Tips for new BeamNG modders

Discussion in 'Content Creation' started by brightontousignaut, Mar 10, 2025.

  1. brightontousignaut

    brightontousignaut
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    Joined:
    Dec 7, 2020
    Messages:
    299
    As a BeamNG modder myself, I needed to learn some stuff. So, here's some tips and things I learned so you don't have to go through the struggle of reading the documentation for hours on end!
    #1
    If you're doing PBR textures and the texture is way too bright but isn't in spec/gloss, CHECK IF THE COLORSPACE IS BC7_U_SRGB. To check, go to your material in the material editor and hover over the image. To change it, open Paint.NET or download it and save the file and select BC7 (sRGB, DX 11+) and it should work.
    #2
    If your flexbodies aren't showing up, check if theyre spelled right or even exist in your dae. Checking the console also helps if you can't find the issue as syntax errors can happen.
    #3
    Do you need all the maps? Like the normal, roughness and metallic maps? Depending on the texture, yes, you do. Have something textured (eg leather, alcantara), then use a normal map and roughness map (if texture is a skin like interior colors and if it has metal bits, also add in a metallic map). If it's something like smooth plastic, no normals and instead rely on the roughness map.
    #4
    How do I set up my vehicle performance stats? First, go into BeamNG's contents (go into steam, press beamng, press the gear icon and press "Browse local files") and make a file named "work.json" and in the file, paste in this
    Code:
    [{"type": "testVehiclesPerformances", "vehicle":"name of the folder inside vehicles in your mod (eg rx7)", "pcFile":"name of .pc file (eg rz, leave blank if you want all configs, recommended)"}]
    and fill it all out. By the end of it, you should get something like this.
    Code:
    [{"type": "testVehiclesPerformances", "vehicle":"rx7", "pcFile":""}]
    Second, enable auxiliary debug content and select automated testing and load the map. Then, select your car and press the ~ key ad you should be met with the console. Once in the console, type in "lua=extensions.load('util_worker')" (game crashes for me idk why, prob because my pc has been on for 15 days straight with no break, im srry pc) and it will do all of your configs that have a PROPER info_(name of config).json file and this will take a bit (dont know how long but i think its 15+ min, to make it go faster, turn all settings to min)

    #5
    How do I set up my materials? First, press F11, press window at the topbar and go down until you see the material editor and press it. Then, press "New material", name it and map it to the material on your mesh(es) and create it. Once done, relaunch the game and it all should be there, if it's not there, CHECK IF YOU'RE ON THE SAME MAP AS WHEN YOU WERE MAKING IT. If you want to grab your materials and plop it into the mod, go to the levels folder (not in the beamng contents folder but your user folder) and grab your materials.
    #6
    What are some times when I need to use common materials or to use spec/gloss materials? For common materials, only use it for things that you have no idea on how to make (like brake textures, works best if you steal the brake meshes out of the commons folder or from an ingame car). For spec/gloss textures, only use it for things people aren't going to be staring at for hours on end while using the car (eg, interior materials). Best place for spec/gloss materials are vent holes from experience and some misc. things like smooth chrome that isn't rough or gauge lights (would be better to use pbr for the chrome but you do you)

    There are more tips I have but I REALLY need to update edge and restart my pc to reset my ram for more gaming broom broom, but for now, these should be good for now
     
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