Unsolved World editor problems

Discussion in 'Mod Support' started by Birkenspanner, Feb 6, 2021.

  1. Birkenspanner

    Birkenspanner
    Expand Collapse

    Joined:
    Dec 26, 2013
    Messages:
    80
    Hi there,

    I'm having a little bit of a problem with making maps. When I import a heightmap (4096x4096), be it with the old or the new it doesn't collide with the car. I only have an ocean and a ground plane in my map, so idk why it doesn't work.
    I can texture the heightmap like always, but it also crashes when I use the auto texturing tool and applying it to more than 5 degrees, it always crashes.
    Also, when I save changes to my level it doesn't acutally save it. When I reload the map all my previous changes are gone and the terrain file seems to be empty or not at the right folder, and the terrain object is empty, but still in the map somehow.


    Is there anything I can do?
     
  2. Birkenspanner

    Birkenspanner
    Expand Collapse

    Joined:
    Dec 26, 2013
    Messages:
    80
    Is this the wrong thread? If so, where schould I post this question instead?
     
  3. beamhole

    beamhole
    Expand Collapse

    Joined:
    Feb 9, 2021
    Messages:
    36
    I believe the correct thread is troubleshooting: bugs, questions and support
     
  4. BlackMetal

    BlackMetal
    Expand Collapse

    Joined:
    Aug 10, 2013
    Messages:
    146
    I have many problems with the editor including not being able to save the last state after making it but with your collision problem make sure to select collision type visible mesh and in top left corner of the ui select reload collisions I think it's in ''edit''

    edit: I know using lowpoly colmesh is much better but sometimes you just want to be quick and test your map ;)
     
  5. Birkenspanner

    Birkenspanner
    Expand Collapse

    Joined:
    Dec 26, 2013
    Messages:
    80
    Thanks :)
    I figured it out recently...after 2+ weeks of messing around a little after work lol
    What is a lowpoly colmesh? Is that instead of the heightmap?

    Also the saving mechanic is a little confusing for me, normally you should have your files and folder structure in ...\Documents\BeamNG.drive\mods\unpacked\MAPNAME\levels\MAPNAME
    Then when you open the editor, it creates a new folder structure in \Documents\BeamNG.drive\levels\MAPNAME and puts new files into it, that you create/change with the editor. Maybe you are supposed to copy those files over to your unpacked folder?
     
  6. BlackMetal

    BlackMetal
    Expand Collapse

    Joined:
    Aug 10, 2013
    Messages:
    146
    Colmesh is used for collisions as it's easier for cars to collide with lower poly objects (no sticky barriers)

    for the second one, no idea. Didn't know you could do that!
     
  7. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    You are supposed to move the files to your Mods folder because well, how can the game know if you are working on a mod or slightly editing someone else's map for personal use at the moment? It can't know what are the changes for, so it assumes the latter as it's the case most of the time (like removing a street light to add a Jbeamed one instead or just copy+pasting vehicles with the editor) and that's why it tries to save the files in the default location. If you are working on a mod map you just move them to the mod directory and done, if it created a new mod every time you made slight changes to any map it would be a disaster.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice