WIP Beta released Replicate Lights and Objects - World Editor Plugin

Discussion in 'Utilities and programming' started by AlexKidd71, Oct 10, 2025.

  1. AlexKidd71

    AlexKidd71
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    Replicate Lights and Objects

    A BeamNG.drive world editor extension that automatically replicates lights and TSStatic objects relative to template shapes throughout your map.

    Features
    • Copy lights and objects positioned relative to a template shape
    • Works with both TSStatic objects and Forest items as templates
    • Batch generation across all matching shapes in the scene
    • Light randomization with brightness and color variation
    • Warm/cool color bias presets for realistic lighting
    • Full undo/redo support
    • Flexible grouping options

    Installation
    Place alexkidd_beamng_worldeditor_plugins.zip in the mods folder situated in your BeamNG userfolder.
    The file is linked under this thread post or can be found on GitHub:
    https://github.com/alexkleinwaechter/alexkidd_beamng_worldeditor_plugins

    Quick Start

    1. Open the tool - In the World Editor, go to Windows menu → "Replicate Lights and Objects"

    2. Set up your template - Place lights/objects around one instance of your shape (e.g., a streetlight model with a PointLight)

    3. Select template - Click the shape, then "Get Object by Selection"

    4. Select objects to replicate - Multi-select your lights/TSStatic objects, click respective "Get by Selection" buttons

    5. Configure light randomization (optional) - Enable randomization and adjust brightness/color variation for natural lighting

    6. Generate - Click generate to create copies at all matching shapes in your map

    Example Use Cases
    • Street lighting along roads with identical lamp posts
    • Window lights for buildings using the same model
    • Decorative objects around repeated environment pieces
    • Forest item illumination
    • Realistic varied lighting with natural brightness/color differences

    Options
    • Use New Folder - Groups generated objects in a numbered folder for easy management. If unchecked the objects will be placed in the source objects group
    • Light Randomization - Apply random variations to light brightness and color for more natural, less uniform lighting

    Credits and License
    This plugin is released under the bCDDL v. 1.1 license.
    Developed by AlexKidd71
    @stuffi3000 and @Barbent Servo GT for inspiration and good talks!

    For support, bug reports, or feature requests, please use this thread..

    Happy map making!

    upload_2025-10-13_20-44-35.png


    Planned Features:
    --- Post updated ---
    • DONE: randomization option for variations in brightness and color for a more natural look.
    • better names for generated lights
    • DONE: select lights and optional static objects for generation. Usecase: Select a building as template object place a doorlamp dae file and place the lights, then generate lamp and lights for all similar buildings.
     

    Attached Files:

    #1 AlexKidd71, Oct 10, 2025
    Last edited: Oct 13, 2025
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  2. alissonebengenharia

    alissonebengenharia
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    This is really good, I was hoping for something like this — thank you!
     
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  3. fooj

    fooj
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    Ill def be checking this out this might help me alllott

    --- Post updated ---

    EDIT: Works great and will make my life alot easier, however would it be possible or planned for numerical naming as in "light1, light2, light3" and so forth?
     
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  4. AlexKidd71

    AlexKidd71
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    should be possible.
     
  5. stuffi3000

    stuffi3000
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    Very cool, Alex! Great work!
     
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  6. AlexKidd71

    AlexKidd71
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    DONE: select lights and optional static objects for generation. Usecase: Select a building as template object place a doorlamp dae file and place the lights, then generate lamp and lights for all similar buildings.

    It is possible to use lights and/or objects.
     
    #6 AlexKidd71, Oct 11, 2025
    Last edited: Oct 11, 2025
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  7. Blood-PawWerewolf

    Blood-PawWerewolf
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    can you make it so when generating, the meshes respect the scale of what is being duplicated? in WCUSA, there are some single light poles that are shrunk down in size and when it generates, it uses the size of the poles that are selected.
     
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  8. AlexKidd71

    AlexKidd71
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    Good find! Didn’t think about that. I will check it out. But for now I’m on holidays. Takes two weeks.
    --- Post updated ---
    Solved! What are vacations anyway? I looked into the scaling problem and found that it can be solved in a fairly generic way. Now the scale of the template object and the scales of the objects to be illuminated can be different. The lights and objects are adjusted accordingly in terms of position.

    upload_2025-10-13_17-59-41.png
    The lights and the small sign have the correct poistion even if scales are different

    I added the randomization of color and brightness too, see description.
    upload_2025-10-13_20-55-3.png
    Download file is updated.

    And please report if its working for you. Betatesters are always welcome :oops:
     
    #8 AlexKidd71, Oct 13, 2025
    Last edited: Oct 13, 2025
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  9. Blood-PawWerewolf

    Blood-PawWerewolf
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    sorry for the 40+ day old reply. i did try it (i just forgot to report it, got busy), and somehow it's still not sizing some of the lights right. idk if it's due to the object i was using was a static object in the world and the one that's a different size is a forest object. the object in question is the single street light by the factory(?) and the one that it's replacing with the incorrect size is on the island in the cargo port
     
  10. AlexKidd71

    AlexKidd71
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    Could you copy the dae path out of the inspector for shapefile or from the forest editor? Otherwise it’s hard to find the ones with problems. Or at least make a screenshot of the locations.
     
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