---- NaorL BeamNG Toolkit ---- This is a new tool kit that I build in the last month and use it for my BeamNG.Drive mod creations. 1. Blender DAE support for version 5.x! This is an unofficial Collada (.DAE) support for blender version 5. As you may know they removed the legacy DAE support and I honestly didn't find something that work for me as I expected, So I build an addon. It support Import and Export DAE files. 2. Blender LOD creator (For Map) (tested in version 4.5 and 5.0) This tool will create the entire hierarchy for your static object! It will create the "empty" object with the null10 and autobillboard, and the Colmesh. It also create 3 or 4 LOD's for best game optimization - 3 for average meshes and 4 for high detailed meshes. 3. BeamNG Texture Converter. I am proud to share with you This (stand-alone portable) Application that convert a JPG and PNG texture to DDS with mipmap textures! Yes I know there is a build-in tool in BeamNG that convert your texture to DDS but I prefer using this one. And this is mostly why - It also create the materials.jbeam file, and updating it according to the textures you will add, with their names and paths! There is a README! file that explain the basic of using each tool. Enjoy! DO NOT SHARE IT WITHOUT PREMISSION OR DOWNLOAD IT FROM OTHER SITES. IMPORTANT! This is still in Beta testing versions - use it at your own risk! Will not be responsible for any data lost or any issues! Always save and backup your work before using any of this tools! I be more than appreciate if you share any errors or bugs you have. Download Link in my Patreon (Free): https://www.patreon.com/posts/naorl-beamng-151628936 (I will Update the Tutorials with pictures or video as soon as I can) 1. Tutorial For Blender DAE support for version 5.x Installation: Open Blender, go to Edit -> Preferences. Select Add-ons and choose "Install from disk.." select the "blender_dae_V5_Import_Export_Unofficial_naorl.zip" file and OK. Using the Tool: Same as in the old Legacy version you can now import and export DAE files. NOTE it will not has the same features. In import you can select to Import the textures - it only work if the file have the path information of the textures. In export you can export only the selected objects or all. Apply Modifiers to keep the object look - This is important if you add a smooth modifier otherwise it will not look the same in-game or at Import. Triangulate- for some object it fix the rendering issues in the game engine. Export Textures - For now it only export the PATH information , So next time you will import the file, it will already contain all the textures you added and arranged! 2. Tutorial For Blender LOD creator (For Map) Installation: Open Blender, go to Edit -> Preferences. Select Add-ons and choose "Install from disk.." Select the "blender_Beamng_LOD_object_creator_Naorl.zip" file and OK. Using the Tool: When you finish creating or editing your object - in the layout right side ruler tools, you will have an "LOD Gen" It has a few settings: LOD preset for standard objects it will create 3 low level detail objects and a collision mesh (colmesh). and for High it will create 4 low level of detail and a collision mesh. bb__autobillboard = will create a billboard (flat low resolution texture) in the temp level folder for the object (will be visual from very far away) this is good for big objects. nulldetail = will disappear from a distance - this is good for small objects. Export all the structures into one DAE file and import the object with the asset browser in the map editor. It is recommended to create your own colmesh for best collision mesh! Sometimes the LOD modifier doesn't give the best results, and vehicles can get stuck in small or narrow parts of the collision mesh. 3. Tutorial For BeamNG Texture Converter. Installation: This is a portable application, no need for installation. Just extract the Zip file into your drive. It will create and save the settings file at the same location. Using the Tool: Open the Application and select the folder with your textures in it. To make this work you need to add a suffix to the texture names: For Diffuse, it should end with _D (This is mandatory) example: Big_Rock_01_D.jpg For Roughness _R example: Big_Rock_01_R.jpg For Normal _N example: Big_Rock_01_N.jpg For Metallic _M example: Big_Rock_01_M.jpg - Optional texture, no need for most objects For Ambient Occlusion _AO example: Big_Rock_01_AO.jpg - Optional texture, no need for most objects For Opacity _OP example: Big_Rock_01_OP.jpg - Optional texture, no need for most objects Vehicle/Map name: Write the name of the vehicle or map - Important for the .jbeam File Paths Generate MipMap: It will create a small textures in the DDS file - This is important for game textures to look right and render the textures in different resolutions and distances. Resize: You can change the resolution of the textures to save space or get better performance in-game (Mostly for graphics cards with low VRAM) Flip Normal: In some cases, the normal map can look on the opposite size - bump can look like a hole. this will invert it. Convert Textures: This is the main button it will start the process. Known issue: Sometimes it can be slow process in Windows 11, if it happen and you want it to work faster - right click on the app and select "Run As Administrator". It will create a folder inside your textures folder with all your new textures and a new "extra.materials.jbeam" file! Assuming that your Material name of your Object is the same as the texture name, the "extra.materials.jbeam" will contain the Material name and the path of every texture you created. All you left to do is copy/move them to your vehicle mod folder and it work instantly! If you have any questions, please feel free to contact me
hi, i left a comment on patreon about Color Attributes, what i wanted to say is that beamng 3D assets ( buildings, props etc ) don't only use materials but also Color Attribute, and currently your DAE extension does not include Color Attributes in the dae file exported
Please try this new version and let me know if it's working well Now it supports color attributes (delete the previous version first) I also added more options Texture options: 1. Now you can export the textures connected to the materials 2. Added an option for creating a JSON Material file according to the object material you export. Note! - added new label to the Materials section for Export Path - It will determine the path of the textures you export. For example: /vehicles/roamer will create a JSON material with paths "baseColorMap": "/vehicles/roamer/YOUR_TEXTURE_FILE", so if you export the Object with the Textures there, it will work instantly in the game! Note 2!: Be sure you use compatible texture files for the game. Also, for now it will create a material file name for every object name, so it won't accidentally override other main.materials or extra.materials files. I still think of a better approach for this, so it doesn't get too messy with hundreds of files. Please let me know if this version is fine, and I will add it to the new Tool pack Version I also created another tool , Materials Combiner! You will be able to choose 4 different objects and pack them into one UV in Blender! And you will also be able to combine 4 different textures into one. It can save more space and give a better performance for your mods. (WIP)