I am currently developing a toolkit for modding in BeamNG.drive with a plugin for Blender. It assists in the creation and exportation from Blender to BeamNG, allowing for the editing of existing files. The tools under development aim to ease exports and make them plug-and-play through the editing of valid .json files readable for BeamNG. For example, 'level.item.json' for the map according to their 'class' type, and other formats for materials. I am also exploring the creation of an interface that aids in constructing a .jbeam file for editing. This includes node weight adjustment, creating node groups for file organization, beam creation via a button by selecting 2 defined nodes, and triangle creation via a button with 3 selected edges. There's a system for choosing node types to assign to the selected vertices based on the desired role and an automated addition of _L and _R suffixes depending on the object's topology. It also integrates node visualization in the viewport and a color-coded system for each nodetype function."
I will try it for sure. My idea is to do some roads on the backdrop like in Johnson Valley. I made some promising experiments with this blender plugin:
im so happy my plug in Working Full ok one clic for create your's AI Path in blender ,ok Auto OffSet from .Ter MAp Work ok automatic set road "position" from node0 "posision" ok Json file export in selected directory ok name = Item.level.json
"Blosm" =(OpenStreetMap) ArmoryPaint = (substance painter alternative programe) Roadscape = (street map road on terrain by GeoNode) AlphaTree = (lowpoly custom tree card foliage system) --- Post updated --- RoadScape on Osm Map is just a Dream this map size 5.2 KLM X 5.2 KLM