#modding-general
1 messages · Page 20 of 1
yea they are def dull
are the textures named correctly?
every time i try and add coreslot to this line it breaks the jbeam entirely or just doesnt work, anyone got any ideas?
you have too many } at the end
Adding onto what BrokenBrainCells said, you are missing a } after "z":0
That too i didnt even notice that lol
exact same result when i fix it
according to the jbeam addon for vs code it should be something like this
Idk doesnt hurt to try again lol
I've got to do fully custom suspension JBeam for my sprint car. I've never done suspension JBeam so any idea's on how to do that?
I'd ask in #modding-vehicles
Oh ok.
Is it possible to add slots to existing parts yet?
As in like say add a slot to a engine part for example?
Yeahjust add a slot,name it smth unique (say sean_bumper_acs) then wherever the jbeam for the addition u want, put the slot as that. I can send u an example once im home ina few hrs if you wud like.
Sure yeah, I can wait
Alr
Idk why it's doing this anyone know how to fix it?😭
FELLOW SPRINT CAR ENTHUSIAST???
Is anyone familiar with converting/updating textures on old mods? This is the late model mod from 2017. It's still running the .CS materials shit. Me and my friends all have custom schemes and having better textures would be so cool. It just desatures the hell out of everything.
but how is this possible???
when exporting the dds for the skin check the dx or something from like 1 to 11 i’ll get the proper numbers in a moment but the guys at BSC taught me
BC7 (sRGB, DX 11+)
I do that. It’s not the skin.
The mods super old and runs old texture shit. All the skins and even default skins with the mod are desaturated like that.
I believe it’s running pre PBR 1.5 or something like that.
The mods from 2017 so it’s super outdated everything. I’ve modernized some code but the texturing has been a bitch.
Lower your beamspring value, its too high for the node weight you defined
friction and damp
slide mod
What’s that?
can i get tha mod
I’m not sharing the mod to anyone yet. It’s nowhere near finished. Sorry
ok
How do I add liveries to mod vehicles?
assuming the mod vehicle doesn't come with a template, you'll need to import the .dae into blender, then select all the body panels and their secondary uv channels so that you can export the uv layout as a png
Ooh, thank you!
Gave +1 Reputation to @tight shuttle (current: #412 - 7)
I can't find the export button
oh sorry, yeah i meant a separate uv sub-window
Wtf did I do wrong?
that looks like the wrong uv channel
each body panel should have 2 uv channels, one for the base textures (normal maps and such) and another for skins
How do I select it all at once?
Wait, am I only supposed to do the body? Not also the doors etc?
multiple select in the 3d viewport, then tab into edit mode, and then select everything with A
What happened to my game??? All my mods are gone and the game acts as if I just started???
is there any mod that adds clear side markers for the sunburst?
did you launch safe mode or delete temp stuff?
The game updated in the background... It's all good now
Scared the heck outta me
i'm asking 'cause EUDM models look a bit weird with them. i don't mind, though
if my dumbass can figure out how light textures actually work I might make some, I've been trying to make yellow headlights for it
cool!
Is it possible to make chassis and body's spark more upon crashing and bottoming out?
I just dislike the lack of sparks and whatnot from the car.
I don't want to change any game files, but is there somewhere in the vehicle JBeam to do it? Gotta make sure it's part of the mod and not just for me.
Help where to find uv for diana bx
this is uv for regular bx but there is none for coupe?
Both
thanks
assuming its the same robin i was working with i dont think that model was ever unwrapped. it 100% isnt skinnable, at least not in the normal way
anyone know what might be casuing a police config to keep swapping color in traffic
anyone know how to fix uv warping when making a beamng skin?
Wym uv warping?
i'm making a livery for the scintilla, and for some reason an image i have on the rear fender is stretched
which i assume is due to the conversion of the uv texture from 2d to 3d
Hmm mine usually don't do that have you looked at the base skins to see if they are edited images like warped or anything
base skins? as in the base uv?
No like the images they use for the base skins
Aww, shoot :(
i have found a weird problem
if i have both of them active: i cant drive the pigeon, no throttle at all
if i have one of them active i can drive
but then i activate the other one and it stops working
Is it possible to add decals? I just want some simple things on the doors
Can someone help me idk why I can't import beamng files into blender nothing appears when I got to where all the cars are located and if I drag a file into blender it appears blank
anyone who does lua dm me
Does Beamng support height maps? Is there any way to port them to the game?
i had published a mod yesterday, came back this morning and it was gone, completely wiped from existence, no message from moderation, nothing
what is the problem here?
is there any way i can reach someone about this?
Yes they do if you asking about maps
no, i asking about cars
And in which texture slot are they located?
like..i think textures slots are the same
I've seen other slots like "normal detailed"
Ah. They are for when you import a terrain. You will need to export the terrain via the first options in the terrain editor then reimport but change heightmap to your image.
I can't tell if you are talking about cars or if it were sarcasm lol
oh, anyway thx
Gave +1 Reputation to @stark gull (current: #3292 - -9897)
nah
you need to convert them to normal maps
Online NormalMap Generator FREE! Create a Normalmap directly inside your browser! No Uploads required, completely client-based
theres these 2 optionbs
use whatever you think works best for your thing
already
i didnt know that substance have height to normal conventer
now all works
how can i just give a flat torque multiplier for an engine
"mainEngine":{
"$*torque":1.6,```
no workie
when i put it in mods folder do i leve the zip?
leave it zipped
ok
Anyone know how I can grab the current simulation time in JavaScript for a UI app? I did
var timescale = bngApi.engineLua('be:getSimulationTimeScale()')
but I’ve never done this before so I got no clue what to do lol. It just returns undefined
Hey, so i started making this basic thing but when i export it the materials DO exist and everything but they're just white, how can i fix that?
Add them in game
best guess is make it an image texture
is there a mod that adds gasoline V6 engines to the d-series and roamer?
thanks 👍
Gave +1 Reputation to @crystal wraith (current: #173 - 21)
@torn fossil the early roamer lights aren't still fixed
guys why isnt my skin appearing in game?\
try removing the persistent id
if that doesn't work, check the console for any errors
like the entire persitent id code or just the random letters on there?
the whole line
turbo lost LMFAO
i worked when I did it like 2 months ago
cause I ported a usbp explorer skin from gta and it worked, now that I tried it again it doesnt
Its a two stage mat, check the second stage in mat editor maybe?
when you say mat, what do you mean by that?
material
Would it be reasonable to have multiple Terrain objects in a single map?
Or would the performance be terrible?
how do i actually make the textures for the car
do you use blender's shader editor or something?
Is anybody here familiar with suspension JBeam or know someone who is? I'm trying to get the suspension for my sprint car to work on a new chassis which has a completely new JBeam then what it was originally built on. I don't know how to do it so all the geometry and whatnot lines up correctly.
This is how it acts with the new chassis JBeam
I haven't touched and suspension JBeam nodes/beams so a few car connected, but improperly.
New chassis JBeam with the suspension works but the JBeam for the chassis is AWFUL. It makes the car 3X heavier then it should and doesn't work with the top wing JBeam which I made for the new JBeam.
Actually, this wasn't too bad. I just used the original linkage nodes and it seems to work.
Does anyone have the link to the infection mod thing?
anyone know why i lag when terrain painting
thats normal
my mates doesnt
my nasa pc does w/ using large coverings
so its normal
Unless you plan on putting it in a BeamMP server, it’s completely useless to you. It’s on GitHub somewhere.
oh my god wrong reply sorry
How do i create a "detail map" properly? I know how to do the others, but i for the life of me cant seem to find what i should do to make one and not make the whole material black.
The material shouldnt look so black but it does no matter which one i select so i really need to figure out how to make a proper one. On the right is what happens if i deactivate it, and its what the color should be like, but of course it has no detail.
Ive looked all around but i seriously can not find an answer and i really need help, sorry if i sound desperate... But i really am 😂
should really upgrade your textures
Will do that then.
Jesus christ, i hate working with materials. Somehow ive made all of it black.
Im just being an idiot most likely
Can I try this out I’m a dirt car driver and happy to see things like this being released
how do i tone down the reflectiveness in my materials? the bumpers have LESS clear coat factor than the fenders and they're still almost chrome-y
i've followed the example from the SBR4's aftermarket carbon material
try increasing clear coat roughness by around 0.1
No way, was the problem really that it had to be a png 😭
Never even thought of that and just grabbed a random normal map with a png i found for testing
Fuck that was it 😔 i just wasted 2 days or something because of me trying to use dds
well... it's a bit confusing, but you start with a png, the game "cooks" it into a dds which it puts in the temp folder, and then that dds is the fully processed "final" texture that you move back to your mod folder
still considerably shinier than the other material. the only different files between the two are the normal map and the AO map.
maybe one has dynamic cubemaps enabled and the other doesn't?
nope, both reflect the same way
only other thing i can think of is a stray materials json hiding in the vehicles folder
Absolutely! Just gotta give me a little bit.
Ugh, muscle memory is killing me. Did DDS again...
Thank you! will have fun and give you anything that I found went wrong with it.
Gave +1 Reputation to @twilit python (current: #978 - 2)
i've found out that the normal map i was using was of a different format from the other material, causing a different look.
...problem is, i don't want my bumper to look like this...
found something out, nvm
Not sure if this exactly fits here, but I made a car and engine in Automation and exported to Beamng. it's WAY more powerful, like 90ftlbs of torque more powerful. Why does this happen, and how can I fix it ?
How to fix missing material bug?
On the docs it say:
Your first reflex with any material issue should be to check the console (` by default) for error messages.
-- However, there is no way to open a console with any key on my keybord, nor is there any option to open it from the menu!
-- There also is no such thing as a "console" to be found in the editor key binds!!!
-- So where is it? Not included because it's early access?
Options -> Controls
Ok, but those things are 0 help in fixing anything 😦
It's the best mod for the game, but those missing materials are ruining it all.
To bad applying or changing or editing materials is such a pain in this game. I wish there would be a way to just change the freaking material of that object
your probably got it set wrong material lol
peak
why is my frame green?
Hello im new at beamng drive, is there anyone that has a good beamngdrive mods knowledge that can help me get my grapich more realistic and goot without loosing much fps. If yes im very gratefull pls dm me😊
lol
anyone know what mod lets me put jato rockets on everything? i remember there being one
pretty sure that's called soemthing like JATO everything
Can someone point me in the direction of a tutorial or something to make steering wheels function ? I'm assuming it's some jbeam stuff, but I'm having a hard time finding anything that isn't related to playing the game with a wheel.
Thank you so much!
how can i make these go down?
hello i noticed there are quads "quads": [ ["id1:","id2:","id3:", "id4:"], ["1a6","1a2","1a1", "1a5"], inside of vehicles\blockwall\blockwall.jbeam are they just ignored by the system? since afaik they are not supported. only tris.
a quad is just a shorter way of specifying two tris (i.e. at the same time)
ah thanks alot for this info. ok so that means when i interpret, this it can be triangulated in any of the 2 possible ways?
Gave +1 Reputation to @tight shuttle (current: #338 - 9)
it always does it a certain way iirc https://documentation.beamng.com/modding/vehicle/sections/triangles/quads/
A quad with nodes n1, n2, n3, n4 will create 2 triangles with the nodes n1, n2, n3 and n3, n4, n1 respectively
Even though there is no technical disadvantage of using them, they make it somewhat harder to understand the Jbeam files
@tight shuttle awesome perfect very helpful thank you so much!
np
i just find it sad that the jbeam allows unstrict standards as you can do stuff like the pic below which can be a pain to all try to fix and parse out in when loading them in my addon. stricter standards would also prevent errors. got regex all over the place XD
thank you for sharing! i will try this one out weird though that you can't convert a single file, i would have expected a tool to be jbeam2json some.jbeam. I'm currently using json_cleaner which does a pretty much good job so far https://gist.github.com/pepoluan/361724bfa5cce9d863dadc6e2bdcb8c9
Gave +1 Reputation to @regal latch (current: #161 - 23)
guys Im trying to edt the SunScale color in the world editor but it keeps resetting when I load the level. (I even saved the level)
204
they are for me.. i'll look into it once again soon, thx for the feedback
Gave +1 Reputation to @jade bay (current: #64 - 55)
Hey, what is the most detailed Agera mod?
am i correct in saying that a .dae file is the model itself, and the .cdae is the model with LODS? (for context im making a billboard model)
hey, im not great at modding AT ALL but im making a beater skin for the burnside that includes the parts aswell. im having trouble with the interior. is there any way i can apply a texture to the colored part of the interior? im guessing the grey areas in the texture represent that... but its not working. in the second image, removing "/vehicles/common/nullcolormaskR.dds" from the colorpalettemap makes the color of the interior a little faded. thats all i got
try putting the baseColorMap on the second layer, or remove the second layer altogether if you don't want the dash to be colourable anymore
Gave +1 Reputation to @tight shuttle (current: #314 - 10)
oh, np
ill probably have to do the same for the seats too, right?
if they have a second layer, probably
Is the terrain supposed to all go to max height when i try to load a road architect session?
I just reload the map and it seems fine, but first time i start the game it always seems to act a bit strange.
Might just be my incompetence
Accidentally made lava 😂
ill add some part for vanilla cars but i can't edit the jbeam
maybe i need some help
midengine etk800 before gta6 🙏
what would be a good amount of faces for a fendr
Any map that dont make my fps very low? Like a city or countryside not drift
Hi, i'm trying to learn how to make customs object in order to make a skate park but for cars
but
i can't get that first ramp to collide correctly
my tires always get stuck at some point
making rusty license plates - font wont shop up on textures. what am i doing wrong?
fixed it dw
I need recommendations for old, weird cars! I love using the Reliant Robin mod, and I wanna find more old, ugly, silly cars
anyone know how to fix this error when using the new sunbursts engines? i didnt change any code other than changing sunburst to my mod name but it doesnt like the bypass antilag everything else works fine
Put version to 1, I could’ve swore version 2 was supposed to have text, but try #
nvm didn’t see you fixed it
I'm watching through fillmans modding video and it's awesome. I've heard that everything can be thought of as a spring. That's how nodes and beams work, isn't it. It's all just weighted points on soft or stiff springs.
Anyone able to have a look over my jbeams and see what i have messed up for the Rear rims not to show up in the parts list
I had both Fronts and rears in the same jbeam but front wouldnt show, Now only the front is showing up after seperating, I know rears will be broken but i cant find my mistake
Im currently relearning beam after quiting modding years ago
too many quotes on the slot type near the top? playing dnd rn so half focused haha
"slotType" : ""GC_LMGTS_R",```
Ahh you LEGEND. Such a small thing i didnt even notice
it took me a sec to notice too, no worries
I could kiss you ahahaha. Thank you so much. Really appreciate the quick response, Its being doing my head in for 16 hours
Gave +1 Reputation to @shut pollen (current: #133 - 27)
glad i could solve it, defo beaten my head against the wall on similar things. vsc or something might catch this, im still using np++
I use vsc but dosent register jbeam like the ingame jbeam viewer
there is an addon for jbeam, no?
Would have no idea, never looked
first post in the pins here, just checked
Legend once again,
hot car indeed
Look for some mod of the weeks and watch maybe the shorts of simulator adventures. There is a lot of funny things (・∀・)
Anyone know a mod like idk a old car to drive chill?
how can i fix this things?
guys i accidentaly did verify integrity and it deleted my mods folder, is there a way to get it back?
can car mods be compressed zip files? if not how do u make them normal
i been trying it but the dds file doesnt show up in game did you ever figure it out ?
Guys I need your help can someone help me and remodel the dansworths like the d2500 and d1500 and will someone help with the wentward 5000
Indestructible clutch ? There are mods, how ever they work poorly. Have a few Bastion build cars in need of a very strong clutch. (might be to many HP and Nm in the builds). Everything else works without breaking, except the clutch. Could someone make a clutch that can handle a lot of hp and torque (2000/2000) without getting warm and brake 😄
its a beam server not gta. pls delete it
Man I love the B-series. Can have alot of fun with the right config
RK Turbo everything. Gives you an indestructible block, which I believe also gives you an indestructible clutch/trans too. Could be wrong, but worth the download anyway
yes you can
Hey everyone, welcome to the channel! Today, I'll be showing you how to place designs onto windshields and window glass in BeamNG.drive!
MENTIONED LINKS :
Blender DL - https://www.blender.org/download/
Notepad++ DL - https://notepad-plus-plus.org/downloads/
Paint.net DL - https://www.getpaint.net/
BGM Credit : http://www.youtube.com/bvtman
@sage pawn sorry for the ping, but how do I make a skybox show up with your mod? I'm only getting 18 presets when I've added in a 19th
Attached is the JSON file for my specific skybox.
Instead, it seems to combine with Shirakaba, with its skybox being used instead.
wish there was a mod to put 533's on the md and t series
Working on a T series wheelie bar
is there a way to add a license plate slot in a modded car that doesnt have one?
Absolutely disgusting
Paid graphics if any 1 want it text me dm
No one is buying a dooky reshade preset lol
Suck it
Reshade is not a beamng mod tho
looks ass 👍
nahh
for anyone trying not to be scammed:
https://www.beamng.com/resources/ck-dynamic-skybox.33030/
https://www.beamng.com/threads/ck-graphics-settings-mod-v2-3-3-for-beamng-0-35.87586/
https://reshade.me/
just with the dynamic skybox mod and not even maxed out graphics you can achiee pretty good graphics, dont pay for graphics presets
TEONS graphics also work well for vanilla and some modded maps
will this also make night skyboxes in vr finally good?
currently its in development and doesnt have dynamic skyboxes
so no day/night cycle
sad
you can create your own skybox iirc
but idk how and you need to be like
not trash at it to make it look nice
an issue with skyboxes in vr ive always had for now is that they dont get spaced at all. they are centered on each eye
and just at night this effect is more aparrant with the stars
idk i dont use vr
apart from not having a vr headset i highly doubt my gpu could handle it
welll i was able to play beam vr at lowest settings getting 40fps with a 1660 super
oh gosh why
glad i got a better gpu now. the drivers for that gpu were a joke
nah my gpu is on par with a 1060 3gb
apart from just having more vram that is
5500xt 8gb
that likely will run better than my rx 6500 xt
no
do you know how fucking dogshit this unstable piece of garbage of a gpu it is
my issue is and has always been Vram
ah. does it not support the newest AMD driver software
since apparently thats an issue
nope
rdna1 is just ultra unstable
oh right.
and hey now i get confetti on my bootscreen
im on the adrenaline edition when I use windows. otherwise I use the AMD Linux Drivers which are built in
sometimes it even looks like an old tv without signal
yeah. you could save for a newer GPU if you have any money to spare.
lucky for me the drivers or windows make it not do that after it boots
im saving up
well i have the money but like options are garbage
what options do you have?
no amd
fuck them
i cant trust them
then theres no 4070 12gb in stock
5070 if prices go down
4060 16gb is wayy overpriced
4060 8gb not enough vram
amd drivers are fine for me with the latest ones but im not going to argue about using amd or nvidia.
someone by my graphics pls
how do i texture the underbody of a car? it'd be the cherry on top to these skins im working on...
(as in the metal parts. ive already figured out the frame)
233 LAST BRO
what for you to run a paid rtgi plugin for fake ray tracing and nuke your performance by 40%?
while you graphics don't even look any good
first learn how to take pictures, 2nd get ziets graphic mod and fix that terrible aa, 3rd only simps for pics like reshade.
beam looks great w/ out terrible reshade, ya'll just need to know how to setup your time and sun position correctly.
i shame you dawg, shame.
Does anyone know the difference between transaxle and transmission ingame? I’m trying to remake an Accord 2016 but it’s a FWD centrifugal clutch transmission
It seems to work with a 6 speed manual “transmission” but idk how the game simulates the different transmissions and if it makes a difference. I really wanna make the car 1:1 but I’m guessing I’d have to rework the whole transaxle, or use a car that comes default with a transmission
Cvt is not a manual
The new sunburst has cvt trans for fwd
Id take the logic from it but keep the fwd transmission mesh
Wdym by this? Is transaxle for manuals?
Transaxle tranmission is a fwd tranmission that is transmission, and differential and final drive in one assembly
Cvt is a type of transmission that uses a centrifugal force with a belt. Both are transacle tranmissions but different methods of how
Power is delivererd
most fwd vehicles all use a transaxle tranmission unless your weird like audi
i think the only car that has cvt ( the tranmission your after) is the sunburst
but its engine layout in the sunburst is not transverse
so you'd have to take the logic from the cvt trans and put it on a transverse fwd transmission jbeam
ya dig?
fwd transverse transmission.
fwd non transverse transmission
rwd transmission (note how there is no side attachments like the fwd non transverse tranmission for axles) instead power is delivered to the rear pinion shaft for drive shaft.
the layouts are same for fwd tranaxle between regular trans and cvt just different internals
But it says my car uses a transmission for the CVT as well, unless this some AI crap
CVT IS A TRANSAXLE TRANSMISSION
Yea I’ve changed the clutch to be a centrifugal clutch, now I’m struggling with the vehicle controller, my RPMs are shuddering when I let the throttle go lol.
stop
Hey man I don’t know squat about this stuff I’m just following google
?
stop
a cvt isn't the same thing as a clutch in a manual transmisison
cvt is transmission itself
Ya I know
you don't change the 6 speed clutch to be centrifugal
you need a cvt transmission
It’s cuz I’m doing both
Yes I did that lol all I’m doing is editing it
Cuz it’s not exact to my car I thought, if the original is correct then I’ll leave it. Like I said I’m just following what I read online
My car uses centrifugal clutch not the torque converter, but once again maybe that’s AI crap then if its incorrect
im out.
I mean, you were being pretty helpful with your messages. Idk why you suddenly got frustrated lol
Cars dont have a centrifigul clutch they use tourque converters
hes getting centrifugal clutch confused w/ the termonology of cvt
Yea it was the fuckin AI
It said CVT uses a centrifugal clutch if I search it up a certain way
Sorry badman I didn’t mean to make u mad 😭
cvt is uses centrifigul clutch that drives the belt, but power is still delivered to a torque converter.
oh no you didn't make me mad.
Ah ok
i just didn't know how to word it correctly for you
and im not 100% on what I was saying cause my knowledge on cvt is not great.
so i didn't wanna give you incorrect information
It’s all good I read my first message and realized I brought up the 6 speed manual for whatever reason, I think I had more to that message but didn’t write it lol
Well i can be a asshole sometimes, dont be afraid to call it out. Sometimes i dont even notice
Is this a bug? Missing comma, idk if that means CVT isn’t working as expected
I stg if that’s why I haven’t been able to get these values to work correctly this whole time lol
jbeam should be fairly lax with commas
Oh ok I keep forgetting this isn’t raw json
Do you know how I can make my RPMs climb slower? It’s giving me a 1 second too fast 0-60 cuz it shoots you to max RPM. This target map thing is confusing too, I can’t set it to max redline without it jumping
What cars have a CVT that I can look at as well?
engine inertia
aurata + sunburst... aaand that's it
want to cut up on highways?
best tornado interceptor mod? Also best tornado mod? 😄
anyone know how to install modland mods for 0.34
Will that change the power output? Or just slow the engine down?
does anyone here have a workflow on making car frames, do i use subd while modelling and bake it onto lowpoly?
you can do that, or just stick with low poly version and use substance painter for your normal map.
thank you
car frames arent smooth areas, they are detailed bumpy with lots of holes and inserts, using subd will be more of an annoyance than anything else
Does anyone know if there are any AMC Pacer or Gremlin mods (that don't suck)?
They’re all shit automation cars
Where can we pay people to meshslap onto a vanilla car lol. I have a good model someone made but it’s bone stock jbeams
if its got bone stock jbeams sounds like its already been successfully meshslapped
I know, just wanted to know how you guys would do it
does anybody know if there are mods for more rally mode stages
poly modeling + bevel normals + highpoly bake
i need more content 
Can’t be put onto a better jbeam like the sunburst? Even if it’s easy I’d still pay someone lol, I’m already hands full with this other shit
what car is it even
Yeah, that's the prob :/
Super high quality gremlin would be cool
I don’t pay for mods much, but I’d get that
Or an old chevette
Pretty much any 70s-80s American car
Anyone got any good diesel trucks that are free they recommend
whats the google method to only search beamng website for mods, since the beamng website search function sucks
it was something specific you typed in google search to only show beamng website
site:beamng.com
I think it's site:beamng.com your search query
thank you!
So with the UI being reworked in Vue (yay), can a developer speak on the plan for modded UI apps? I see there are quite a few UI apps that have already been rewritten using Vue. However, due to Vue being compiled and minified by Vite, I don't see a way to inject UI apps at runtime via a mod like has been possible with Angular - unless there is an API somewhere that allows defining UI apps and injecting Vue components I have missed?
I am working on a few UI apps and would love to use Vue for them to not only immediately improve performance and dev experience, but also to prevent my apps from becoming deprecated along with Angular in the future. I understand the Vue UI is under very heavy active development and there is a chance my apps, if done in Vue, could be broken at any time, however, I would much rather fix some broken Vue than continue using severely outdated angular 😆
dont use modland
why not 0.35¿
is this too low poly for a mod or should i just use it as traffic
everything looks fine but the fenders, they could be a tad bit more smooth
just the latter
I realized what I did, I set friction and dynamic friction to 0 because the torque output was incorrect. I’m gonna have to use that calculator thingy to add it back
Pretty close to a functional VTEC, I’m using the RPM engage time to offset the VTEC boost to simulate getting better power, and the throttle position to simulate manifold pressure to also change the engagement time. Lots of lua editing
Also made another CVT to replicate base trim models without the paddle shifters. Just a more aggressive RPM target map
Not sure which channel for this, is anyone able to help me troubleshoot animating pop-up lights from automation into beam ?
Does anyone know if there's an easy way to do rideheight adjustments without doing "beamPrecompression" I can't think of another way to add a wedge adjustment for my car but the rideheight is the beam precomp.
Wedge is literally spring precompression or spring perches.
Wait, I just did some thinking for a few seconds, the wedge would effect rideheight, but if It's just a modifier to the rideheight, doesn't that defeat the purpose?
Wedge would be 4 corner adjustment which rideheight already is. So, if I wanted a wedge, wouldn't it be "easier" to increase/decrease rideheight mins/maxes or setting?
I feel a little slow can I get another opinion?
I set it up to move the top of the spring mount nodes up/down but in Beam, that doesn't really do anything other then effect geometry and travel length on it's own without other shit.
Perhaps would changing beam strength values be useful?
This worked thanks. Now I’m trying to make it lower inertia under 3000 RPM to simulate sport mode but I guess the combustionEngine file only runs once on car load? Is there any way to constantly check the current gear + RPM and modify engine intertia or is it hardcoded?
Gave +1 Reputation to @tight shuttle (current: #297 - 11)
i don't know of any way to change the inertia of the engine itself on the fly (and i don't know of any cars that do that irl)
but if you have a high tolerance for very hacky solutions, you could probably fudge it with a split shaft/lockable transfer case/etc. running into some dummy powertrain element with its own inertia that basically acts as a disconnectable sort of balance shaft?
of course, at that point it'd incur parasitic losses (and not the good kind ahem ahem blowers) when connected, so it'd be dubious at best
Anyone know how to do custom engine sounds, I'm happy to pay for teaching or for a sound to be made 😋
Hi beamng.gamers, I have a problem with creating a bus route (game doesn't listen to "navhelp" parameters). I want to make a u-turn as shown on a screenshot (red markings), but beamng's navigation doesn't want to drive thru the island thing, instead wants to drive forward (blue markings). These waypoints were created by me.
Check out Chillin on beam https://www.twitch.tv/jaedaily
dang like use #beamng-videos and not this
Definitely more work than I care for haha. I’ll look into it later. Is it not possible to do anything real time, like add boost? My goal was to recreate iVTEC so I’d need to be able to shift my torque modifier based on the throttle. But from what it looks like that’s all predefined 😦
would using a 2k texture be more hardware intensive than using subd
Na the texture one will run way better
and if its for beamng it will spike wayy less
tho the lowpoly is a bit too lowpoly, personally the circle in the handle id model and id add like 2 or 3 more vertical loops
any good gt40 mods that arent automation?
thanks, im jus doing low poly rn for my first mod but ill switch to a more detailed model after
Gave +1 Reputation to @tacit halo (current: #50 - 67)
I would like to make a lore-friendly ford mondeo mk4 mod, but i didnt have skill at modelling, could someone pls help me?
this isn't a request channel, and there isn't one. beam mods takes months/ years to make . Time to start learning.
ok
Wouldn't a drastic shift in the torque table do it? You could make it tuneable as well, just look at how Ashmaker does his jet engines.
I’ll check that mod out. And wym a drastic shift? When looking at the code, my understanding is it’s baked into the engine when it’s created and you can’t modify the table in real time
Did you mean how he does the dynamic tuning? I’m only seeing torque modifier as variables
Yep.
Variable torque per RPM
The Vertex mod has some fun engine variables as well
Ah I see, I meant like real time changes
So for example at 50% throttle the torque modifier will add 5hp @ 4800rpm, 10hp @ 5000, 15hp at 5200rpm, and then at 100% throttle it would be 5hp @ 5200rpm, 10hp @ 5400, 15hp at 5600rpm etc
I think it might just be too complicated for how the game engine runs atm
I don't know how to tie it to the throttle, only RPM
I'm trying to figure out if the antilag actually works on my drag truck or if it relies on the OE controller 🤣
If that's the case, I'll modify the CEEP controller for myself
I guess I can switch out the controller as a test 🤔
What’s OE and CEEP?
OE = vanilla
CEEP is an engine mod pack with some fun features. I use it for surging idle that doesn't mess up drivability like idleRoughness
Sorry, I'm a mechanic and tuner IRL. It's an old habit 🤣
Ooo cool ok ima have to check it out
I like the realistic shit, my goal is to make a mod pack that has all IRL stuff with realistic gains based on research. Even if it doesn’t work out I love learning about it all and trying to code it
Like you can code a custom NOS ECU with stages and all that and it’s just like, damn, how it would be done in real life too.
As long as the window switch doesn't lead to a window mod, all is kosher 🤣
Have the Turbo everything mod. Does not help the clutch in the Bastion. Might be that the Bastion can not handle 2000+++HP
Hello, I'm looking for a bug-free Amarok V6 with an interior. I already have a version without the interior and with a bug in the rear axle. I think the version I have is free. You have to pay for the full version. But I'm looking for it and can't find it. Does anyone have it or know where it's listed?
help
Holy moly eating guacamole! I have no idea what’s happened but those rims look like flat JPG’s.?
Clear cache
are meshslaps a good way to start modding as a beginner
Kind of. Better to learn to do it properly tho.
is there a tutorial for that?
Hello I have cars installed on beamng after the update, everthing was missing from textures to the actual cars (the mods not the vanilla cars).
Thanks
I have been taking parts from other cars and adding them to my car. Sometimes the textures turn orange (no texture) and I can't find what texture is supposed to go there
Is there some master file of textures for the vanilla cars?
not really
Is there a way to tell what texture is missing?
yeah check console
Where in the console does it say?
idk man u tell me
i have no idea what ur consoles gonna look like
should be red text
Looks like "material in pigeon unknown" is what's missing
oh thats a material issue not a texture issue
so u gotta check ur materials file and make sure ur mapping is correct
Ohh, OK. What exactly is the materials file?
The main.materials.json?
is the repository down?
Think I figured out how make make the dynamic torque curve for iVTEC
In case anyone else is curious or needs it:
lua/vehicle/powertrain/combustionEngine.lua:748
variable “torque” in updateTorque, just change that as needed
Add “device.yourDynamicPart” to the variable and then “yourDynamicPart” to the engine. Change assignedEngine.yourDynamicPart value as needed in other scripts 👍
trying to mod
ah ok
My brother and I were talking about this last night. Apparently you can do tire pressure on the fly in some mods, so torque should also be possible.
Yup got it working
is modland safe at all?
I want more real car mods
I know its not recommended but is anything ok?
i mean as long as you dont click the wrong links or download the wrong thing its fine, the mods are just really shit most of the time
are you 100% sure?
fym of course im not 100% sure
thats just the risk u take if u use those sites
its up to u to not get pwned
prolly wont then ill just dig through the forums
ooh
i found a 737 in progress
plane
Hold up, theres no way to unfix nodes with lua? Setnode() can only fix them but you cant reverse it
Nodegrabber works by making some engine call which also doesnt work
Hit me up on sunday if you havent figure it till then and we bruteforce it
Dumb question but should I include power steering in configs?
fixed somehow
anyoen know why the body texture only appears after selecting the original car
Hi! I need help, please.
On the right, this is a car I'm modding, but the paint job isn't looking good.
Both cars have the same paint job, but they don't look the same.
your c.data and your p.data are off colour
how can i export those files from substance painter?
they are your paint masks, p.color or p.data tells the game what color slot its meant to use, and it has to be R G or B purely with no deviation unless wanted for the perfect color representation
c.data is a black and white mask like an alpha that tells game what should be coloured by paint and what to leave alone (black is leave alone pure white is paint)
thank you for your help!!
Normally my car is supposed to be black like the one next to it, but it's not. Do I think it's my baseColorMap that's causing the problem? Do you know how to create it? Do I just need a solid color?
Thx
Anyone know exactly how VTEC works? I read about how upping the RPM of when it starts can boost the top end power more, so I’m trying to figure out what kind of torque curves I should have. My understanding is that if a car didn’t have VTEC, it would have the same upper power band and only the lower band would be lower for fuel efficiency
can you guys send me some mods i wanna make my Beamng Japanese game
like japanese maps and cars
do you guys know what to do if the car spawns in with the bumpers set to empty instead o fthe actual bumper??
You have more access than me lucky mf
use google
well google didnt play beamng
theres the c1 expressway, a bunch of yakuza map ports, #1315146390606839858 touge maps
but all the resources are in there
how do you think people find mods
https://www.beamng.com/resources/?order=rating_weighted and here youll see the top car mods which have a bunch of jp stuff
obviously but if i ask google the best mods for a japanese modpack its not gonna be as good
i highly doubt that but whatever
google or other search engines have all the stuff, you just need to know how to use google
i dont know every single japanese mod
what causes the bumper to be empty by default?? jbeam??
nvm fixed
Because you didn't move any of the materials over to your new car
thanks
Gave +1 Reputation to @brittle warren (current: #9 - 194)
is there any documentation to the rally missions? im trying to make a custom stage but struggling with the pacenote editor
in more detail: for some reason i cant make a driveline for my stage, since it gives me the "failed to load recce" error when selecting the mission
how do i use cars i imported from mods in my career?
Anyone know how to access getSimTime, I can’t get it anywhere using engineLua in JS
Cars installed via mods can’t be used in career mode? Pls help
This isn't for asking about problems its for people wanting to make mods
Where do i find car mods?
Mod repo
whats happening😭
preview of my first VTEC torque curve test, simulates it pretty decently too already
too early = low end power loss, too late = torque dip from high rpm/low end torque, but engage at low/high crossover and you get a good power increase
What’s the best way to make engine sounds using a YouTube vid
does anyone know why my mission isnt in the folder its supposed to be in?
ah nvm, its stored in appdata, not game files
I solved it but you have to be careful with setnode, i had to limit calls to 1/per graphics step to avoid memory heap corruption. Not sure how to get around that
Ok interesting, not the first case either where engine calls must be delayed by a frame
No clue what you guys are talking about nor do I know if this is helpful lol but i was using these the other day https://documentation.beamng.com/beamng_tech/deterministic_mode/
Changing the graphics steps and stuff makes the game insane 😂
I wonder if there’s a way to make the game the least laggy as possible to make live tuning more bearable. Anyone experient with that? I want to adjust tuning options and see it on the torque graph UI app faster, even with a decent PC it freezes for a second
Because it respawns the car each time not really a workaround for that
Maybe a NASA PC lol
Guys whu can help me i got ebisu north ju open but its all black for me
wow
@stoic geyser lol
try ck skybox
lmao, ill redo it soon with beam vege
can anyone show me how to make maps like garfield heights or west coast usa
or like stuff that has a town
Uhhh place building, boom
Ill try that thx
Gave +1 Reputation to @stoic geyser (current: #1481 - 1)
How much triangles/vertices should a car model for BeamNG have? i wanna try something rq so yeah
how many are u at rn
-39
Perfect he removed verts from the map with his car
0, havent began
You can have as many as you want depending on how mu8ch lag you want
Yes lol i make car mods and not if your jbeamand mesh are set up correctly
🤓
is there a way to put a mod you've made for a car and merge it with the actual car file or smth
like for example i make an unpainted bumper mod for the base car but i want to put it in the file
if anyone good w cars in game and has time pls dm, me if you have time
wdym in the file
Gave +1 Reputation to @ivory wolf (current: #1481 - 1)
did u find a fix?
This appeared without you opening it?
Oh i opened it andd
That happened
and i cant even get in car without opening menu😭
How do i access italy map folder from my map folder? I want an asset thats only on the italy map
oi does anyone know of a video on how to learn to make blender beamng mods??
No i havent
is this a mistake? same beam ? i know you can have 2 beams but with different scope modifiers. this one is just redundant i suppose? so it will just get ignored ?
almost done with the addon, but probably still buggy i'm able to import .pc files now
i may need help from other developers to finish it... in case you are interested to follow udpates https://github.com/hkunz/dev-tools-blender-addon
still the export will be very tricky especially with the base class of parts thing and having lots of child parts etc then exporting it. for now i can only export 1 fully contained jbeam file.
yall is there a good car trailer mod
i know there's one that has a red trailer but the model is very outdated afaik
there's this one if you don't mind having to manually set up the ramp https://www.beamng.com/threads/grant-gooseneck-wedge-car-trailer.98337/
thats fine, thanks :D
Gave +1 Reputation to @topaz iron (current: #425 - 7)
Hi guys, do y’all have a website to recommend for blueprints. I wanna try to do an irl car on blender
wait are you forking the exisiting editor?
thats how the regular beam blender exporter is to. It can only export 1 jbeam at a time
does this allow you to create jbeams inside blender?
im curious, do we have a mario kart track in ng?
there might be maps ported, but ive not seen any.
if theres any on the forum/repo, go for it. otherwise dont bother
why souldnt i bother with mods outside the repo?
outside the repo and forum and a few things.
ill send you something rq
like i made the mod but i want to put it in the base car without having to use the mod
idk if that makes sense lol
You want it to be in a vanilla car without it showing up in the mod manager?
Cuz afaik you have to drag the zip to mods, unpack it, modify, repack it, and move it back to the game folder
like for example a honda civic with unpainted bumpers
and i dont want the unpainted bumpers to be a seperate mod for the car, i want it to be merged the original car
smth like that
Ohh, you’ll need to make a folder called vehicles and then the name of your vehicle
mods/HondaCivic/vehicles/HondaCivic/unpainted_bumper.jbeam
alr thx sorry for the confusion, ill let u know if it works
can someone like actually teach/tell/show me how to make maps
https://youtube.com/playlist?list=PLcVe50VACZvnhMDFBUQ469eZwBANwGOpU&si=TuD6NxeHffOEsuaQ Watch all of this guys videos they are really good
I just got a hellcat off mod land lol
no, i wrote my own since i didn't really like the way the official jbeam editor works, i find it difficult to use. what do you think about their editor?
Its easy enough to use
i find it easier to be able to select the nodes and beams and then edit the scope modifiers directly per element. i couldnt find this usability with their official editor.
I wish you could save changes in blender
yeah. with the one i wrote, im able to save the change and re-open the blend file at a later time and continue editing.
yes you can also add new ones but it only saves nodes/beams/triangles json node structure when exporting. and it overwrite those node structures in when overwriting existing jbeam files.
cool
Has anyone done this for jbeam engines? I had to make a script to get IRL torque curves to be accurate on each car cuz the exhaust mod and all that, and just dropping that into the files. But it would be cool to make one that had all the options and explanations for them and stuff. Maybe even a part maker too
does anybody have a NA civetta bolide exhaust that fits the gtr body?
Does anyone know where all of the beam NG documentation has gone? As all the modding links are now not working and there are no references
Wow now it works…😂 couldn’t get it to load
Nope powertrain is still gone
Trying to find the anti lag so I can understand how it works
how to use repository mods in beammp with my friends (they keep deactivating when we join a server in beammp)
is there a way to put the wheel pack mod to some game folder or somth so it wouldnt deactivate and if yes pls tell me the name of the folder
they used to work in any server before i cleared my cache
It’s really weird, sometimes I’m able to search them and get a link, you can even see the old preview text with the info under the link. I’ve seen random documentation people make all the time, I wish there was a centralized area with literally everything lol
I think the most helpful thing I found was the dumps that are on the forums with all the different functions and variables. But idk how up to date those are
That would be in the "common" zip file, under the "pigeon" folder
This is because the Pigeon shares various mechanical pieces with the Wigeon
Anyone got any good mod suggestions for a fast off road car?
idk how long this would take but can anybody at least try to fix the kljp pack cus the sbr4 crashes and the bx/sunburst are the pre remaster
no, kljp update is already up for approval process
sunburst won't have kljp just a fyi not currently
rlly?
yeah
Thx that worked
Gave +1 Reputation to @stoic geyser (current: #1002 - 2)
Is the rs6 mod still happening?
it aint there
Its apparently on hold for now
Yea… put them in your server…
Is it possible to get variables to only show when two parts are selected? I want to have all-in-one ECU that gives you the variables for all parts but only when that part is installed
Rolled out my own GIT server for mods and other things. Faster than the official repo at least 🤣.
https://git.208concepts.com/BeamNG-mods/lowered_t_series/releases
If anyone wants to know how GIT works, feel free to ask.
Low effort mods is a problem but are impossible to reject cause it will just Gatekeeping the entire Beamng Modding
And people will just resort to modland as a bypass which makes modding unsafe
What does this have to do with anything thats been said
Well it is as I've checked it myself. Are you looking for the .zip under the "content" folder in the game files?
Yeah
Its not on the wigeon either
Well if you are, the path to the pigeon folder in the common.zip should look like this:
Steam\steamapps\common\BeamNG.drive\content\vehicles\common.zip\vehicles\common\pigeon\
Theres no common.zip file
My bad
I found it
Thank you so much
No problem 👍
Uh, sorry to bother again, I modified the model again, but there are still some normal errors below. I have tried clearing the normals data or flipping the normals. Is there any solution?🥹
Okay…
Hey, so I want to make my first car mod, and i've run into some problems.
Just to be clear im not making a full car, im making a covet mod.
I've got 2 questions:
- Sometimes there are 2 vertices in the same place, why is that? Do they need to be like that or can I merge them?
- Sometimes if I merge them it will create something like this (see second photo), how do I fix that?
I want to clarify beforehand that Im a beginner in blender, I know somethings but not many.
if anyone can help, im having an issue which im pretty sure ive identified but dont know how to fix, i have 2 bodies, so 2 .dae files for simplicity but now im facing an issue where some of my meshes decide at times to not appear and in console it says failed to find that meshes name even though the name fully matches what it is in blender, the odd thing is it works in waves so its not ever ONLY the front bumper that doesnt appear but the front bumper AND hood, while at the same time the rear bumper has no issues than when the others work the rear bumper doesnt
Hey guys, not sure if this is the right thread or not. But my scenario is, I have an Audi RS6 and RS7 mod, the RS7 has a specific wheel that i really wanna put on the RS6 but doesn't show up. I tried copying the file for the wheels and putting it onto where the RS6 has all it other custom wheels and the script matches another custom wheel (i used it as a template to make sure i did it properly) the mod came with, the RS7 wheels i was trying to put on the car show up in the parts menu, but when i select it they dont show on the car. I'm new to modding/messing with files/scripts. Any help is appreciated. PS, plz ping me or dm me if you can help, i don't watch this thread all that close. TIA
Just copying something isn’t gonna do anything
Skin pack for cars that's human skin
So I am trying to upload a mod to the repository, but it won't let me upload the .zip. The mod does include quite a bit of lua but I don't know what exactly is triggering the error.
i fucked up the bx editing the jbeam is there anyway to restore it
is the dfa pack still compatable with latest updare
yes do you know how to fix bx problem
why tf are u editing base game jbeams?
or rather how tf are you doing that the files are zipped
Your best bet is to get a copy of it from someone
anyone have a good tutorial on how to mod, i know i know theres the one guy, but he has like 28 parts and isnt my speed at all, i mean i mostly know what im doing when it comes to beam, its just exporting from blender and stuff like that is what i dont know about
Vehicles, of course^
I'm sure that'd work too
so, I had a mod that I created that used to work perfectly and since the update, it doesn't even wanna show up at all
did something change in the bx-series specifically?
i dont believe so, what part of the mod isnt showing up?
something related to the F4 might have changed due to the sunburst remaster, im not sure if that would affect you
the literal mod itself isn't showing up
hmm cant say ive seen that before
yea.. totally
this is NOT imagemodeler 😭
im just using it for reference, should probably turn down transparency
blurry references for an obscure vehicle ✅
that won't work for a reference either, too much parallax/perspective distortion
yeah i figured that out embarrasingly late...
its the best i have rn, so im just gonna loosely adjust it to what my eyes see
discovered new ways to make prototype engine blocks
How can I have my lua extension loaded automatically?
anyone know why when i export a model, no main mateirals folder is made
ive got a prop ingame, and with a jbeam, if i dont want it to deform, what values do i increase?
lol
Jesus the nodes amount
yea
jbeam exporter
its my first prop so it wont be perfect
first jbeam anything actually
redo everything and turn it into a rectangle instead
you have way too many nodes which will make the structure weaker
idk how to make my own so, this should be fun lol
i have the editor in blender, i just gotta figure it out
nvm, i think i got it
Well if you exported the mesh as a jbeam just do the same thing but with a rectangle instead
ok
should i make a genuine rectancgle
ik its sorta a dunb question but i gotta ask
or like
2 rectangles, one for the stock, one for the barrel
like this
ok well, im gonna try that, see how it is
still practically shatters upon impact, is there a way to make it stronger?
sorry just got back home do you want the stock to break off? if not just do one rectangle and give it a couple cross beams, and what values did you use for node weight and beams dont put a node in the middle those are just cross beams
so just do a literal rectangle? i thought that would make it float tho, im sorry if im being dumb
i didnt do anything to any nodes, i just exported it
but no i dont want anything to break
side note, model looks really cool lol
oh thats why it crumbles because it has not node or beam settings Use this for your beam settings thats what i use when i dont want things to break, if you want it to use 2 rectangles so it doesnt float then you will need to add beams between the 2 rectangles and brace them like i showed in the pic but between the 2 seperet onese
--Beams--
"beams":[
["id1:", "id2:"],
{"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
{"beamSpring":6658940,"beamDamp":18.8},
{"beamDeform":7000,"beamStrength":42000},
this feels embarassing to ask really, but i dont really know how to properlly connect the 2, sorry
been doing maps for a bit, but blender is still new to me
so if you want them to be the same object click on one then shift click the other and joing them with control j and use edit mode in vertex mode and click 2 vertices and hit f to fill it with a beam
can i make this stronger? like set everything to 0 or something
or a high number
i know this is more than 2 triangles, but so it could be used for its purpose i had to do this
rectangles*
It shouldnt even bend if you made the beams like i showed in the pic add beams in the middle of the mesh corner to corner line inside the mesh and not just the faces
Bendy rifle
i think its good now
it shakes around a little, but other than that it looks good
thanks @brittle warren
Gave +1 Reputation to @brittle warren (current: #7 - 202)
does anyone know how to modify the cargos for the flat bed?
i saw someone mention 2fa on the forums, could that be it?
i think you need a minimum of 6 ref nodes
so it has a working jbeam?
THREE NODES
i didn't put the model in yet
(ref position, x y z axis refs, and two front corner refs)
calm down lol
mb
definetly a seperate issue, just did 2fa and still getting it
ah
yeah same
and its been "uploading" for like a million years (its only 28Mb) on the forums
so the servers must be dying again
had to resort to the dark side 🥀
gotta say... modland has given me way more downloads than forums 😭😭😭😭
i know this isnt much, but for me it is
the forums underreports and modland is full of scrapers
modland in general just has 10x more traffic
i feel nobody really looks at the forums lol
i mean people do but not compared to the repo
the average beamng player is a coomsumer after all
Sound weird but I was wondering if anyone knows how I would get a texture for a real life item, like a box.
Do any websites have image textures that can act as a UV map for real brands or anything
For example someone want me to make a 24 pack of beer prop, but since that doesn’t have a 3d model anywhere online, I need to get my own texture
Just look up what u want and add box art to the end and that usually works for me
I’ve only been able to find what looks like the large sides, not the skinny sides or top or sadly
I think because it’s a limited flavor or something
Oh lol flavored beer what a sissy
😭 hey I don’t even drink, someone just wants the prop lol
Busch Apple
I dont drink anymore either but I'll tell you what I wasn't drinking any flavored beer lol
I mean I'm sure someone has a website for box arts of beer but I haven't seen one
And its Busch bro is drinking apple flavored piss water
😭
I can put it on my git server as well, if you like.
Nah it’s not that big of a deal lol, just a tiny prop
Yes, but I don't have many rules and I'm not Modland 🤣
Modland will always be better than a random hosted server by some dude that noone knows
We all start somewhere
I mean true
Anyone know a good website for engine sounds, like a full sound, not some audio recorded on an iPhone
Looking for critique on the brand placements and rear bumper decals.
Looks good id add something here tho it seems kinda bare
Yeah still gotta do front end
Hey i was wondering, is there a way of making the gun not break at all, or not flip out when you drop it on a car or something?
Like dropping it from an inch above the hood on example the grand marshal, makes the marshals hood absolutely explode
It’s not a big deal for the lever, but for future it’d be nice to not have that happen
sounds like some beam spring/damp values are too high for their respective node weight
there may also be too many nodes for an object of that size, so i'd simplify it to the bare essentials and use props for animated bits like the lever and trigger
and a pair of noncollidable rigidifier nodes on either side so it doesn't bend in half
Uhhhhh why not?
I won’t be bothering with that model, but thanks for the image, it’ll help a lot in the future
Gave +1 Reputation to @tight shuttle (current: #268 - 13)
And I’m not planning to do animated interactive parts for a bit until I can properly figure it out
Lil bump, cus I posted it late last night
Can anyone link some highspeed touge or hillclimb maps
and with one quick google search you could of done.
https://www.beamng.com/threads/initial-d-touge-map-collection-thread.78757/
oh look the 2nd result on the google search
That threads dead and i have most of those already
this channel is not for asking people to link you mods.
Which one is?
there's google, and beam website
👍 👍 🥀 💔
Why does it matter if a thread is dead
How do I fix this? I’ve cleared cache, disabled all mods, can someone help me?
I’ve also tried reinstalling
Hey! Does anyone know where I can find the co-driver voice lines in the rally mod files? I’d like to revoice them in another language.
lua\ge\extensions\gameplay\rally\compositors\english\e_codriver_british_male_e1_m2_2025-03-09T00-24-08Z This is where the audio files are
Thank you!
yooo it matches the skin i made (it totally works and is totally supposed to look like that, i swear)
Real
all bx with s14 front clip
That should be a pinned message somewhere
It took me forever to find em lol so yea i agree lol
guys how in hell am i supposed to mod this truck?
what are you tryinng to do to it
Narrow things down to the parts you need
ultimate D series
anyone know this map
when im clean cache im accidentally delete it
now i couldnt found it
usa america something im not remember
sorry my grammar
American roads maybe…? Idk that’s the only one know
dont know if its the right channel: how do i get working split time display in a self created timetrial?
american roads
Thanks you
Thanks you
Gave +1 Reputation to @crystal wraith (current: #163 - 23)
Thanks you too
has anyone know how to fix this?
uv looks like this, whats wrong?
thats the body, your boot is the one thats fucked up
Pinto
bc i want to make mmy own boot by cutting thru the model but firstly i need i connect old boot to a new one
well you joined the uvs and now the boot uv doesnt exist
oh, so how i can fix this
Reunwrap the part u joined
is 98 psi on a 4 banger overkill or not enough
Not enough
it says here in tis tutorial to replace the body with something else, but the scintilla doesn't seem to have a body
Can someone guide me to make a ui app to simply display a cars weight from kg to pounds?
anyone know how to fix this i can't download anything
#mods-discussion
this channel is for DEVELOPMENT of mods
someone told me to ask here
Need some help if anyone knows anything about the flood mod or the infection gamemode please dm me
yoo, anybody happen to know if skins with IRL performance brands on them are allowed in a repository mod? just curious
i can make fictional ripoffs if i need to
whats that one mod that makes the roamer look like a escalade
I think everything has to be lore friendly iirc
^some things have slipped through though
No
Has anyone put a roamer front end on the d series?
use a roamer Ute mod
nah nah
just like the actually front end
because i wanna see how it looks
because the roamer ute looks nothing like the d series
Ohh yea u might need to do it ur self because i have seen a couple but there either bad or private
anyone knows where the 3d for the gavril v8 is cause its neither in the common.zip/engines common.zip/pickup pickup.zip
vehicles/common/gavril_v8.dae
it's not in the pickup folder for whatever reason, just the "common" directory
Gave +1 Reputation to @weary niche (current: #1493 - 1)
no prob no prob. it took me WAY too long to find it when i needed to lol
Probably because other vehicles use it
how do i tune meo's drag wheelie bar
Tuning menu probably if it exists
i mean like what do the sliders mean
Idk haven't used it just play with em also use game discussion or mods discussion as this is for making mods
Inverted normals in blender look up how to what direction your normals are and the red pones will be invisible in game
All I did was change node names and then that started to happen. It's weird cause the model will be perfectly fine. And then when I go to change the note. Names to something custom. That's when it does that.
heya, can someone explain in short how paint design thing works, and how can i make it change the mattress texture?
I'm following the tutorial https://documentation.beamng.com/modding/vehicle/tutorials/basic_car_tutorial/, but am confused on how to add the supplied materials to the parts. Everything i've found online so far is about applying materials and changing colors and such, not just adding pre-existing materials. The materials supplied in the tutorial don't even show up on blender for me. Can anyone lend some guidance please ?
looking for a tiny explanation on what this is, i don't see it inside the documentation for pressurewheels and it's a beam setting
are wheelSideReinfTransitionZone and wheelSideTransitionZone very different from eachother?
is there any way to scale down a group of nodes and beams on the visual studio code plugin?
like anything similar to the scale tool in blender for example
No
Not automatic scaling. But you can figure out to what scale and times by that (e.g at a scale of 0.8, do original number x 0.8)
hello, i'm trying to do a mod to tweak a bit the exhaust particles, does anyone know what file path i need to follow?
hi guys, do you know any servers where I can get help 3d modelling? I kinda wanna make a mod but suck a 3d modelling
did i fuck up by changing these "nodeweight" values to lower? because now when i put this modded frame on the truck the camera goes bananas and everythings shaking