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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    Hello!
    I'm happy to announce that I've updated that tool after a year.
    I hope it will help even more of us.
    It was fun to learn how imgui works while working on this tool :)
    upload_2021-6-18_22-39-15.png

    All information you'll find in the first post.
    Video - Click to Play - Direct Link

    Sample usage of new tool.

    I'm open to any feedback and feature requests from you all.
     
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  2. DaddelZeit

    DaddelZeit
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    This could be a window for the world editor 2.0 to be honest :D
     
  3. Ezo

    Ezo
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    ck stop beeing hot
     
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  4. P_enta

    P_enta
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    I simp for ck tbh
     
  5. Car_Killer

    Car_Killer
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    Today, I've released v1.0 version since the converter is stable enough.
    Some changes have been done in comparison to the previous version.



    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
    As always cool visual studio screenshot :cool:


    I'm open for any feature requests and suggestions.
     
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  6. Car_Killer

    Car_Killer
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    Hello again! I'm happy to announce that the next version of the materials converter or as the new name says Modding Tools is available to download in the first post!

    BeamNGdrivex64_ETPBIR0y0O.png


    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
    If you have any questions please let me know here :)
     
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  7. BravoMMXI

    BravoMMXI
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    Clear cache and materials before pasting in new materials.cs correct? This will make fixing old texture on mods way better than doing it manually like I was doing.
     
  8. bob.blunderton

    bob.blunderton
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    Thank-you for making this. You are a god to people who have massive over-weight limit-smashing maps like myself, maps so big it necessitated game code to be changed over half a dozen times. Oops. But yet you developers here still tolerate my monster maps and my monster attitude when I break* the game :x

    Thanks for being awesome and a cut above the rest!
    Oh, and my 90's quality internet in this third world USA thanks your small file sizes.
    I will be able to use this in about 5~7 days when I ship the next version of my map out, then I don't have to race against a one-week deadline if I bust the thing.
    I will report back if there's any issues here.

    *Don't feel too bad about me breaking the game due to limit-busting stuff. I broke Doom in 1995~1996 or so, I broke Half Life, I broke Half Life 2 - all due to game-engine limits I went over. Thankfully this isn't a BSP engine and I don't have to worry about compiling things anymore, and the limits of map making are mostly gone because of awesome devs.
    On a side note...
    I still love the fact we can edit things right inside the game and play it right there with a key press - that still amazes me. No waiting for hours or a day or two while the map compiles. Go 2021!
     
  9. Car_Killer

    Car_Killer
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    Today just a small hotfix for a tool.
    I've noticed that one function Lua uses a global variable and the theme is being badly reset when closing the window.
    Both of these issues are fixed in version 1.1.1.
    BeamNGdrivex64_cgSevcf0Sl.png
     
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  10. Andryusha

    Andryusha
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    Thanks for the tool! :)
    I wonder if 'Force Reload Material' is supposed to affect only level materials or does it involve vehicle ones too?
    For example:
    1. I spawn a vehicle (0.24/mods/unpacked) with my custom skin on it
    2. I make changes to the skin in Photoshop and save it (unfortunately no changes happen in game)
    3. I click 'Force Reload Material' (the game freezes for a sec but then still no changes are to be seen)

    On some older versions of the game the changes to you make to a skin went live real time and this was so much more user friendly to skin creators :)
    Now I have to reload the map to see the new version of the skin I made.
     
  11. Agent_Y

    Agent_Y
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    For me the changes on skins still happen instantly when the file changes so idk what is the issue on your end
     
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  12. AlexKidd71

    AlexKidd71
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    "Added checker for unused TSStatics (wip)"
    It would be great if the tool could export a list of unused materials. It's a bit harder to program though because you have to build an array of all possible material files (jpg, png, dds) and check it against the material json files of the used assets in scene tree. I'm a lua noob but perhaps I'll do something like that in .Net.
     
  13. bob.blunderton

    bob.blunderton
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    This tool does not work on Los Injurus. The game crashes, and then the map never loads again.
    It also duplicated the terrain entries for every last one.
    Beyond that, it's just too much for my brain to attempt to make heads or tails of it.
     
  14. Blood-PawWerewolf

    Blood-PawWerewolf
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    well it is for two versions ago. I’m guessing that something changed in the code since then.
     
  15. bob.blunderton

    bob.blunderton
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    I have every version from 0.19 forward yet. I keep a number of older versions (usually about 2~3 years worth), and have some very very old versions yet in archive form.
    I might be able to get the map to load on the older game version, will have to see provided nothing substantial changed in map-format over the last two versions.
    That's about the only thing I have left that I can do. Otherwise, my project is dead in the water.
     
  16. Car_Killer

    Car_Killer
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    Hotfixed for BeamNG 0.26.
    Thanks for the report @Shadows

    Just FYI, this tool needs complete rewriting one day. As I lost progress on the 1.2 version due to an issue with a hard drive, I will try to approach this better way when I have time.
     
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  17. Phaien

    Phaien
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    oh yesss
    thank you so much
     
  18. ltntai

    ltntai
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    Would it be possible to add a feature for converting managedDecalData.cs to .json? I noticed that official maps use that format now.
     
  19. AlexKidd71

    AlexKidd71
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    Is there a complete object description for both formats public? Then it should be quite easy to do.
     
  20. Andrew_5459

    Andrew_5459
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    How do I get this mod to work? Pressing equals doesn't do anything. Is there something I'm doing wrong?
     
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