Lately I've thought that the gauges of the cars in BeamNG lack something special, so I want to create my own. If anyone knows how to modify the standard gauges, please let me know, it would be greatly appreciated
Hey, what's exactly your intention? Would you just like to modify the texture or would you rather changing the placement of the needles and stuff as well?
I'd like to change the entire gauges, like make them digital, adding some extra gauges or replacing them.
Hey, it's definitely possible. But be aware you have to 'create' a custom lua file + a custom html. In the first instance you need to create a mod slot part which is capable to contain a skin slot for a gauge skin. I prepared a mod for the hatch which is containing such a slot and a simple example to create custom gauges. In terms of the lua check the navi of the etk800. There is a screen.lua file and a navi_screen.html. With this html and lua you can dinamically change the texture for the gauges. Futhermore you might have to consider to modify/create a jbeam to get rid of the needle props.
The Problem is, I forgot to mention that I am completely new to modding. I didn't find any tutorials about gauges, but I thought it would be a cool little thing to work on. I don't know how to create lua or html.
It's easy to see how a beginner might think that gauges would be a little thing which would make a good starting point. The good news is that there are actually "bigger" things which are much easier to start with! Full-custom gauges definitely isn't an appropriate place for a beginner to start. Needing to do lua, html, jbeam, meshes, and textures definitely puts this into a "not beginner" category. I wouldn't expect a "gauge making" tutorial to pop up anytime soon either, especially for all-custom digital gauges. Instead... As a beginner who wants to do visual stuff please consider a skin for your first mod. http://wiki.beamng.com/Simple_skin_tutorial < note that it has a "more advanced skin" section at the bottom http://wiki.beamng.com/Introduction_to_skin_system < more details Also look at non-visual performance mods, those can be fun. SleepyPickup - [Tutorial] Vehicle performance and components modification (Simple) < recommended JesseAye - WIP (Tutorial) How to add/create your own engine torque curve
Thanks for the reply, I'll look into doing some easy things and then I will try later to make some gauges.
Cool, have fun. I only suggested those two because (a) they are easy to get started with and (b) people frequently ask about them. There are plenty of other types of mods to do too if those don't suit your taste, but I really do think that they are good starting places if you don't have experience with these sorts of things. Creating basic point-to-point scenarios (like races) is another thing that's relatively easy to get started with which can be very rewarding IMO. http://www.beamng.com/threads/introduction-to-scenarios-creation.14700/ (getting started!) http://wiki.beamng.com/First_scenario (additional info)
Ah, good question. There's a thread or two about mod packaging around here. The key thing to understand is that your mod really shouldn't modify/replace any existing files. For that reason you should separate your new differential into a part using slots. Once the files are seperated properly you can package them into a zip. Take a look at these two resources: http://wiki.beamng.com/Simple_Mod_Slot_Tutorial http://www.beamng.com/threads/tutorial-guide-to-installing-and-packaging-mods.16151/ Protip: while mods should be packaged in ZIP files for distribution, the editing process is best done with your files extracted in special folders like so: Code: Documents\BeamNG.drive\vehicles\pessima\ That's how I work on my mods until it's time to publish them. EDIT: note that whatever is in these folders takes precedence over everything (game files, mods folder, etc) so be careful to remove them when you're done with them!
So now i'm having a problem with what I have created. I made a front differential for the Barstow, and it seemed to work when I had it in the standard Barstow ZIP in the game directory. Now that I've tried to make it into a mod, my Barstow won't spawn. Can you tell me what I did wrong?
Looks like a good start. I haven't tried it in game, but let's see: I'm sure that nobody mentioned this to you, but consider adding your username to the beginning of identifiers like part names and file names. That way you'll prevent conflicts with other mods! You don't have to worry about the display text, but all part names and file names must be unique or they will over-write each other inside the game. (You'll note that my mods are setup that way if you look inside.) I think I see a couple of mistakes: "barstow_suspension_F" as a part name is probably already in use, rename it! The part I mentioned above is oversimplified... it goes in the front suspension slot, but it does not contain a suspension! That's a no-no. You must copy over a working suspension into it while adding your slot at the same time.
i would add a point 3 , everything that @torsion say is right , you also have here some missing brackets on you jbeam , that's why your barstow is broken , about the more unique parts , i've suggested you a way to do that (in blue): Code: { "barstow_suspension_F_D-Force-UK": { "slotType" : "barstow_suspension_F", "slots": [ ["type", "default", "description"], ["barstow_differential_F","barstow_differential_F_D-Force-UK", "Front Differential"], ], } } and : Code: { "barstow_differential_F_welded_D-Force-UK": { "information":{ "authors":"BeamNG", "name":"2.64 Welded Front Differential", "value":400, } "slotType" : "barstow_differential_F", "differentials": [ ["wheelName1", "wheelName2", "type", "state", "closedTorque", "engineTorqueCoef"], ["FL","FR", "lsd", "locked", 4000, 1] ], "engine":{ "differential":2.64, "axleFriction":14 }, }, "barstow_differential_F_LSD_D-Force-UK": { "information":{ "authors":"BeamNG", "name":"2.99 Limited-Slip Front Differential", "value":800, } "slotType" : "barstow_differential_F", "differentials": [ ["wheelName1", "wheelName2", "type", "state", "closedTorque", "engineTorqueCoef"], ["FL","FR", "lsd", "closed", 250, 1] ], "engine":{ "differential":2.99, "axleFriction":14 }, } }
@synsol - now that you put the code inside [ code] tags your blue highlights are gone. Maybe it would be good to use a picture so that you get proper formatting and colors at the same time.
Sorry to bump the thread, but I am in a similar position. I don't want a digital screen or anything like that, I only want to add via mod slot a gauge that is in metric units. I have all the texturing done and I downloaded your template, but I'm kind of stuck now. I would appreciate some help!
I'm also wanting to do something similar with teh sunburst dash cluster; I have the textures but can't figure out how to map it to the dash without overwriting the original files. Did you ever happen to solve this problem?
I sorta did. However the way I did it was instead of making a new part, I made it so the gauge textures were linked to a specific vehicle. Like so: https://beamng.com/resources/jfxams-euroburst-pack.2998/ Long story short, I just made a config which replaced the original gauges. That way you can keep both the original and the custom ones. It worked on pretty much every vehicle. Another example is my Spanish Emergency Pack. All vehicles there have metric gauges made by me. https://beamng.com/resources/jfxams-spanish-emergency-pack.3014/