Did you "Build + Install" the vehicle while the game was closed before trying starting the game again? --- Post updated --- Can you share the vehicle conversion json file? You'll find it here: C:\Users\jorda\AppData\Local\BeamXP\handedness_conversion_projects\pickup If you send that I can check your conversion and see if I can reproduce the error
Okay, that is definitely a new bug and a weird one. I checked every single variant of the D-Series (thought it would be a good idea load in as many as them at once until my FPS dropped to 5 - see screenshot) and all conversions were correct apart from the one you specified. To be fair to the tool 72 out of 73 aint bad at all. I suspect it's JBeam parsing, and the good news is that since it only affects one variant I should be able to isolate what is different about that specific vehicle files and find the fix that way.
Possibly it's because that vehicle is the default? Maybe if it was changed, it could be done, but I don't think that feature is still around.
You're probably right, but it's not an issue on all cars (just confirmed it's not an issue with the default Sunburst) so I still suspect it's JBeam parsing/writing related. Thanks for your persistence on this, there should be an update soon --- Post updated --- Also as a general update on other developments, the current dev build Recommend Modes feature now uses nothing but spatial logic to map out what transforms should be applied where. So far it's been more accurate than the old method which relied on part name heuristics but it's slow (takes about 5 minutes to convert all 73 D-Series variants autonomously). Next step is to try and bring that time down as much as possible and figure out a reliable way to detect which textures need flipping after being transformed. At that point I think I'll put another release on GitHub. Then I'll be testing the new algorithm on a load of vehicles to check its reliable outside of the vehicles this has been developed and tested on so far. Once it can do that I should be able to start working on a tool which is integrated into BeamNG itself where the manual transform stuff is no longer required.
just came across this, good stuff, glad someone thought of this. Does this work with any vehicle at all? Ive always wanted to do a RHD T Series but its alot of work to do manually
Works with most vehicles, (I want to say 95%+) someone ran into an edge case with a paid mod. The modder split the vehicle into two zip files (one the "vehicle" and the other the "license") BeamNG manages to unpack the vehicle it but I haven't reverse engineered how to on that bit yet. There the only hard road blocks I'm aware of --- Post updated --- Version 0.2.4 is now on GitHub. In this release I fixed some issues with the preview relating to missing and incorrectly placed parts. I also implemented spatial logic for the "Recommend Modes" feature, instead of part name heuristics. The latter is overall a regression, as it was my first attempt at using spatial logic. I'm working on something much more robust to replace this and preliminary testing is looking good.
I'm taking a quick break from the spatial logic algorithm because I had an idea for the flipped texture problem. Currently got a script working which searches for symmetrical sub-meshes on a larger mesh. I'm thinking if I can reliably detect such meshes, then I can calculate the translation and rotation required equivalent to mirroring the parent part. This would mean that the symmetric mesh moves through space instead of getting flipped meaning all text and symbols retain their correct orientation. For other text not picked up by this method I'm thinking about using tesseract OCR (pytesseract) to detect the remaining text which needs flipping, but this wouldn't fix symbols and a few other minor details. Thought this was worth an update on the thread because I can actually post pictures of this method working on the dashboard out the ETK 800-Series, orange is the search area, purple are the detections
Well, I think I've cracked the mirrored-texture problem. Finished the symmetric sub mesh search algorithm. Those components are moved onto the other side of the vehicle using rotation and translation rather than being mirrored, so their original UVs and readable text and symbols are preserved. Then the remaining husk of the mesh is mirrored, OCR text flipping still isn't implemented but that doesn't affect the example I've been working on. Below is the ETK 800 dashboard converted from LHD to RHD using this method and then rendered in Blender with the original interior texture. All 100% automated. 4k image here: https://www.beamng.com/attachments/upload_2026-7-28_14-52-35-png.1319283/ It still needs testing across a much wider range of vehicles, but its looking very promising.
New automatic texture correction in action. This is only a preview of the next feature drop, it's not yet implemented on the release version on GitHub The algorithm which does all of this still needs a bit more tuning but it's already giving great results on a variety of vehicles
Work in progress update, fixed a few bugs and regressions but now trigger boxes can also be relocated on a converted vehicle. These are displayed as red wireframe objects, as cuboids and sphere's like in game. Side by side comparison of the vanilla Scintilla and the conversion:
This is a cool app, but is there a way (or any plans to add the ability) to manually change the z and y values for each part? One of the cars I'm trying to convert needs some manual adjustment to those values.
I purposely left it out because it shouldn't be required, everything is mirrored on the y-z plane which is perpendicular to the x axis. Can you point me to the car you're converting or upload a screenshot of what's not lining up?
I'm having some issues with this. I'm trying to convert Raiiiu's Audi R8 to RHD so I can make something set in the UK, but after trying to convert it, none of the parts showed up either in the config or in the parts selector. Could I have some help with this? I don't see any reason why other mods might conflict, so maybe it's an issue with the R8? I don't know, and I don't have the skills to troubleshoot it
Can you give this a go on the latest build? I've literally just put it up on GitHub, its version 0.3.5: Telestang/BeamXP It probably won't fix the issue but I want to make sure I'm chasing the issue on the latest release rather than old version. Also is this a free mod or paid for. If It's free can you point to exactly where you got it. I'll see if I can reproduce the issue if you're still having problems on the latest version