 gear
doesnt seem to have any functionally as of now but basically it will make it so you can only have a manual shifter with a manual transmison n stuff like that
cool
@tacit halo what shuld the gear 6 poses be set to
idk where 6th gear normally is
you could ask chagpt since for simple stuff like this it might work
I wonder why the car is called "sunburst2" now
Is it a sign of a new workflow, or is it just for backwards compatibility so we can still use the old version, which ofcource i saved :d
The slots2 system is awesome
WHY WONT MY MODDED 6speed SHOW UP
can i have the old sunburst btw also wip map?
i hab no idea how
I really cant explain it from the top of my dome, ,but i figured it out just by looking at the documentation page for slots2
do i NEED to do it to mod sunburst
cuz not even my cold air intakes show up
Well all of the new sunburst is in slots2 format, you need to have the allow and deny types set, also to use slots2: not slots:
oop i broke the kbeam
Is it a copy of a current part? Meaning you copied and modified some part?
If so, it should be in the correct format. And if so, did you remeber to change the name of the part and the display name?
Remember to change the models name at the right, make a jbeam with different part names and update the flexbodies to match those
No more flying vehicles lol
almost... the pipe doesnt work yet
You should be able to just add it to the jbeam flexbodies section, you can check the console in game to look for flexbody errors
Dont forget to give it a group
And the right group lol
Seems like your file aint JBEAM but a txt file
oh you fixed it, reload with ctrl+r also, dont have part selector open when doing it, it doesnt always work when its open
i restaerted the game nothing fixez it
theres no errors too
Unfortunately not.
idk whats not letting it show up
bruh it’s annoying now
same gear ratio as fifth probably
i changed it
strange
Hello everyone 😄 - I began making some skins a few days ago. Using the shortcut files from the Skin Helper mod works well and is easy... but how do I handle it without? Example sunburst2 or a modded car? I've been trying various things, but when the livery is selected in-game just nothing shows up. It seems like there are a few ways of getting skins applied to cars (I've seen materials.json... but then also skin.materials.json being used?)... also some skin mods seem to use a "persistentId" while others dont? Any help figuring out how to correctly apply a texture to the new sunburst2 for example would be wonderful ❤️
How do I apply a texture to an object on a map? I'm making a race track and I'm labelling each pit stall for everyone. I just don't know how to get the colours right. I have it modelled in Blender.
Is this an available mod?
the new update seems to have broken custom event sounds (added through materials.json files) which i was using to add custom door sounds to maxie's crown vic mod not sure if this is an intentional limitation that was introduced or if its legitimately broken
How tf do you add sounds in a materials file?
basically like this:
old footage of the door sounds working before 0.35 update (they no longer work sadly)
https://cdn.discordapp.com/attachments/941119760966484008/1355525683123585114/2025-03-29_05-54-42.mp4?ex=67ee852b&is=67ed33ab&hm=4c80915005c98dd6da00513024609fb9f2e6cd404e8a85a6d79bbede4c22b82f&
Weird that you can do it in a materials file but thats cool;
well it was possible but either its no longer possible due to a new limitation introduced in patch 0.35 or adding custom sounds is broken for the time being
hopefully its just broken for the time being cause being able to add custom sounds through this method opened up the doors for a lot of modding possibilities
Yea I hope so or they are adding a way to do it regularly and not in a hacky method
im sure this is the proper way to do it but it just seems hacky
the only reason why i was able to figure out how to add custom door sounds was through this reply on this forum post:
http://www.beamng.com/threads/can-you-have-custom-airbrake-sounds.101043/#post-1785851
Ziet is like the smartest guy that isnt a dev lol
yeah hes very knowledgeable
anyone have any cool garages??
Create skin using dynamic decal in garage, just save it without doing anything. Boom files prepared, overlay uv to see where to put decals
Los GIFs animados de Autism ideales para tus conversaciones. Descubre y comparte los mejores GIFs de Tenor.
dang tf no embed
Is there specific reason why MacPherson struts on vanilla cars mounts springs and dampers to different nodes than top of the strut mount (other than having closer to 1:1 motion ratio?
I'm recreating kinematics of certain IRL car (I got access to "mostly accurate" technical drawings and measurements). When exceeding ~33° steering angle spring collapses itself. I checked geometry in cad and it should be fine. I just wonder wether attaching spring to top of the strut might've added to the issue here.
my game isnt very happy with mods enabled right now
sry for ping but im thinking its this but also sliding friction coef that needs raising do you agree?
been editing sliding friction and car feels more real handling but i need to also watch g meter
wow 1.07 on both static and sliding friction feels way better
feels like the tires actually respond but maybe the g force is now all wrong
looks natural to me too
sense of speed increased too and feel is better but in the end the g force might be wack now but at least i feel like im sliding a high powered car now.
fk this is it
True that's a very good way of doing it actually - thank you! It worked for the D-Series/Bolide/Moonhawk without problems... but for the new sunburst the decals dont show up in the garage editor at all - when saving it then it only creates half of the needed files :/
Gave +1 Reputation to @distant pendant (current: #56 - 61)
hmmm, im not at home right now to help but tn i can.
that works - thank you!
guys salute everyone. in short, if you need several steers and seats, pay attention to this, thank you https://boosty.to/gpolaris/posts/1279dbcf-532f-4996-92a5-2f93bda4089f?share=post_link
you make models yourself?
mm yes
?
Isn't classed as a spammer for me lmao.
Can you make an autism plate for Tennessee?
I can't quite get it right. The rear left tire is using the same tire size JBeam from the rear right.
They are selectable seperately and still different files.
The rear left uses the correct size when the rear right isn't on there though. Somethings overwriting it.
Do you have all of the rl and rr data seperated into there own jbeams?
ight
I got to fix the rim model, but that's not important right now.
So, ignore the rim being mismatched.
This line from the rear right tire is what the rear left is calling for.
If I change that line on the rear right, it does both tires.
This is overwriting/overpowering the rear left tire's section for it.
I just don't know why.
What does your axle jbeam call for?
Do you want that file too?
Sure doesnt hurt
Try makeing 2 separate spindles so your wheeldata try separating it side by side so they are each selectable and only go to one side
Will that effect which wheels are powered? I don't want one wheel drive, lol.
Not if you seperate everything by sides it will be fine lol
@brittle warren I added 2 spindles, it still doesn't do what I want.
Are both tires showing?
Yes, it all works except the tire zone.
Tire Zone?
I'm basically where I was, but the spindles are selectable too.
The size JBeam.
This
Want to make a mod that decreses the career mode repair times
It calls for the rear right width and height for both tires. If I remove the rear right, THEN the rear left works properly. But ONLY then.
The rear right tire size/width overwrites the rear left.
so if you change the radius is only calling for the right no matter what you change the left to?
and in your spindles you got rid of the opposite sides?
yea if you want
well the only thing i can see is the powertrain section is only in the right spindle slot and its calling both shafts so maybe split it up?
Send a picture please.
I'm not sure what you mean.
But also, why would the power train effect the tires??
seperate this into bothe the spindles, and idk if it would or not but its the only thing i can think of
yea one in each spindle wityh only that sides section in it
yea thats about the only thing i can think of at this point
well no i mean like put one powertrain section in the right spinde and one in the left spindle
What do you mean?
you have 2 powertrains in one spindle you need to have em in there respective spindle right in right and left in left
Isn't that what I did? I'm confused.
no not according to that picture
Oh?
Anyone know if somehow that migration popup can be triggered somehow manually maybe trough a console command? I mean the popup that updates your userfolder to the new updated version after you installed it
YOu can just manually move the files over
i’ve been using a mod by CJD i think and it’s a cool overall mod with nice stuff for almost every car but i was wondering if there is another one or a better general mod like that
not really sure what the top mod packs are
#1116188221005647964 (outdated but will be updated) and ibishu plus
Hey, anyone here willing to help a guy with a little project??
Well "Little" just like upfit for the T Series
I can which i normally do but that's messy when there is an actual merge tool in the game
Lol its not messy when all you do is copy/paste lol
Guess why i ask here... because i want to do it better and not manually like always
There is no other way if you clicked no jesusjust click copy and paste the this you wouldve been done by now and there is nothing messy about it
I'm not here to question my own working methods. I'm here because I was looking for another way. Thanks, Sherlock, for pointing out that I can do it the way I'm already doing it. If it doesn't work, just say it's not possible. Period.
Gave +1 Reputation to @brittle warren (current: #9 - 181)
Lol you clicked no when merging thats your fault smartone maybe dont click no the first time it pops up lol
Where did i said that i clicked no? lol. How about that when you use different user folders for BeamMP for ex. and just general mod usage that this popup will only show up once for the last selected userfolder? That's why i want to trigger this popup again. Because there is no tool for it in the menu... jesus
Lol bro just move the shit by hand that obviously didnt get moved by the tool if the tool didint move it the first time its not gonna move it no matter what you do lol
How about No? No i don't want to manually copy it over all the time. I want to have an efficient solution that is already in the game. That's why i asked HERE for console commands. Not to ask for the police man
It's nothing to do with laziness. There's a lot of junk in the user folder that you shouldn't copy. It's much faster than copying everything manually. And many beginners quickly run into problems with this kind of thing because you have to know exactly what you're doing. If you're a fan of further development and don't want to stand still, you look for solutions. And if you personally don't think that's necessary, then respect the fact that others don't have your opinion. And if you can't answer a question, then just keep quiet. I came to the channel to look for an alternative that is simply better, not to listen to your opinion on what you think is right. I'm not interested in that. I have several folders and have to keep them all up to date. Why not improve things a bit?
Bro crying cause i told him to do the fastest thing by copying and pasting lol and nothing is gonna get messed up cause i do it lol and it works just fine homie never had an issue ever. And i did answer your question move it by hand there is no tool. Its just not the answer you want lol.
Also probaly shouldve went to the support channel not the channel for making mods
Yes it wasn't the answer i want. Because all i wanted to know if there is a way or not to do that. Not to hear your opinion bro. I don't care about your feelings. I don't ask for support, i just ask for modders if they know a command. Because they mess with the code all the time. And just before you say, i already requested that feature.
Its not a mod and you not making a mod meaning your looking for support cry some more pal move your folders by hand. Get out of the modding channel where people her actually need help making mods not moving a folder lol. Use the channel how its supposed to be used. None of what i said was my opinion it was all fact lol.
Then bro just say it directly and don't bother me with your bs talk. I have better things to do. Yes you didn't tried to project any opinion on me because you deleted it saying you think it's lazy. Ok sorry for not using the mods discussion channel. Maybe someone with more respect can just answer and not mumble around
Lol i answered your question, never mumbled and everyone here is gonna tell you the same thing lol, just move the folder lol, what folders are you even trying to move cuase if it was and important folder the tool wouldve moved it for you.
No your first answer was just YOu can just manually move the files over that is not answering my question. That's playing Sherlock. Anyway this gone too far. Bye
If you already used the tool then no you cant use it again to move more shit it didn't move the first time anything that isn't moved by the tool will need to be moved manually, you can do this by going into appdata/local/beamng/.34 and copy anything that didn't get moved to appdata/local/beamng/.35.... This better mister crybaby?
That would have been a much more respectful, direct, helpful and professional response. You get it now. Congratulations. No fundamental questions that lead to unnecessary discussions. You can only leave out the crybaby if you want to abide by the server rules. Have a nice day or night.
check documentation for this kind of basic stuff, green should always be the outside face
does anyone know why all my files for beamng drive are different after the update? i try to download mods the way i usually do, (by opening up my user folders and lcicking on mods and dragging the file in) but i have no idea how to get to the mods folder now, because it just shows versions of the game? idk if i have a virus or not lowkkkkkkk
im clearing the cache maybe that will fix it
ok that did NOT work i might have a virus thats super nice
Hi guys, how can i disable menu items in my mod?
Im working on a multiplayer carreer mod and i need to disable vehicles and vehicle config to prevent cheating.
I tried overriding the menu.js file in my mod but it doesnt seem to work.
Thanks in advance 🙂
wondering how to fix this, already cleared cache many times and it only happened after updating to 0.35
I need to copy a spoiler from one car and add it to another
HOW???
Pleaseee help a girl out 👉👈
Did 0.35 make custom digital gauges lag for anyone else?
Do you understand the basics of jbeam and materials?
Bareee basics, I guess
You have the folders set up already?
Wdym “beamng file”
Yeah
Can I come back to this? I'm not at my computer. Sorry 😅
Yeah np just ping me
Try changing/removing a digit of the plate in the vehicle editor, wait a bit, and put back the digit
(a bit is some seconds btw)
And try everything else, example: if u downloaded that plate on repo, deactivate/remove it and put it back. If it's your mod in development then idk I'm not a modder 😐
Hey quick question, is beam using opengl normal maps, or directx normals? I'm seeing some weirdness in my skins and I can't seem to figure out visually which it uses.
direct x
Really? Does beam have some sort of documentation on this stuff? I just wanna be 100% sure.
The whole game is direct x other than the vulkan mode
I understand that, but some engine use directX, but use the flipped normal maps of openGL, stuff like unity
But I'll swap my stuff to directx and see how it looks, appreciate the help
well when i make a normal map in gimp i always filp the x and y so if your using gimp maybe try that?
i guess just doing the y does look better lol im newer to making normal maps lol
Yeah, you wouldn't typically flip your X. I'm working in substance painter so I just end up export either as OpenGL or directX
I suckat substance painter i tried using it for like a week and gave up
Has anyone managed to slap a basic skin onto the new sunburst2? I've tried everything and just can't get it working 
beamng uses directx for normal maps
appreciate ya, had a feeling it was the same as torque 3d
i'm pretty sure my plates did not look like this in v0.34.2. ever since v0.35, they look faded
and yes, i did make sure that they were saved in the proper dds format
do i just save them as .png?
i think the way it works is you have it as a png (and refer to a png in the materials json), then the game will automatically process it into a dds
and the dds is found somewhere in the temp folder in your user folder
it has to bea _color and _ blah blah blah like the normal in game ones or it wont bake them
yeah
i'll try if saving them as .png files works. i've seen that this process helps reducing file sizes
still, thank you both @brittle warren and @tight shuttle
Gave +1 Reputation to @brittle warren (current: #9 - 182)
Thanks You didn't get your rep so
Gave +1 Reputation to @tight shuttle (current: #526 - 5)
wait a second, i just realised that they were already saved as .png files, but they somehow look faded 💀
this isn't supposed to happen, is it?
do i just save them as .dds files? the in-game dds baker sounds like a tedious process
They have to be a specific dds format so its better to use the png method like the original in game materials and let the game bake them
okay, then
but why do they look faded despite being saved as .png files?
that'd be the .color tag brokenbraincells mentioned earlier
for the game to get the colours right, the texture has to be named filename.color.png insteaad of just filename.png
other maps (such as roughness and normals) use the format filename.data.png
oh, i see then
nop doesnt work
willing to bet that its a specular map issue since after reactivating it, it loads fine for like a second
uh
you can find it on the repo now
but no
Did you try putting the plate on another vehicle? It's maybe the car that causes the problem
Is tire stagger actually even possible? I’m starting to think it may not be. If you’ve seen my sprint car posts, you’ll know that I’m having issues with the rear tires.
yes you can stagger wheels, just have custom wheels selection tree to separate them
I have the parts as separate parts, same with the spindles.
They also select separately.
What happens is the rear right tire size/width overwrites the real left. If I remove just the rear right then it calculates the correct size.
does anyone know where to download the wisefap mod?
I ma take a break from downloading mods from the games website an other places I had to remove a virus from my pc
One day hope the beam.ng devs make a steam work shop for the game
hello i have a question, how do i create a info.json file?
The widefap discord server
Not widefap but wisefap
oh mb
if my mod uses beamng source code, can i put it into github if i include the license notification? or is the official repo only permitted?
specifically the driver cameramode driver.lua, with some edits
i see other people have done so, perhaps its ok? very little idea how licensing works
they wont, they have their own workshop thing called repo
does anyone know a decent Lexus LFA mod?
Dude just might like the lfa
Automation lfa lol
doesn't exist
thanks
Gave +1 Reputation to @proud solstice (current: #32 - 85)
Read the license. It says what you can do and what not
I did but since english is not my first language im just trying to clarify this specific use case.
how to make a drift mission
Maybe messages would be better for the mod discussion?
yeah whatever works for you
I tried, but it wouldn't go through
can someone make the cone on the roof a config option
i never got a message request from you
Sent a friend request. Maybe it'll go through then?
i did and now they don't show up properly
i added the .color tag into the file name
wait a minute, even vanilla plates look faded, too 💀
I'm sure there's a Viper mod. Which is sort of similar. 2 door V10 go rahh. Both sound amazing and are pretty rowdy.
I know it's not the same, but it's the "closest" thing I can think of.
"cvtTargetRPMMap":[ [0,50], [0, 700, 1200], [0.33, 1800, 2000], [0.67, 2400, 2400], [1, 5000, 5000],
What is what. xD
For my first ever JBeam, how does this look? I just moved nodes around. I'm not totally done but I just want some opinions.
I'm not too worried about how well it crashes/deforms. Just needs to be "decent"
i wouldnt worry a WHOLE ton about the deformation of the frame, more the body panels, since sprint cars bounce around anyway
Yeah, exactly. I'm not worried about deformation as long as it's not like literal dogshit and horrible. It's a rigid tube chassis frame, they don't deform really. Just bend a bit, but when it's crashed you're resetting or rage quitting the race lol.
I had to revert to the original. This made the handling absolute trash and broke it.
Goated low weight JBeam
Anyone able to give me a hand I'm trying to put a part of a map on a different map (it's all one DAE) but when I do the textures don't work and the map doesn't show only the old one
hi, im trying to modify the original Torque Curve V2 to better suit my needs, but im having trouble changing colors of the specific components, i honestly have no idea how to do it, as this is my first time interacting with any of the game defualt components.
I'd like the Turbo graph color to be purple, the N2O graph color to be blue, and the Turbo+N2O graph to yellow, without changing the color of the NA graph at all, if anyone could help me out with this, i'd really apprecite it.
n i gger igger n ig igger
That’s crazy.
How the HELL do I port a fucking spoiler from one car to another???!!!
WHY are there no tutorials???
I will fucking PAY MONEY to anyone who will either do it for me or show me how
Shit man ill do it for free
if i want to make a post in #1102973298222051358 do i need to put it in bot comands?
or just the ping in bot comands?
nvm i got it
hi does anyone know what the filepath is of the pigeon / wigeon engine? i tried looking in common and pigoen but cant find it
Thank you, thank you! :D
It worksss
Gave +1 Reputation to @ebon tangle (current: #1435 - 1)
hey guys anyone know how to animate custom trees
asking this again; anyone know how to add filament/halogen lighting to non-filament headlights/taillights/whatever?
nope
well that's helpful
cross-reference the .jbeam files of modded parts like the ones from Classic Engine Expansion Pack, you should be able to find some helpful structure to compare with
doing something like this will involve replacing the lights obviously. you're adding functionality that initially was never there, if you try and add said functionality by placing it over unsupported lights (like trying to add filament function through the additional mod slot) you'll only get weird latency with the lights you're trying to modify and none of the fade in / out animation you're trying for
you'll have to replace a few things within the jbeam of the part containing the light itself
note that vanilla examples depend on being able to tie the halogen light support into the body or base vehicle slot itself
@ebon tangle I'm effortlessly adding even MORE parts now! Thank you so much for your help! ❤️
Gave +1 Reputation to @ebon tangle (current: #970 - 2)
Hola
Does somebody know, if there are any good tank mods? I know there was one long ago, but the installation/ingame behaviour was so complicated
haven't been many tank mods afaik, your best bet if you can't find them on the repository is to look through the beamng website forums
and stay on the beamng forums since the forums AND repository are constantly vetted
if a file contains malicious or otherwise illegal content it and the rest of the publisher's content will all be permanently deleted and the publisher permanently banned
Well, ill check em later, i hope i find sth😁 Thanks for the answer👍😊
Gave +1 Reputation to @green wolf (current: #312 - 10)
wish you luck!
does anyone know why my thumbnails look so much like lower resolution than the vanilla ones? I'm using the regular thumbnail resolution on the generator and normal graphics
I suppose devs use ultra graphics
can someone help me out, ive just started playing with the latest west coast map, i decided to put a house where the seal brick house is in the rls mod ( currently dont have it installed as the latest beta wouldnt work for me.) now my question is, how would i go about this issue, at the start of the driveway everything is fine as can be seen by the rear wheels, however i drive a little further and the car sinks down a bit almost to the rim. how would i go about fixing it? i have painted the terrain to asphalt under the asphalt decal road i have placed down. any help would be greatly appreciated. thanks
can anyone tell me why this new update some of my mods that has a gps html is not working
are these mods safe?
What mods?
Does the html path have .34 in it
im not sure what you meant by the path that has .34
the mod im currently working with
i just installed the game after this .35 update
this is something ive never seen before, without the halogen simulation the indicators light up fine with no issues but if i switch to the halogen simulation the lights seem break and dont work properly
whats weirder is the front idicators work just fine with the halogen simulation or not
anyone got a mod that sets ui & radial menu back to old?
ok so its even weirder now if i hold the brake or turn the lights on the indicators seem to light up with them? despite me not having them mapped like that at all
Split the mesh geometry for each material by pressing Y in edit mode inside blender
hey man so do you know how to make old html work?
i tried vanilla html they work but i dont like them
the category ids in db.json, how many ids are there and what id correlates to what category?
is this correct? gotten from the website url number after the category.
Vehicles is 2
vehicles subcategory land is 3
vehicles subcategory air is 4
vehicles subcategory props is 5
vehicles subcategory boats is 6
vehicles subcategory configurations is 14
scenarios is 8
terrains, levels, maps is 9
user interface apps is 10
sounds is 13
license plates is 15
track builder is 17
mods of mods is 7
skins is 12
automation is 16
i wonder what 1 is
we arent talking to u 😭
Oh thank you for telling me cause im lost
Working with python and multiple ai models to try and automate this process. so far, gotten a realllllly nice script.
I know no python, but I know the absolute basics of a generic coding language. And I can still use ai models to generate the basic script that can help everyone. db.json is HARD to read realisticly. this script makes the better of it.
Note: categories are currently incorrect, this was before the post im replying to
this is an old version, but not by much
tags will be removed because they are all none, and dont work
okay still exists
values are correct!
new total file size in summary
it can find your userfolder where beam's db.json is located no matter your username or drive...
I have a "releasable" product I am happy with. it is a 6mb python file. Is this considered a "mod"?
im not sure if this is supposed to be asked here, but want to make a car mod. is it hard?
you can ask here for help, but this should answer a few of your questions
okay! thank you
wait so i have another question, if i already have a model do i have to remodel it for jbeam? or can it stay how its already modeled
you need a mesh and a jbeam file.
mesh can be of dae or cdae
im barley through the beamng guide but where do i get a jbeam file?
You cant make a cdae file the game makes that lol and cant be edited or changed beam only uses dae
beamng said they just switched to .cdae for faster loading or something like that
ive looked through the car files the .dae file is still there
oh. I dont mod vehicles anyways
No a cdae is just the cached version of the model you already loaded in game and it loads it when you use the vehicle instead of the regular dae
ohhh im extremely new to the whole modding thing, thank u for explaining tho
Gave +1 Reputation to @brittle warren (current: #9 - 184)
Yea all good there are always people in here willing to help on what things we can so always ask questions if you have em
where can i post my .py file?
im sure it cant be classified as a mod, as it is an external tool that doesnt modify the game at all, but makes db.json readable instead.
@brittle warren i just realised that even vanilla plates look faded
Well i would say just make a forum post for it?
Wym like not shiny?
faded out colours
and i'm not the only one having this issue. everyone has it, but almost nobody has noticed until now
i rarely use the forum for actually posting
I dont think I have an account anyways
Well i doubt there gonna let you make a mod post for it since it doesn't actually do anything modding wise and its and external program so a forum post is probably the best bet even if you dont use it
Whats a stock plate cause i have modded ones i wanna check
looks fine to me
i cant even create an account
lmao
even the modded ones look fine
Um im not sure lol i guess make sure everything is correct lol
hmm... strange
i think we need to extract the base textures and compare them with in-game ones
it wouldn’t let me sign up a few days ago but it’s fixed now i guess
Well the virtual reality one seems dull
the italy one seems fine tho
it may be because I used the dotted version of my email (although I own all "dotted" versions of my email, even the ones without dots.)
Tf does that even mean
now that's even more odd
because for whatever reason my modded plates look dull
suppose my email was thecuriouscherrierfcv@gmail.com (it isnt)
any mail sent to the.curious.cherrier.fcv@gmail.com would be sent to my gmail adress.
same is vice versa
download it and see if you have the same issue
Download what?
my plates mod
it's on the repo
Where is it lol
mines firstname.lastname28
fill accordingly
which means, any mail sent to firstnamelastname28 will still be sent to you, even though it is missing the "."
well i dont think you can use dots when making an account lol
you can
For beam?
for google
unsure about beam
it is kinda dull but im not sure why
yeah, that's what i'm asking
i thought you downloaded the latest version?
i downloaded this
that version is outdated
this can allow for the easy sharing of a modlist without sharing a lengthy db.json file
(txt file for example)
