WIP Beta released BeamNG Tool for map creators (updated 2025-11-15)

Discussion in 'Utilities and programming' started by AlexKidd71, Nov 15, 2022.

  1. Murokmakto

    Murokmakto
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    Maybe but so far I haven´t had any issues with that. After all its just filepaths so it doesn´t really matter as long as the game can find it. But then again, I only have 3 assets with special characters in their name, so I can easily find them if something breaks..

    As far as I know it can´t do that. If I was you I would work on the learning map up to a point where it is "releaseable", maybe not perfect but playable without any real problems. And then start something new with all the knowledge you gained. I had to start 3 times over before I was happy with the way my map worked out. There are so many things I didn´t know at the first tries but were actually really important further down the line (like your groundresolution issue..). Beamng Map making can be really frustrating at times but this game needs more and higher quality maps and these won´t make themselfes :p
     
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  2. M3MotoMan

    M3MotoMan
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    I agree. I have actually already released my first map though (in alpha at this point). I've created and deleted and re-created a lot of variety of different things in it and only released it once I felt like it had some things people would have fun with. & Mostly looking for feedback to improve my future maps. So far it seems to be getting positive and constructive feedback.
    Thank you again to those with helpful tips and tools like this one. :)
     
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  3. AlexKidd71

    AlexKidd71
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    A small fix for BeamNG 0.37 is out now:
    Version 1.2.2 (2025-09-16)
    - Fix for BeamNG 0.37: The tool finds the new userfolder ...\BeamNG.drive\current now.
    Version 1.2.1 (2025-05-08)
    - The "Rename Map" feature now automatically detects changes you have made in world editor and asks you if you want to add them to your renamed map

    The tool should update automatically if already downloaded.
     
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  4. Artistterrymartin

    Artistterrymartin
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    Cool, going to check it out! I have the perfect map for this tool too..
     
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  5. AlexKidd71

    AlexKidd71
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    Just contact me if you run into problems.
     
  6. M3MotoMan

    M3MotoMan
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    That's awesome.
    I'm trying to learn how to make 3D assets (objects) for the game now and I think this will come in handy at removing all the ones that didn't work for me - lol. ;)

    @AlexKidd71 Did you read about the new assets system they are working on (moving everything to a central assets location to eliminate duplicates and reduce broken items issues? Sounds like all objects and textures will be connected to the location with ".link" files...
    Should be interesting. However, I'm guessing this might affect your program.
     
  7. AlexKidd71

    AlexKidd71
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    I have to dig deeper into it. It means fewer reasons to copy assets to your custom level. But I must make sure that I don’t delete .lnk files, haha.
     
  8. Artistterrymartin

    Artistterrymartin
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    We are getting physics based objects that will swap forest items for jbeam props. Blue mail boxes for example will become trash cans you can run into. A lamp post is in there. Its in the code now. Its not fully implemented. What it does the code, it scans constantly around the player for swappable items that have a limited pool size and proximity to player. Those items will swap before you see them swap, but when not active using the physics it will be replaced with a standard forest item. Forest Items will be getting parallax mapping too. That is already in the code. Not active yet. And you know a forest item can be anything. Tree, bush, sign, house, fence, wall, anything that can be a DAE. But those items still need a jbeam created. I been quite busy making stuff on the side that breaks. Going to be really nice to easily save that stuff on track ready to spawn in freeroam. I am speculating there, but that likely is why there is a new prefab packer. I have not looked into that.
     
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  9. M3MotoMan

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    Wow! That's something I've been actually been wishing for. I'm excited to see how this develops.
    Also...
    Beam should just hire @AlexKidd71 ;)
     
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  10. AlexKidd71

    AlexKidd71
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    Thanks man!
     
  11. AlexKidd71

    AlexKidd71
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    New Version is out.

    Version 1.3.1 (2025-11-15)
    - Feature: copy terrain materials from one level to another or replace one or multiple terrain materials in a target level
    - Compatible now with BeamNG 0.37 new asset link structure
    - Zipping and unzipping now respects correct codepage (problems with special chars and umlauts)
    - Copy your level directly to userfolder/levels after rename for immediate testing and development
    - Upgraded from .net7 to .net9

    It would be great if someone could try out the new version, as I don't know if it will start everywhere. I have upgraded to a newer .NET version and changed the deployment file.
    https://github.com/alexkleinwaechter/BeamNG_LevelCleanUp/releases

    Utah in spring:
    upload_2025-11-15_23-59-0.png

    Johnson Valley in hard winter ;)
    upload_2025-11-16_0-12-19.png
    upload_2025-11-16_0-17-37.png
     
    #111 AlexKidd71, Nov 15, 2025
    Last edited: Nov 16, 2025
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  12. el_ferrito

    el_ferrito
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    As ever, fantastic work. Not sure when I'll get the chance to test.

    Will you release those maps? I always wanted to replicate the dirt road version of east coast USA I did. This would make it a lot easier.
     
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  13. AlexKidd71

    AlexKidd71
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    I won't publish these maps because it's so easy to create them with the tool. It takes 5 minutes. I'll make a short tutorial video soon.
     
  14. M3MotoMan

    M3MotoMan
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    This is amazing what you have done! I can't wait to try it out. I'm just finishing up my first map and ready to get into a "real build".
    I will try as many things as I can and post here how it all works for me (a semi-noob to Beam stuff)
    I may even use this to upgrade the materials I used (pretty much created them all from scratch to learn the structure and they aren't the best - :)

    Do you have a tool for importing blender objects and textures into the game. (That's the thing I'm struggling with most now)
     
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  15. AlexKidd71

    AlexKidd71
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    I made a tutorial video on the new terrain material copy feature.

    --- Post updated ---
    I have no special tool for that. What helps me a lot to get the BeamnG structure right (lod levels, etc) in a fast way is this plugin:
    https://www.beamng.com/threads/beamng-easy-export-for-blender.85294/
    and of course the hot stuff @Grille is doing here:
    https://www.beamng.com/threads/blender-collada-cdae-dae-plugin.105419/
    --- Post updated ---
    I guess I have to make a new installation file because I had feedback that the actual version makes a false virus alarm.
    Reason:
    https://www.reddit.com/r/dotnet/s/quoIs3CRe9
    tomorrow I will try to solve it.
    should be fixed now!
     
    #115 AlexKidd71, Nov 16, 2025
    Last edited: Nov 16, 2025
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  16. M3MotoMan

    M3MotoMan
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    Just watched the tutorial video - Great tutorial! Really easy to follow. Thank you for making this tool.
     
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  17. Murokmakto

    Murokmakto
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    Hello Alex, something I just noticed:

    When using the "change map height" option of the tool, it does not alter the z positions of the parking spots within the city.sites.json file.
    at least not in my case, but this was in the previous version of the tool, maybe it works in the current. FYI:rolleyes:
     
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  18. AlexKidd71

    AlexKidd71
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    Pretty sure I missed that one. I will check it soon. Thanks for the hint.
     
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