WIP Beta released BeamNG_LevelTemplateCreator(PBR) v0.4

Discussion in 'Utilities and programming' started by Grille, May 8, 2024.

  1. Grille

    Grille
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    I found that setting up a new scenario from scratch can sometimes be a bit tiresome, especially if you have limited knowledge on how BeamNG handles things.

    The goal of this project is to provide an easy solution to create empty map templates.

    I also aimed to make it easily extendable for people with deeper knowledge of BeamNG.

    Capture.png

    Code and “Documentation” can be found under the GitHub link here:
    Github.com/Grille/BeamNG_LevelTemplateCreator

    Download program, with asset packages:
    [Download v0.1]
    [Download v0.2]
    [Download v0.3]
    [Download v0.4]

    This application requires NET6 x64 or newer.

    I hope some of you will find this useful, and I’m curios to hear what you think ^^

    20240506001627_1.jpg
     
    #1 Grille, May 8, 2024
    Last edited: Jul 14, 2024
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  2. AlexKidd71

    AlexKidd71
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    I will test it! I considered to build something in my mapping tool as well with the possibility to choose assets from all vanilla maps like terrain ground textures from westcoast, assets from east coast and so on. Great that you did it. I’m developing in .net too, haha.
    https://www.beamng.com/threads/beamng-tool-for-map-creators-updated-2024-02-25.89058/

    I love your clean code. Mine is more on the Spaghetti side of life.
    --- Post updated ---
    One thing: You should explain what is meant with the packages path. Better call it target folder or something like that. packages is not a known word in the BeamNG world.

    And how do I get the asset-lists filled? Do I misunderstand something with the paths?
    upload_2024-5-8_10-25-59.png
     
    #2 AlexKidd71, May 8, 2024
    Last edited: May 8, 2024
  3. Grille

    Grille
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    Oh packages must point to the packages folder that comes with the download.
    I assume you compiled the code yourself?

    There some changes to the materials since the way they are setup in BeamNG they are not very useful outside their specific map

    There are some changes to the materials since, the way they are setup in BeamNG they are not very useful outside their specific map.
    The path where the level is saved to is automatically determined from the user path and the namespace, or you can select any folder with save-as.

    Thanks ^^

    Also did you something to the poor GUI? xD
    The layout looks a bit weired on youre end.
     
    #3 Grille, May 8, 2024
    Last edited: May 8, 2024
  4. AlexKidd71

    AlexKidd71
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    Ah! I downloaded your Binaries and now it works!
    Do you mean your GUI or the GUI in my tool? I didn't do anything on your GUI :)
    Now it looks correct:
    upload_2024-5-8_12-15-42.png
    --- Post updated ---
    And that you generate the initial terrain.ter file including the materials is shockingly awesome! How did you reengineer that?
     
  5. Grille

    Grille
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    Nice

    Interesting
    The fields on the left are supposed to fill the whole area, no idea why that could break??

    Take a look at one of these Json files BeamNG generates when you export terrain, it more or less includes a file specification.
    Then some poking around with an hex editor, to find the exact layout and done ^^
     
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  6. Grille

    Grille
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    Added an experimental terrain merger tool, can be used to resize or combine multiple terrain blocks together.

    TerrainMerger2705202404_30_03.png
     
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  7. Grille

    Grille
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  8. MK4FR3AK269

    MK4FR3AK269
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    when i open the level it has a yellow grid, can i remove that?




    when opening the application
     
  9. Grille

    Grille
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    Yes, on the left side are the selected assets, on the right the available.
    Just click on 10m_grid to move it to the left.
     
  10. Kuroru

    Kuroru
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    maybe it's just me but opening photo mode disables all shadows permanently
     
  11. Grille

    Grille
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    Interesting, also happens on my end, no idea why tough.
     
  12. AlexKidd71

    AlexKidd71
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    Did you check the visualization settings in world editor? There you can switch off shadows with a checkbox.
     
  13. Grille

    Grille
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    No, it’s not that, shadows work fine until your open photo mode, something wired going on…
     
  14. HumanTarget

    HumanTarget
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    Any idea why mine wont launch the application? My only thought was my beam is installed in a different drive but even after changing it in the config file it wont launch. All it does is open a window for a frame and then it just closes itself immediately.
    EDIT: I didnt have .net6 x64 installed.
     
    #14 HumanTarget, Jul 7, 2024
    Last edited: Jul 7, 2024
  15. Grille

    Grille
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    Did the program mention net6-x64 as for why it couldn't start?
    If not, I my should place that more prominent in the readme or something.
     
  16. HumanTarget

    HumanTarget
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    No, nothing would come up at all when trying to launch. You'd see a window open for about 1 single frame and then it would just auto close itself. TBH i thought I wouldve had that net6-x64 installed just because I have so much other stuff on my PC installed. It was just me being dumb and assuming lol.
     
  17. Grille

    Grille
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    It really sucks that they stopped distributing the newer .Net versions with Windows....
    So it's kind of fair to "naively" assume that it would just be preinstaled. xD
     
  18. AlexKidd71

    AlexKidd71
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    That’s the reason why I publish my tool self contained. The download will be much bigger then but works always.
     
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  19. Strikmex

    Strikmex
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    Does anyone have a solution for disappearing shadows in photo mode?
     
  20. Grille

    Grille
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    Did you try contacting support for this?, i have sadly no idea what the reason could be...
     
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