Released Modding Tools v1.1 for BeamNG 0.23

Discussion in 'Utilities and programming' started by Car_Killer, May 29, 2020.

  1. Car_Killer

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    QA / Mod Support
    BeamNG Team

    Sep 24, 2013
    I'm happy to announce that I've updated that tool after a year.
    I hope it will help even more of us.
    It was fun to learn how imgui works while working on this tool :)

    All information you'll find in the first post.
    Video - Click to Play - Direct Link

    Sample usage of new tool.

    I'm open to any feedback and feature requests from you all.
    • Like Like x 6
    • Agree Agree x 1
  2. DaddelZeit

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    Jul 17, 2019
    This could be a window for the world editor 2.0 to be honest :D
  3. Ezo

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    Jan 11, 2016
    ck stop beeing hot
    • Like Like x 1
  4. P_enta

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    Jan 11, 2020
    I simp for ck tbh
  5. Car_Killer

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    QA / Mod Support
    BeamNG Team

    Sep 24, 2013
    Today, I've released v1.0 version since the converter is stable enough.
    Some changes have been done in comparison to the previous version.

    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
    As always cool visual studio screenshot :cool:

    I'm open for any feature requests and suggestions.
    • Like Like x 5
  6. Car_Killer

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    QA / Mod Support
    BeamNG Team

    Sep 24, 2013
    Hello again! I'm happy to announce that the next version of the materials converter or as the new name says Modding Tools is available to download in the first post!


    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
    If you have any questions please let me know here :)
    • Like Like x 1
  7. BravoMMXI

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    Mar 14, 2021
    Clear cache and materials before pasting in new materials.cs correct? This will make fixing old texture on mods way better than doing it manually like I was doing.
  8. bob.blunderton

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    Apr 3, 2015
    Thank-you for making this. You are a god to people who have massive over-weight limit-smashing maps like myself, maps so big it necessitated game code to be changed over half a dozen times. Oops. But yet you developers here still tolerate my monster maps and my monster attitude when I break* the game :x

    Thanks for being awesome and a cut above the rest!
    Oh, and my 90's quality internet in this third world USA thanks your small file sizes.
    I will be able to use this in about 5~7 days when I ship the next version of my map out, then I don't have to race against a one-week deadline if I bust the thing.
    I will report back if there's any issues here.

    *Don't feel too bad about me breaking the game due to limit-busting stuff. I broke Doom in 1995~1996 or so, I broke Half Life, I broke Half Life 2 - all due to game-engine limits I went over. Thankfully this isn't a BSP engine and I don't have to worry about compiling things anymore, and the limits of map making are mostly gone because of awesome devs.
    On a side note...
    I still love the fact we can edit things right inside the game and play it right there with a key press - that still amazes me. No waiting for hours or a day or two while the map compiles. Go 2021!
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