Modding Tools v1.1 Hello. I created converter for materials. It supports both vehicles and levels materials.It generates new JSON materials for your specified mods. Depending on how many materials your mod have your game may hang or even crash! Not recommended to use when you have lots of mods or unclean user path. Please note it’s not OFFICIAL converter. This will come in the future surely! With the new 0.9 version, I'm happy to introduce my dear imgui version of this converter to make it even easier for everyone. Now you just have to enter the path to your mod in a simple tool. Features as for V1.1: CS to JSON converter Ability to run from console Ability to run using a key binding Ability to save files on disk with results of tests Resource Explorer for checking available, used, and unused assets on level (wip) Material Verifiers for checking materials types, files, and duplicates (wip) Bulk converters that convert all vehicles or levels Intuitive UI Reloading materials and clearing vehicle cache Spoiler: Latest changelog 1.1 Changelog: Added Vulkan check (for texture cooker) Added Linux check Added game version check Added Force Reload Materials feature Added Clear current vehicle cache feature Added Experimental features Improved UI Added tool-tips Added colored text to show errors Added Bulk converters for vehicles and levels Added Material Verifiers Added verifier for cs / JSON materials, checks also for badly named json materials Added verifier for V0 / PBR materials Added duplicate materials verifier (wip) Added Resource Explorer Added checker for used TSStatics Added checker for Forest Items Added checker for unused TSStatics (wip) Added checker for unused Forest Items (coming soon) Improved overall stability Changes to converter work back-end Now there is no need to restart game to run converter again Conversion job will repeat until materials table is empty UI is now independent from World Editor Added ability to run from console Added ability to run using key binding, "=" for now Added custom theme Added ability to save files on disk with results of tests Spoiler: Old changelogs Changelog for V1.0 Removed garbage code Improvements to level path button backend Added compatibility with all levels types Improved code Added vehicle path button Code checks which vehicle is seated by player 0 Theoretical compatibility with any vehicles that can load even from the earliest versions of game Fixed console warnings Added incorrect path warnings Added checks so you won't be able to run a faulty job Cleaned up logs How to generate new materials for old mods in new version of tool? Make sure you use at least BeamNG 0.23. Run game. Load level that you want to convert or press "=" in the main menu. Use buttons or insert path manually, just press the conversion button and run converting process. Video - Click to Play - Direct Link Copy the generated .json files from your userfolder back to your source files and remove all material.cs files, remove cache of your mod. Done Spoiler: Old method, still available in the addon. Old method using console, for advanced users only! How to generate new materials for old mods? Make sure you use at least BeamNG 0.17. Create file convert_material.txt in root of BeamNG documents folder. In this file specify path to your level or vehicle. (you can specify only one path for now) Run game. Press ~ (tilde) to run BeamNG console. Input extensions.load("util_convertitself") in console and press enter. After process game will close. Copy the generated .json files from your /Documents/BeamNG.Drive/vehicles back to your source files and remove all material.cs files, remove cache of your mod. Done Huge thanks to @thomatoes50 who helped me to clean code. In addition, I want to thanks for the original resource explorer code that was made to help me working on Polish Roads. Now instead of console, it works in imgui which is much easier for modders. Additional thanks for testing and giving ideas to: @AgentMooshroom5, @bob.blunderton, @DankMemeBunny, @falefee, @Nekkit. Installation: As with every mods, put zip in the mods folder. If you like my work support me here!