I am developing a Blender toolkit for BeamNg modders, if you are a modder! please suggest tools that could make your life easier in blender, my tools are able to import read interpreted edited and exported any type of .json file using script specific to each type of class: DecalRoad , material , item.level.json, .jbeam ....
I think a mode to preview Jbeam skeleton transparently on a 3d mesh while editing (e.g editing a car model and jbeam at the same time) would be useful. I haven't checked out the Beamng Blender tools in months, maybe this feature already officially exists and I didn't know about it
Yes, the visualization of Nodes, Beams, and triangles is planned for the Jbeam module in the toolbox. I aim to simplify the writing of a Jbeam with the JbeamMagic Maker module to create node groups, assign node weights, as well as define the function of the nodes, and export the Jbeam file with the correct syntactic structure."
Full Map Workflow In Blender From OpenStreet Map Data --- Post updated --- https://www.beamng.com/threads/huge-map-from-osm-google-earth-in-beamng-devkit.95141/ --- Post updated --- https://www.beamng.com/threads/huge-map-from-osm-google-earth-in-beamng-devkit.95141/ Here's the documentation for my WorkFlow for creating an OpenStreet Map for BeamNgDrive; this part guides you through the process of importing Open Street map data =Terrain =Image =buildings =road network =foliage Area =and creating an Id Colors map of your land to paint it with substance or any same software of this type.
Thanks for the pdf! I’m always thinking about a streamlined process. Now I need to master all that software --- Post updated --- Would be nice to generate the heightmap out of the blosm terrain more or less automatically. Properties could be displacement in meters. Same for the different road types from blosm. Generate the black and white terrain files for asphalt roads, dirt roads out of the paths from osm. Properties could be width of the road type and name. That would need some scripting of course but would be nice.
It is an honour for me that you are interested in my research to help the community to facilitate the creation of content via the suite of tools that I am currently developing to increase the size of the map via an alternative method using the source code of beam ng for the functions item.level.json and others by recovering the values of the ground .ter of your project to calibrate them and adapt the coordinates of beam ng to your project in blender but also facilitate and democratize the creation of vehicles. I would be delighted to work with you to make this project a reality. --- Post updated --- "The problem with a very large map will remain the same if you want to directly use the terrain.ter by sculpting it in BeamNG, as the terrain mesh cannot be subdivided; this is the reason for my alternative method. Indeed, the terrain is still there, but its use has been circumvented to be compatible with the tools of the world editor. The terrain on which the player will evolve will be directly modeled with Blender, which allows adapting the mesh according to the needs and the topology of the terrain, and also the possibility to split a terrain into several sections for texture mapping issues. Even with 4K or higher textures, if the terrain area is too large, there won't be enough pixels for the definition of the rendering to be adapted - the pixels will be visible. For example, if your terrain is 4096 Meter on each side with a 4096 texture, you get a ratio of 1 pixel per square meter." --- Post updated --- Introducing an advanced toolkit designed for BeamNG.drive content creators, this suite of tools tackles the common development challenges encountered when crafting large-scale maps, managing textures, and modeling detailed vehicles. Terrain OSM Color Code to Displacement Map Conversion: This innovative tool seamlessly converts terrain color codes from OpenStreetMap into displacement maps, integrating a smart alpha channel manipulation to effectively remove ocean zones. If a color code is associated with zero altitude, the corresponding pixel in the generated texture becomes fully transparent. This feature is a cornerstone of our "Pixel to Mesh" utility, where one pixel equates to one mesh face, ensuring high-fidelity terrain modeling. Blueprint to Model Accelerator Plugin: Dramatically streamline the process of vehicle modeling with our plugin. It facilitates the rapid generation of curves or edges based on blueprints and allows for efficient filling of desired areas. This tool is designed to accelerate the modeling phase, enabling creators to focus on crafting intricate vehicle designs with precision and ease. Additional Features: Utilize alpha channels for more than just ocean removal, allowing for complex terrain editing and customization. Speed up the modeling process from blueprint to 3D model, focusing on ease of use and accuracy. An intuitive interface designed to integrate seamlessly with existing workflows in BeamNG.drive. Join our community and enhance your creative process with these powerful tools, pushing the boundaries of what's possible in BeamNG.drive. Whether you're building vast landscapes or designing custom vehicles, our toolkit is here to elevate your development experience.