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How do I make my own track in 2020?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Mr_TommyGun, Oct 16, 2020.

  1. Mr_TommyGun

    Mr_TommyGun
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    Oct 15, 2020
    Messages:
    5
    Hello

    I want to make my own BeamNG map but I am struggling to find what I am looking for.
    I watched a video tutorial on how to make a map but the video was from 7 years ago, obviously outdated information because I cannot find a specific file anywhere and I definitely did not accidentally delete it. In this tutorial the uploader made a track which he called Tutorial, I followed every step correctly but then when he got to the part where he renamed all the files to "Tutorial" there was a file with the extention .mis which is the file that I cannot locate anywhere.

    I was thinking that maybe now this has changed since the video was from 7 years ago and it's probably outdated information, so can anyone please tell me what to look out for?

    This is the tutorial that I watched:



    Thanks.​
     
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  2. Trophy

    Trophy
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    Hello and welcome to the threads! I suggest just making random stuff to learn what everything does at first, then once you have learned, start to build stuff.
     
  3. Cincinnatus

    Cincinnatus
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    your pretty much editing an official map or deleting everything on a official map. You can also model your own terrain in blender and import objects it into beamng.drive which is easy. This video shows how to do that.
     
  4. Mr_TommyGun

    Mr_TommyGun
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    Thank you, I will take a look at that. Can't say that i'm really that good at blender (yet) but I can always give it a go, plenty of blender tutorials out there. Although one time I did make a very tasty looking donut using blender



    Thank you! I have found this forum very useful so far, a lot of great information on here. I am going to give building something a go, and also getting better at using blender.
     
  5. Cincinnatus

    Cincinnatus
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    While you are still practicing with blender, you can just simply use the world editor (f11) and if you don't know how to use the new one, (ctrl+shift+f11 for the old world editor) to make bumps and add grass to the terrain. You can also use it to take models from other maps and put them in yours, I'm guessing the how to make a map tutorial showed you how. So you don't need to use blender unless you want to make custom objects.
     
  6. Angry Tesseract

    Angry Tesseract
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    Dec 18, 2019
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    I've screwed around with the world editor before and making my own stuff from scratch and the hardest part is the file setup and whatnot. The level editor is fairly comprehensible and is fairly easy to learn... The old one anyways. You must have 7zip or another archive viewer to edit the .zip file's contents. You'll need Notepad++, it is practically impossible to do this without it. Paint.net is a must if you intend on making/editing your own terrains or textures. The best first step is to copy the map template.zip into the repo folder, found in Documents, Beamng, Mods. DO NOT leave your maps in the content\levels folder. If you update, verify integrity, etc, it will disappear. Learned that the hard way. When you've copied it into your repo folder, rename the file to your desired level name. This will be extremely difficult to change later, so really think about it. Keep in mind that this name will not show up in the game, the in game name is found in info.json. Delete all the weird filenames and just leave the words on the beginning of the lines. These fields will determine the info shown when you select the level. You can put anything in here, but make sure that the preview image is the filename of your preview image. You'll have to rename anything using the old map's filename with your current filename. E.g: preview.template.jpg -> preview.yourmapnamehere.jpg Now just rename all the things. Now, if you want assets other than the very few provided by the template map, then you will have to copy and paste from the official maps, or make your own, which is a whole other thing. Assets and such can be found in Art. You will want to put the assets into their appropriate folders, terrains in terrains, objects and trees in shapes, and then their own respective folders in there, etc. Now, when you copy paste the assets in, go into the folder you pasted them in and look for a file named materials.json. You want to use the replace function from Notepad++ (can be accessed by ctrl+f) and replace any instances of the old map's filename with yours. You can also do this by hand, but it can take hours. Don't worry about .cs files, they have no information you need to edit. If you don't do this, it will look for the texture files in the original map's folder rather than yours, (presumably, not an expert) and if anything happens to the original (updated, removed, tweaked, etc.) It will screw up your stuff. Or it just won't work. I had problems with Douglas firs for ages until I did this step, now it never bothers me. You will do this for every file that has a materials.json files, leave no materials file unedited. This is probably the most crucial part of importing assets. Now, as for the forest folder, you're gonna want to import the managedItemData.cs from the map you're working on. If you don't, you will be unable to use the Forest tool in the map editor with the trees or objects you want. You will also have to change the names in there. If you are using trees from multiple maps, just copy and paste their managedItemData.cs contents (or the snippets you want) into yours. This is the bulk of the map setup, after this you can probably start in the level editor. If it doesn't show up when you start the game, make sure it has a properly edited info.json file, and that it is in the repo folder, not mods. If you have any questions, problems, or corrections, feel free to tell me.
     
  7. Mr_TommyGun

    Mr_TommyGun
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    I did have a go with the world editor, it's a great tool when it doesn't make my game crash, I'm pretty sure that's because I don't have a huge amount of ram though. Great tool though, a lot of differen't tools to use. I managed to make a strange looking mountain by placing a bunch of rocks :D
     
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  8. Mr_TommyGun

    Mr_TommyGun
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    Woah, That's a lot of information! Thank you, I will give it a go :)
     
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