How can I modificate mods?

Discussion in 'Content Creation' started by NOSETK800, Jun 25, 2022.

  1. NOSETK800

    NOSETK800
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    Joined:
    Jun 5, 2019
    Messages:
    14
    Hello BeamNG community. I'm writing this thread in hope that someone is willing to teach me how can I make some modifications to mods. I have two questions. First one is related to wheels. Some mods show their wheels in part configurator only on that vehicles, so does anybody knows how can I make them show to all vehicles? Second question is related to adding different bumper to mods. Basically my idea is to find a 3D model from some car, take bumper from that car and add it to already jbeamed mod of that car that doesn't contain that bumper. Is that possible and if yes how?
     
  2. Car8john

    Car8john
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    Joined:
    May 12, 2016
    Messages:
    6,394
    For the first one i believe the mod wheels should show up for all vehicles with that same amount of lug nuts, make sure that when you are checking the wheels that you have the correct number of lugs for that wheel so that they show up
    For the second one, you can do this by getting the bumper in something like blender, alongside the vehicle model, edit the bumper to fir the dimensions of the vehicle, then create a configuration of said vehicle with the new bumper replacing the old bumper, and edit the jbeam values so that the nodes cover the entire bumper
     
  3. Porsche lover

    Porsche lover
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    Joined:
    Apr 3, 2020
    Messages:
    1,346

    I'll explain making rims without explaining materials and modelling if you don't mind

    1. Go get a model of it. Go center it by geometry in Blender with right click. Make sure all coordinates are at 0. Export as DAE.

    2. Create a path:

    Folder (name it whatever you want). In this folder create a folder called "content". Inside it put another one called "common" and finally add folder "wheels" in it. Drag your DAE inside wheels folder.

    3. To make rims show up you can pretty much just get a vanilla jbeam for now. Go to Steam/steamapps/common/beamng/content/vehicles/common/wheels and search for any file ending with .jbeam. Drag it in your "wheels" folder where you previously put your 3D model in.

    4. Open .jbeam with any software you want. Let's take a basic Notepad for example. There you can see stuff as your tyre size, part name and most importantly, the jbeam name. So what this does is pretty much makes the part to show up in the game. Jbeam names are often the same as the file name itself. Let's imagine your jbeam codename is "clockwise533_17x10". Press CTRL + H. Replace folder should pop up. In first tab put "clockwise533_17x10" with pretty much anything without commas or any other symbols. Let's call it "nosetk_wheel". After you do the replacement of jbeams, press CTRL + F and search for ".dae". What you need to do is replace old .dae model with whatever your 3D model name of rim is in Mesh lane for both rear and front wheels. You can also set tyre size and so on. Next thing you can do is search for "value" and you will see some stuff such as value (obviously), name (this is the name of your wheel in selector), slot (don't touch it). Make sure to change "name" to anything else as it doesn't matter.

    5. Save everything. Then go to AppData/local/BeamNG/0.25/mods and there create a folder called "unpacked". Drop your main wheel folder to it.

    6. If everything goes right your wheel should pop up in selector as a non textured mesh. You can find some good texturing tutorials on official wiki I think.



    If you have any issues, direct message me.

    P.S I can barely call myself a modder as my skills are limited on making a Shitslap. If there are any issues with this you are always free to correct me.

    This has to be my longest post here lmfao
     
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