[RELEASE][World Editor Extension] Road terrain/material painter

Discussion in 'World Editor' started by stuffi3000, Sep 21, 2025.

  1. stuffi3000

    stuffi3000
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    Introduction

    Dear Community,
    I am pleased to present you my next (and third) lua extension for the World Editor: Road terrain/material painter. This extension offers World Editor users the possibility to one-click paint the terrain underneath one or more selected DecalRoads with the terrain material of their choice.

    As usual, I created this extension because of how tedious it can be to paint very long sections of the terrain with your mouse. The idea for this was long in the makeing, but I finally got it working.

    Presentation

    upload_2025-9-21_16-2-10.png
    This is the extension's window. It comes with a small amount of parameters and a built-in tutorial. There is additional info in the tooltips.

    Here are two images showing the effect of the tool:
    Before:
    upload_2025-9-21_16-3-39.png
    After:
    upload_2025-9-21_16-4-9.png

    Features:

    • Paint any available terrain material under a DecalRoad
    • Chose the available materials in a convenient drop-down menu
    • Chose the margin/width of the painted material
    • Fallback calculation in case of issues with the DecalRoad (this is what the "Resample Step" is for)
    Disclaimer: the tool does not work in 100% of all cases. Due to how terrains are handled in the World Editor, the different possible terrain sizes, as well as different meters per pixel settings, it could be that the experience varies.
    The tool also, at this stage (1.0), does not come with an undo function.

    Download

    This tool has been integrated into the Community Toolpack on Github: https://github.com/stuffi3000/beamng-toolpack.


    Installation

    See Github.

    Changelog

    See Github.

    Final Words & Notes

    Please don't hestitate to post suggestions on how to improve the tool. Bug reports are also very much welcome.

    Don't hesitate to check out my other work!

    This extension is licenced under bCDDL v1.1.
     
    #1 stuffi3000, Sep 21, 2025
    Last edited: Sep 30, 2025
    • Like Like x 9
  2. AlexKidd71

    AlexKidd71
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    That’s very cool and needed! The new road spline editor has something similar now but you can only use it in the actual session. I very often have the problem after BeamNG updates that the grass besides my roads are somehow painted partly my road. Surely a rounding problem or something like that. Your tool will help me a lot!
    --- Post updated ---
    I go and turn on my pc. Have to test it :)
    --- Post updated ---
    Works perfect! Even with my quiky terrain scale of 1.2. And as undo you can use the decal road with the previous material and then redo it with a corrected margin. Works in most cases I guess.
     
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  3. MegaKnight

    MegaKnight
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    Thank you for creating this! I really like it :)

    Using your work as a starting point and by doing some further research, I was able to create an extension that paints below the car. So you can use it to paint terrain while driving :p
    Maybe that's useful for somebody.

    You have to manually load the extension in the console and can change material, margin etc using commands.
     

    Attached Files:

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  4. AlexKidd71

    AlexKidd71
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    Works perfect! And as undo you can use the decal road with the previous material and then redo it with the
    crazy idea
     
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  5. Barbent Servo GT

    Barbent Servo GT
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    WOOW @stuffi3000 ! Absolutely great work! :) A small extension with the perfect functionality. That's exactly what I want for the World Editor, instead of more and more bloated features from the developers.

    @MegaKnight : Can it be possible to paint with your car for example from mud to deepmud but only when the wheels spin and have no grip? In this way, one could simulate the car digging itself in :p.
     
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  6. MegaKnight

    MegaKnight
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    Probably. I don't know how to test for grip/spinning wheels though. There could be something useful in the driftspot code.
     
    • Agree Agree x 2
  7. mnwrk

    mnwrk
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    Wow! This is what was really needed. I love your addons for the editor, and we look forward to seeing even more tools from you!
     
    • Like Like x 1
  8. el_ferrito

    el_ferrito
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    This is such a great idea. I wish I still had time to build maps. Well done though.
     
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  9. AlexKidd71

    AlexKidd71
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    I guess we are 0.50 when you get retired. You will get your chance :)
     
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  10. Sea Land Air

    Sea Land Air
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    This is freaking nuts good. Glad to have this as an option instead of using the new road spline in my niche use cases.
     
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  11. stuffi3000

    stuffi3000
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    Information for all watchers of the thread: this extension has been integrated with all the others into the World Editor Community Toolpack: https://github.com/stuffi3000/beamng-toolpack/tree/main
    All updates will be available on Github in the future.
    I will however still make an update post under the thread of the tool on the forums here.

    -> This tool has been updated to version 1.1 on Github, which includes terraforming.
     
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  12. Sea Land Air

    Sea Land Air
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    Hilariously, I combined your two tools into a one extension/tab last week too. The timing! I fixed the materials drop down, some inversion issues, and allowed the selected decal road to apply to both tools. Seriously great work tho - I use it all the time!
     

    Attached Files:

  13. stuffi3000

    stuffi3000
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    Awesome, great stuff! So you combined the edge road generator with the terrain painer? Neat! I was thinking about combining all 3 tools (also the mesh-decal road convert extension) into one single tools but I didn't have time for it yet.
    Don't hesitate to contribute to the Github with a pull request if you'd like to see your stuff in the official version: https://github.com/stuffi3000/beamng-toolpack :)
     
  14. Sea Land Air

    Sea Land Air
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    Tbh, I don't much know how Github works - I know it's collaborative and can organize releases. Most of the changes I was able to make with Visual Studio Code and Claude Sonnet agent. Happy to help tho
     
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