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terrain textures in editor
hi,

i'm trying to make a map but something is wrong with the terrain materials. i've set the map up the easy way and imported the terrains folder from both jungle rock island and gridmap into my folder and changed all the paths in the materials.cs files

at first everything worked like it's supposed to but when i started the game the next day some textures appeared black. turned out many of the terrain materials had their difuse image missing and i can't re-select it because for some reason the image files don't show up in the browser (when you click edit), but i can see them in windows explorer so i'm sure those files are actually there.

i managed to get around the problem by deleting all duplicate and wonky terrains from the list and only using the ones that still worked. i also tried copying all the files in the /mods/mymap/art/terrains folder to the /levels/mymap/art/terrains folder. in the editor i can see these files in the /levels/... thing but when i add one to one of the four slots in the terrains material editor a blanc image comes up instead of the actual image. i still can't see the files in the /mods/... folder for some reason.

now another day later i start up the game and the mud, beach sand and concrete terrains have simply vanished from this list and they have been replaced with 'warning material' which was previously not on the list

what's happening here?
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Showing 1-9 of 9 comments
Nadeox1 Jan 26, 2017 @ 12:26am 
Creating materials with the editor is a bit of a pain, mainly because it tends to break the paths to textures. We personally prefer to make materials manually with good old notepad.

So, open your materials.cs files, and make sure all the paths are correct. They may work as soon you added them in-game, but they usually don't as soon you reload the map (if you use the one generated by the editor).
Regular jackoff Jan 26, 2017 @ 7:13am 
ah, okay. thank you very much

do you know if there are any up-to-date guides or instructions available somewhere for creating these materials manually? because honestly i don't really know what i'm doing
Nadeox1 Jan 26, 2017 @ 7:45am 
Uhm, there isn't really a tutorial on these.
It should be quite straight forward, as most terms comes from the 3D Modelling world (Diffuse, Specular, Normal, etc. etc.).
You can have a look at the ones coming with official maps and base your code over that.
Regular jackoff Jan 26, 2017 @ 7:46pm 
fixing everything manually in the .cs file worked, thanks again
lotw_1 Jan 28, 2017 @ 9:20am 
If you are using another map as your starting map then editing all the material.cs files, etc with notepad +++ is the best way to go. If you use Notepad +++ you can even have it do all the work for you with the files search and replace. It will go into every file and replace the text you need changed automatically.

Now if you are creating your own maps from nothing, that is different. It can be done, but it takes more work in the long run, but also means you can create materials, etc that no one else has used.
Regular jackoff Jan 31, 2017 @ 1:26am 
i'm going to bring this up again for a different question that doesn't really deserve it's own thread..

i'm creating some static objects for my map with blender but the collision meshes are always a bit off from te visual mesh after exporting it to beamng. in blender the collision mesh is an exact copy of the object and it's in the exact same coordinates. can someone please point out what i'm doing wrong?

in the picture you can see the tires clipping with the visual mesh as if the collision mesh is slightly below it, but it shouldn"t be

http://steamcommunity.com/sharedfiles/filedetails/?id=853932068
Last edited by Regular jackoff; Jan 31, 2017 @ 1:28am
Nadeox1 Jan 31, 2017 @ 1:50am 
If the collision mesh is the same as the visual mesh, you can just use the visual mesh for your collision. It will save you from having your .dae being double the size for no reason.

In any case, you make sure that both your objects are at the same location, have the same origin point and have both applied the same Location/Rotation/Scaling (CTRL+A in Blender).
Regular jackoff Jan 31, 2017 @ 2:16am 
thanks, i assumed they were in the same position because the coordinates said so, but re-applying the location of both objects solved the problem

using the same mesh also works, thanks for the tip
Originally posted by Nadeox1:
If the collision mesh is the same as the visual mesh, you can just use the visual mesh for your collision. It will save you from having your .dae being double the size for no reason.

In any case, you make sure that both your objects are at the same location, have the same origin point and have both applied the same Location/Rotation/Scaling (CTRL+A in Blender).
Why isn't this on the Beamng.drive forums under content creation, o helpful Nadeox1 :)
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Date Posted: Jan 25, 2017 @ 10:11am
Posts: 9