Experimental BeamNG Level Importer + BeamNG Modding Tools V2 for BeamNG 0.32

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

  1. SuperAgentAlex

    SuperAgentAlex
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    is it possible to have this tool convert materials in reverse?

    (json to cs)
     
  2. Car_Killer

    Car_Killer
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    QA / Mod Support
    BeamNG Team

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    Hello, after a long break it's time to release the new version of this tool :)
    Changelog for version 2.0
    • A complete rewrite of the tool
    • Added Exporter tab
    • Added ability to export meshes from the game as COLLADA and Wavefront formats
    • Added ability to export DDS textures to PNG to improve compatibility with graphics software and Blender
    • Added ability to export level data to improve compatibility with BeamNG Level Importer Addon
    • Added option to soft reload (quicker) and hard reload (slower) vehicle materials
    • Removed Resource Explorer features, those are now available as a part of the World Editor Resources Checker tool
    • Removed Material Verifier features, those are now available as a part of the World Editor Resources Checker tool
    • Improved UI
    • Updated for BeamNG 0.31+


    Additionally, a new Blender plugin is now available.
    BeamNG Level Importer is a Blender addon that allows you to import BeamNG levels with all assets into a Blender scene with the correct location, rotation, and scale. Imported assets will have all materials assigned with their texture maps.
    • Default TOD settings as Nishita sky
    • Basic Terrain Materials v1.5 importing (WIP)
    • Materials V0 support
    • Materials v1.5 support
    • BeamNG mod zip content importing
    • TerrainBlock importing
    • WaterBlock importing as a cube
    • SpotLight and PointLight importing
    • WaterPane importing as flat pane
    • CameraBookmarks importing
    • SoundEmitters importing
    • GroundPane importing
    • SceneTree folders structure
    • ForestItems importing and placement


    You can download everything from the first post or GitHub page.
     
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  3. Phaien

    Phaien
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    wow this is awesome!
    good job man, i love it
     
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  4. e_t_f_z

    e_t_f_z
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    I've dm'd you would really appreciate some help
     
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  5. Plymouth Superbird 1970

    Plymouth Superbird 1970
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    Hi there, sorry to bump such an inactive thread but I am trying to use this for the first time and without much success.
    The instructions for exporting meshes is:

    Start the game
    Insert a path to folder of your mod which you want to export
    Go to the Exporter tab
    Press the button you want to use
    Your exports will be available in your userfolder /temp/exported/

    But this seems a little... vague. Where is the "Exporter" tab specifically, what button do I choose, and where does this take place? World editor?
    If anyone is able to provide further guidance or a step-by-step that'd be greatly appreciated. Thanks!
     
  6. Car_Killer

    Car_Killer
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    QA / Mod Support
    BeamNG Team

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    Yes. It's all in world editor -> modding tools or you can open that menu from keyboard binding, by default it's "="
     
  7. Plymouth Superbird 1970

    Plymouth Superbird 1970
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    Perfect, thank you kindly :)
     
  8. ArniRK

    ArniRK
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    Hi. When importing the map into blender, the buildings are not positioned in their assigned places, instead all the buildings are located in one place, what could be the problem? I'm using the 3.6 version of Blender
     
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