Experimental Modding Tools v1.1.2 for BeamNG 0.26

Discussion in 'Utilities and programming' started by Car_Killer, May 29, 2020.

  1. Car_Killer

    Car_Killer
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    Modding Tools v1.1.2
    Hello. I created converter for materials. It supports both vehicles and levels materials.​
    It generates new JSON materials for your specified mods.
    Depending on how many materials your mod have your game may hang or even crash!

    Not recommended to use when you have lots of mods or unclean user path.
    Please note it’s not OFFICIAL converter. This will come in the future surely!

    With the new 0.9 version, I'm happy to introduce my dear imgui version of this converter to make it even easier for everyone.

    Now you just have to enter the path to your mod in a simple tool.

    BeamNGdrivex64_Fyc4dFZcnf.png BeamNGdrivex64_ETPBIR0y0O.png

    Features as for V1.1:
    • CS to JSON converter
    • Ability to run from console
    • Ability to run using a key binding
    • Ability to save files on disk with results of tests
    • Resource Explorer for checking available, used, and unused assets on level (wip)
    • Material Verifiers for checking materials types, files, and duplicates (wip)
    • Bulk converters that convert all vehicles or levels
    • Intuitive UI
    • Reloading materials and clearing vehicle cache

    1.1 Changelog:
    • Added Vulkan check (for texture cooker)
    • Added Linux check
    • Added game version check
    • Added Force Reload Materials feature
    • Added Clear current vehicle cache feature
    • Added Experimental features
    • Improved UI
      • Added tool-tips
      • Added colored text to show errors
    • Added Bulk converters for vehicles and levels
    • Added Material Verifiers
      • Added verifier for cs / JSON materials, checks also for badly named json materials
      • Added verifier for V0 / PBR materials
      • Added duplicate materials verifier (wip)
    • Added Resource Explorer
      • Added checker for used TSStatics
      • Added checker for Forest Items
      • Added checker for unused TSStatics (wip)
      • Added checker for unused Forest Items (coming soon)
    • Improved overall stability
    • Changes to converter work back-end
      • Now there is no need to restart game to run converter again
      • Conversion job will repeat until materials table is empty
    • UI is now independent from World Editor
    • Added ability to run from console
    • Added ability to run using key binding, "=" for now
    • Added custom theme
    • Added ability to save files on disk with results of tests

    Changelog for V1.0
    • Removed garbage code
    • Improvements to level path button backend
      • Added compatibility with all levels types
      • Improved code
    • Added vehicle path button
      • Code checks which vehicle is seated by player 0
      • Theoretical compatibility with any vehicles that can load even from the earliest versions of game
    • Fixed console warnings
    • Added incorrect path warnings
    • Added checks so you won't be able to run a faulty job
    • Cleaned up logs


    How to generate new materials for old mods in new version of tool?

    1. Make sure you use at least BeamNG 0.23.
    2. Run game.
    3. Load level that you want to convert or press "=" in the main menu.
    4. Use buttons or insert path manually, just press the conversion button and run converting process.
      Video - Click to Play - Direct Link

    5. Copy the generated .json files from your userfolder back to your source files and remove all material.cs files, remove cache of your mod.
    6. Done
    Old method using console, for advanced users only!

    How to generate new materials for old mods?
    1. Make sure you use at least BeamNG 0.17.
    2. Create file convert_material.txt in root of BeamNG documents folder. In this file specify path to your level or vehicle. (you can specify only one path for now)
      upload_2020-5-29_11-37-27.png
    3. Run game.
    4. Press ~ (tilde) to run BeamNG console.
    5. Input extensions.load("util_convertitself") in console and press enter. After process game will close.
      upload_2020-5-29_12-8-49.png
    6. Copy the generated .json files from your /Documents/BeamNG.Drive/vehicles back to your source files and remove all material.cs files, remove cache of your mod.
    7. Done

    Huge thanks to @thomatoes50 who helped me to clean code. In addition, I want to thanks for the original resource explorer code that was made to help me working on Polish Roads.
    Now instead of console, it works in imgui which is much easier for modders.

    Additional thanks for testing and giving ideas to: @AgentMooshroom5, @bob.blunderton, @DankMemeBunny, @falefee, @Nekkit.

    Installation: As with every mods, put zip in the mods folder.

    If you like my work support me here!
     

    Attached Files:

    #1 Car_Killer, May 29, 2020
    Last edited: Sep 23, 2022
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  2. DaddelZeit

    DaddelZeit
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    Very cool! Nice job!
     
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  3. Ryo13silvia

    Ryo13silvia
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    Not the hero we deserved, but the hero we needed.
     
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  4. TwoTwoNine

    TwoTwoNine
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    Car Killer and thomatoes50, this is awesome!
    I can finally convert over my old material codes and properties, so I can get things to look better in json so this will actually help in my Tipo.
    Thanks thomatoes50 and Car Killer, this certainly is a helpful tool.
     
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  5. RadeS

    RadeS
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    I tried that,and failed...
    screenshot_2020-05-29_16-11-59.png
     

    Attached Files:

    • screenshot_2020-05-29_16-12-08.png
    • screenshot_2020-05-29_16-12-32.png
  6. P_enta

    P_enta
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    Does this take the materials and uv's and stuff you have in blender and convert them to beamng? I hope it does because that would save hours of work.
     
  7. Dummiesman

    Dummiesman
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    Wouldn't it be easier for everyone if you were to get the currently selected vehicle and use the .vehicleDirectory on it? Instead of requiring a text file
     
  8. Car_Killer

    Car_Killer
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    You don't need to load car, just use that in menu :p
    You can't hot swap cs to json so it's pointless to wait for loading everything.
    I think it's fastest way to do it :)


    No. As I said in first post. It only converts your current materials.cs file to new material.json introduced in BeamNG 0.17.
     
  9. P_enta

    P_enta
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    Ah that's still pretty useful! Hopefully, eventually someone will make a blender plugin that just converts all materials in blender to beamng .json materials with all the proper different files.
     
  10. Ezo

    Ezo
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    Bluebuck Kitsune huh I wonder what is :rolleyes:

    On topic now, nice job bro, now we can have our stuff updated to an supported format finally
     
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  11. TrackpadUser

    TrackpadUser
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    A basic guide to making materials with textures is defintively something I would find interesting, however considering there are new "best practices" being developed, as shown by Nadeox's cube in the dev media thread, I don't have an issue with waiting a little.

    If you want very basic materials to start (single color textures), hit me up on discord, I can show you how I did things for my mods. It's not the best looking materials ever, but it's a bunch of materials that show up in game :p
     
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  12. P_enta

    P_enta
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    Yes please! I can't find anyone willing to texture my brand new supercar so I'm gonna need to learn by myself. add me (P_enta#4123)
     
  13. Car_Killer

    Car_Killer
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    Most likely you did something different than in instructions. If you can't manage it to work hit me on DM here :)
     
  14. TrackpadUser

    TrackpadUser
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    For a big TL:DR, making materials =/= texturing.

    A material consists of multiple textures, and the ez/dodgy way to do things that can still work is to use something like 16x16 single color textures.

    Proper texturing has a lot of ressources online already, and a lot applies to beamNG.

    I'm also not very experienced with textures :D For now I've only figured out AO baking and the magic of using random noise for stuff.
     
  15. P_enta

    P_enta
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    Honestly, i just need someone to teach me how to assign a leather texture to a certain part of a door. And make it work in beamng.drive. OR i just need someone to texture the whole car for me

    The dumb thing about this community is that there's like 3 people willing to do either of those.
     
  16. TrackpadUser

    TrackpadUser
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    Yeah, it's something I've already talked about, there aren't that many people who have decent knowledge when it comes to making good textures, since it's one of the later things that people learn about when getting a hang of modeling.

    And people often have their own projects, which is why they might not have the time to help everyone with what is, at the end, quite a decent amount of work.
     
  17. P_enta

    P_enta
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    Yeah really. I don't know how to do beamng textures, No one is willing to do them for me, no one is willing to teach me, and I couldn't learn from the wiki it's just terrible. This is what i don't like about this community.
     
  18. Dummiesman

    Dummiesman
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    This is the basics of 3D modeling and any UV mapping and texturing tutorial should do.
     
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  19. P_enta

    P_enta
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    I know how to texture in blender but i dont know how to transfer the textures into beamng.drive.

    And i can only texture the stuff as separate objects idk how to form all the textures i used into one file. that can be solved with a tutorial though.
     
  20. umustbeloggedintododat

    umustbeloggedintododat
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    Doesn't work, I get

    extension unavailable: "util_converchestelf" at location: "util/converchestelf"
    --- Post updated ---
    Nvm, my word filter was going apes**t.
     
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