just started watching, but it seems so far that this is going to be a really good tutorial! Obviously for more detailed info I could look at the forum, but watching videos are so much more enjoyable!
Thanks for this tutorial, it could be useful to me in the future when I am attempting to do engine swap mods which I am not very good at doing and only have small basic skills to do it.
This is legendary!! Thank you fillman86 for releasing this. We need as many tutors as possible for modding Beam cause it’s notoriously challenging to mod.
I've learned enough from one friend and your videos to meshslap a falcon into the game. Been playing beam not even 3 months. Keep up the good work mate 🤙💪
i have a decent bit of experience with jbeam so i though't id watch through this and give some feedback nodeoffset isnt supposed to be used like that, with an intermediate slot just to change the position of a single part, thats a little messy the correct use for nodeoffset is positioning common parts like roof bar loads, wheels etc, or for vehicles that have multiple wheelbase/body style options to avoid duplicating parts like rear bumpers, trunks, taillights etc. its used in the etk k to slightly reposition the engine, which is a common part used in both the 800 and the k instead, the best thing to do is either manually move all the nodes, or if that takes too long, the node beam editor may be old, but moving, scaling and rotating groups nodes is one thing its still good for. you don't need to copy any .dds files into your mod when doing this, you can simply make a materials.json file with copies of the materials you need, you just need to make sure the filepath points to the vehicle folder where the original .dds files are. you may need the glowmap for any lights too if theyre not included in the jbeam parts you copy. the issue you were having with nodes shaking was not (in this case )to do with beamspring or beamdamp, but whats called "collision fighting" collision triangles are not infinitely thin, they have a thin sort of "atmosphere" around their surface inside which nodes are pushed away. this is to help prevent nodes clipping through triangles and improve collisions in general. some nodes of the etk 800 bumper were inside this zone, even if it wasnt the node that was shaking, nodes elsewhere on the bumper being pushed by this "collision fighting" force can stress the part to the point of physics instability. reducing spring and damp of various beams just let the bumper to flex more due to this force. the correct thing to do would be look for nodes that are inside/too close to the collision triangles fo the body and bumper support. if you press ctrl+m a few times you can get to the node forces debug which makes it easier to find the issues as it showes what forces are being applied to which nodes. also good for finding instabilities maybe i missed some stuff or misunderstood what you meant to do at some points but this is kinda just want jumped out at me. theres lots of good stuff too like you explaining parts, slots, jbeam files, nodes and beams etc. i appreciate what youre doing, theres not enough educational beamng modding content out there which is why i wanted to offer some feedback. sorry if it was unwarranted.
it's not the original use of nodeOffset, but it works well and is the most stream line way of doing it :/ I'm sorry you disagree I overwhelmingly strongly suggest you copy the DDS files and change the directories (I probably forgot to change the directory in this episode, like I normally do). That is unless you're fine with your mod being made out of date later on down the track due to the whims of the devs (it's happened a few times to me) I didn't think much about the nodes interacting with the triangles, but in this case I was only using it as an example to show the relation between them. Most people will learn what they need to know from what I said. I've tried to use node force in the past, and it's always a mess, but maybe it's just because I haven't spent enough time trying to learn it :/
@@fillman86 it works, but you say this video is supposed to be a "best practices" for new modders and this is not that. its messy, and its an improper stopgap. you could just take a bit of time to move the nodes which you even go on to explain quite nicely how to do later. its a balance I guess. copying multiple large dds files for tiny borrowed parts is very inefficient vs updating your now-oudated mod if there are ever any changes to materials. personally id go for the latter in the case of borrowing small pieces from other cars, out of my own experience. If you were making a mod using much more of the source material then id agree. the game is in active development, mods breaking should be expected. except when they dont know what collision fighting is (something I see to an extreme degree in mods made even by experienced modders) theyll struggle to fix it by just backing off beam spring until things just flex enough to not bother the debug. Its just as major of an issue as instability. if the node debug is a mess it means theres some crazy forces going on in your jbeam. the lines show the direction and magnitude of force on node, so ifyou see a load of flickery red spikes then you have instability or collission fighting. puttingthe game in slow motion helps a lot, then you can track down which nodes have the extreme forces on them. (theres a flaw with it that shows big forces on couplers but as long as the line is steady, its nothing to worry about) like i said i appreciate what youre doing here, i was just trying to lend my experience to point out some things you got wrong for the benefit of you and people trying to learn modding.
this video needs to be front and center on your channel! it took me way too long to find this and its exactly what ive been looking for you to upload! thank you so much, im going to try and clean up an e90 bmw worldofmods mod i love but is a little outdated.
@@fillman86 dude I literally looked up "fillman86 beamNG modding tutorial" and this was nowhere to be found until it randomly popped across my home page. Forsure something weird about that.
My god finally!! been waiting for this for a loong time! ive become sort of self taught through trial and error and watching your videos, but finally i can easily get my friends interested without a 1 hour lecture:)) thanks fill:))
been watching you for about 3 months now and i wanted to ask you for a modding tutorial. for some reason i feel like you explain stuff in a more simply way and it make it easy for me to understand and follow along thanks allot and i love your videos mate from uk.
@@fillman86 i hope you do more tutorials in the future. I love this game and I love your videos also don't take this as an insult but I thought you was british for the first few videos I watched. for some reason can't tell the difference between Australian and British accents. 😅
I've noticed my Visual studio has no collapsible segments and no color coordination to the text. Would you happen to know why? Is there a specific extension I need or setting changed? Thanks for such an awesome tutorial!
dunno, I just picked all vaguely relevant packages when installing, but it was so long ago that I don't remember. 1 tip is that I believe jbeam is based on json
@@fillman86ah sweet, I figured out through a friend I could use Visual Studio Code, and it had everything like yours by default. For Jbeams you still need to tell it to chance the language to json for it to color code it.
me: *looks up how to get mods for BeamNG.Drive* random guy in youtube video that was the first result on google within the first 20 seconds of the video: "im not your tutor, and i'm not going to go over the basics of modding" thanks google.
haha in my videos I make mods, but those videos aren't tutorials, so I was clarifying it for regular viewers. As for getting mods, there's a menu in game that connects to the online repository. Just be aware that most of my mods are not meant to be taken seriously lol
Thanks Phil! I have not watched this yet, but I always know when you post its a great day.. Anyways, this should help with my Autobello Piccolina Flatbed/Convertible mod! Thanks Phil, once again. (since I only started like 3 weeks ago 🥶)
the part creation was so good. I couldnt do it at first and I had no idea why but after like half hour of smashing things together I realised I just forgot a comma...
haha I suggest getting vs code and this plugin github.com/BeamNG/vscode-jbeam-editor it will help make things clearer, and even has a 3D viewport (though I don't use that functionality) I'm glad you were able to get it to work, and now have fun with it :)
By the way, you should add one more timestamp in the description. It would be at 0:00. This would make RUclips use those timestamps as part of the chapters system.
@@fillman86 yeah the last time i try to learn how to modding in beamng it didn’t go so well and i didn’t have enough time to make anymore progress so maybe this time things will be slightly different and i will actually learning something
Once again, you're awesome, you explain things exactly the same way I learn things. Flexbodies (specifically adjusting some of the bizarre and unexplainable shapes that sometimes come out of Automation) are just something I've started to mess with and found very confusing. Your flexbodies section in this tutorial covered everything I was confused about, and also helped explain how flexbodies interact with nodes. I'd also like to thank you for always shouting out the hotkeys you're using in Blender, and showing your mistakes with your corrections rather than just editing them out. Maybe it's just the way I learn things, but Blender tutorials have largely been useless for me because it seems like they're either intended for someone who has never even seen a computer before, or they're for people who have already rendered the entire planet and they just need to figure out how to make the protons in grass look right. lol But, yeah, filman86 = best BeamNG creator on the internet.
@@fillman86 the only bad thing is: I think that I can’t share this if I make it because it’ll have to overwrite every body panel of the car or is there a way to do it without overwriting it?
The license plate stuff is a map related error. The map you are on is a debug one so the devs didn't bother adding the license plate design for it so it throws an error lol
How do you go about swapping powertrain parts? (exhaust, engine, transmission), I tried to do it following the part swapping tutorial but it never really worked for me, I'd appreciate if you could reply to this and explain how to do it! Edit: I also want to try and make a FWD car (covet) into RWD
oh man doing a fwd to rwd swap can be very complicated. For starters if you're wanting it to be a full visual thing, that's a lot of work, but if it's just technical you could change only little bits of code. The big thing to know with this is to follow the "powertrain" line, connecting the dots ("inputIndex" is only important for differentials, but look at other examples). Also to debug you'll use the Powertrain ui app in the game, and you'll start to get an idea
I didn't finish my gambler mod because i was intimidated by the "code", literally five minutes later after watching this and rewatching it with beam open, i already got my frame working, of which i now will have to painstakingly edit the nodes, but the wall that was before me has shrunk to a step.
So your turorial has been helpfull for me but now this is mostly I guess that your using a Newer Build of Visual Studio then my self as mine dose not have the Syntax. what Year Version you're uses? so im able to get the Syntax to work (this being the dif Colours and being able to close things like () [] {} ) thank you for taking your time to read this.
May I have one suggestion for modders out there, when naming parts can you put at the end somekind authogram like "Front Bumber(fm86)" for fillman86 or like short name of the zip file like "(15x8 Some wheels (swp)" for "silver_wheel_pack,zip". Mainly to keep up which parts is from what mod when you have bunch of similar mods, mostly for wheels. Btw nice video tutorial. Very helpful keep up👍
the problem is someone can hold your hand like a child, you finish it, but you learned nothing, and can't trouble shoot any issues. Or you can learn :)
Another great video. Thank you. I am having a problem on a small mod. I made a mod that works while unpacked, but when I pack it, it no longer works. The only modification was to remove the Coreslot True statement so I could remove the part. Any thoughts on this? Mahalo.
Uma dúvida, como posso desativar o coeficiente de deformação do veículo? Tenho alguma projetos que certas coisas não deveriam “quebrar “ exemplo rodas, suspensão, balança…. E o principal ó chassis. O restante pode amassar quebrar…. E muito chato refazer algo que está bom , mas não ficou do jeito que queríamos. Tentei mexer nos nodes , colision e self colicion, nhenum deles deu certo. Procurei em frame, Body… desativei o NODE,mas não dá certo.
if things are breaking on spawning, then you have some bigger issues. Otherwise find the beams that you want to strengthen and either increase the deform value to prevent it from deforming, or increase the strength values (you may need to put the code in before the beams, and then revert the values in the next lines)
i made a new engine for the bluebuck but i cant figure out how to raise it as it is clipping the frame i tried to follow the vid but dident work? help?
man i got a question,im trying to put the brakes from the scintilla on the 96 pessima,but the calipers are invisible,any idea why and tips on how to fix it
I tried to do the engine thing in the begging and it worked so then I tried to change the nodes for the mirrimar spoiler using the node beam edditor software. But for some reason the other spoiler isnt showing up in game. I tried to put the spoiler Jbeam file in the mirimar folder without modifying it to see if it would show two of the same in the game but it still wasn't showing up. Did I make an error somewhere or is it just not that simple and engine Jbeam files work differently then the spoiler one for example?
make sure the slot type is correct, and that it has a unique slot name (the code at the very tippy top of the file). Then give it a distinct "name": so you can tell which one it is by just looking at the parts selector
these are the lego blocks, and what you've asked is how to put them together. once you understand what's in this video, it's as simple as looking how the devs do it :)
I've made the Buick GNX, but a full car from scratch is a little beyond my skill level, though it's actually on the list of things I'm working on - ruclips.net/video/hIQR-H2NwqU/видео.html
@@fillman86yeah I can see why and few days ago I learned your not good at modelling that much tho you can you like pics of the vehicles as a reference by half and then I guess mirror it so it is the same (I actually want to do a BMW E36 with a special car which is the legendary BMW M3 GTR based of E46 as a config which I actually gonna add a custom engine sound as I know transmission cannot make sound in game (unless coding it so that the mechanical whine that it is made in the H-cut straight transmission to be yes,transmission so that it actually fits as whenever changing gear it does change the tone of the Whine and I do not think the prototype engine or any engine is capable of making the mechanical whine)
If you see this can you tell me why Blender says "no items" when i try to find the files i need. i was looking for the .dae and i open the vehicles folder and there's nothing there? Any suggestions on how to fix it?
@@fillman86 I would try and import it into blender by going into the vehicles folder, and when i open the vehicles folder nothings in there. And sorry for responding late.
@@fillman86 i have now messed up even worse and when i load the game the body and bed of the truck are invisible help me ;( i think i messed up the dae file but i have no idea how to fix it I've deleted the game multiple times and even tried doing a fresh download :(
good thing nothing has changed. The only wrong thing is I didn't realise that beam length is not important, instead there's a bug with nodes being close to triangles
Yooo just saw a link you put under the newest video fuck man why didn't i find it earlier i even suggested that you make a remake of the basic moding same times ago because i was struggling 😅
Can someone please help me out with adding a supercharger to this Mercedes mod? I have been trying to work at it for almost a day now and I just cant get it to work while modifying the engine.json file.
Thank you for the help, i put a v8 into the 200bx. But i have one problem with blender. When i try to open the dae file it just closes. if anyone knows how to help please let me know.
ctrl+L or restart the game, otherwise I also showed how to use the debug menu if none of that works, then it'll most likely be that you've named the folders wrong
Great video fillman86 I have learned a lot from watching your videos and this is a much appreciated addition! Just one question I do not seem to have the same search function as you do for files in windows can anyone tell what he used to find the hidden file in the video any help appreciated thanks.
Changing lua with ctrl L doesnt work for me sometimes its weird. I have to restart the game. Im adjusting some transmission parameters at first changing lua was working but now my transmission disappears after changing lua but restarting the game fixes it
@@fillman867:52 you say restart or press ctrl+L to reload lua. And that did work sometimes but other times restart was necessary. I was changing parameters inside transaxle jbeam (in my mod) then pressing ctrl L
Modland: "Hey, thanks man"
O_o
@@fillman86is this because of the comment I made? I will def watch it tmrw but it’s way to late at night to watch it now
I’m sitting here dying of laughter
That's nice. We will have even better mods now!
just started watching, but it seems so far that this is going to be a really good tutorial! Obviously for more detailed info I could look at the forum, but watching videos are so much more enjoyable!
also the documentation is filling out on their website :)
oh yeah! forgot about that.
Appreciate you making this. Definitely gonna be following along later
I hope it helps, and you get to have fun modding
I was so hoping that you'd do a video like this! I bet it took a lot of work, and thank you for that!
I'd been spending lots of time just figuring out how to format the video, and what to put in for a beginners tutorial
Thanks for this tutorial, it could be useful to me in the future when I am attempting to do engine swap mods which I am not very good at doing and only have small basic skills to do it.
yeah, jumping into modding can be daunting, so here's hoping that this helps
This is legendary!! Thank you fillman86 for releasing this. We need as many tutors as possible for modding Beam cause it’s notoriously challenging to mod.
I've learned enough from one friend and your videos to meshslap a falcon into the game. Been playing beam not even 3 months. Keep up the good work mate 🤙💪
nice
you may be interested in "automation the car company tycoon game" too. Not perfect, but if you like making things, it makes it really easy
This video gave me the confidence to start modding thank you very much
cool, have fun
@@fillman86 thank you sir
Thanks for the tutorial Fill, this is some good information. :)
Happy to help!
i have a decent bit of experience with jbeam so i though't id watch through this and give some feedback
nodeoffset isnt supposed to be used like that, with an intermediate slot just to change the position of a single part, thats a little messy
the correct use for nodeoffset is positioning common parts like roof bar loads, wheels etc, or for vehicles that have multiple wheelbase/body style options to avoid duplicating parts like rear bumpers, trunks, taillights etc. its used in the etk k to slightly reposition the engine, which is a common part used in both the 800 and the k
instead, the best thing to do is either manually move all the nodes, or if that takes too long, the node beam editor may be old, but moving, scaling and rotating groups nodes is one thing its still good for.
you don't need to copy any .dds files into your mod when doing this, you can simply make a materials.json file with copies of the materials you need, you just need to make sure the filepath points to the vehicle folder where the original .dds files are. you may need the glowmap for any lights too if theyre not included in the jbeam parts you copy.
the issue you were having with nodes shaking was not (in this case )to do with beamspring or beamdamp, but whats called "collision fighting"
collision triangles are not infinitely thin, they have a thin sort of "atmosphere" around their surface inside which nodes are pushed away. this is to help prevent nodes clipping through triangles and improve collisions in general.
some nodes of the etk 800 bumper were inside this zone, even if it wasnt the node that was shaking, nodes elsewhere on the bumper being pushed by this "collision fighting" force can stress the part to the point of physics instability. reducing spring and damp of various beams just let the bumper to flex more due to this force. the correct thing to do would be look for nodes that are inside/too close to the collision triangles fo the body and bumper support.
if you press ctrl+m a few times you can get to the node forces debug which makes it easier to find the issues as it showes what forces are being applied to which nodes. also good for finding instabilities
maybe i missed some stuff or misunderstood what you meant to do at some points but this is kinda just want jumped out at me. theres lots of good stuff too like you explaining parts, slots, jbeam files, nodes and beams etc. i appreciate what youre doing, theres not enough educational beamng modding content out there which is why i wanted to offer some feedback. sorry if it was unwarranted.
it's not the original use of nodeOffset, but it works well and is the most stream line way of doing it :/ I'm sorry you disagree
I overwhelmingly strongly suggest you copy the DDS files and change the directories (I probably forgot to change the directory in this episode, like I normally do). That is unless you're fine with your mod being made out of date later on down the track due to the whims of the devs (it's happened a few times to me)
I didn't think much about the nodes interacting with the triangles, but in this case I was only using it as an example to show the relation between them. Most people will learn what they need to know from what I said.
I've tried to use node force in the past, and it's always a mess, but maybe it's just because I haven't spent enough time trying to learn it :/
@@fillman86 it works, but you say this video is supposed to be a "best practices" for new modders and this is not that. its messy, and its an improper stopgap. you could just take a bit of time to move the nodes which you even go on to explain quite nicely how to do later.
its a balance I guess. copying multiple large dds files for tiny borrowed parts is very inefficient vs updating your now-oudated mod if there are ever any changes to materials. personally id go for the latter in the case of borrowing small pieces from other cars, out of my own experience. If you were making a mod using much more of the source material then id agree.
the game is in active development, mods breaking should be expected.
except when they dont know what collision fighting is (something I see to an extreme degree in mods made even by experienced modders) theyll struggle to fix it by just backing off beam spring until things just flex enough to not bother the debug. Its just as major of an issue as instability.
if the node debug is a mess it means theres some crazy forces going on in your jbeam. the lines show the direction and magnitude of force on node, so ifyou see a load of flickery red spikes then you have instability or collission fighting. puttingthe game in slow motion helps a lot, then you can track down which nodes have the extreme forces on them. (theres a flaw with it that shows big forces on couplers but as long as the line is steady, its nothing to worry about)
like i said i appreciate what youre doing here, i was just trying to lend my experience to point out some things you got wrong for the benefit of you and people trying to learn modding.
Thanks so much for making this video mate!
Glad it was helpful!
Thank you for this I've been wanting to try my hand at modding.
Glad I could help
ive been thinking about learning how to make personal swap mods and this is perfect thank you so much !!!!
glad you were able to learn something :) I hope you keep having fun with modding
only 48k?!?!?! i was sure with all that u put out there u would be wayyyy more popular! keep up for real u deserve all that success comming ur way!
man I wish!
this video needs to be front and center on your channel! it took me way too long to find this and its exactly what ive been looking for you to upload! thank you so much, im going to try and clean up an e90 bmw worldofmods mod i love but is a little outdated.
It seems that RUclips keeps trying to burry it, and no one knows I’ve made it -_-
@@fillman86 dude I literally looked up "fillman86 beamNG modding tutorial" and this was nowhere to be found until it randomly popped across my home page. Forsure something weird about that.
OMG! bless the lord I'm so keen to watch this when I get home!
let's hope that I did a good job explaining things
My god finally!! been waiting for this for a loong time! ive become sort of self taught through trial and error and watching your videos, but finally i can easily get my friends interested without a 1 hour lecture:)) thanks fill:))
You have given me the knowledge to make the dumbs beamng mods out there
haha do the dumbs
Thank you so much for this!!! I'm saving this video!!
wew! more views
@@fillman86
been watching you for about 3 months now and i wanted to ask you for a modding tutorial. for some reason i feel like you explain stuff in a more simply way and it make it easy for me to understand and follow along thanks allot and i love your videos mate from uk.
it'd been something I'd been thinking about for about a year, but only started to take seriously for the last few months
@@fillman86 i hope you do more tutorials in the future. I love this game and I love your videos also don't take this as an insult but I thought you was british for the first few videos I watched.
for some reason can't tell the difference between Australian and British accents. 😅
@@imretix8081 it's understandable, I'm not great at hearing accents either haha
Love it so far! its really helping me learn how to use my dumb brain that doesn't like to stay asleep thanks!
haha or maybe it'll be so technically dull that it'll put you to sleep?
Love the vest ngl
the sweater vest is a slept on clothing item ;)
Wow, this will help a lot of people.
Thanks.
Hope so!
I've noticed my Visual studio has no collapsible segments and no color coordination to the text. Would you happen to know why? Is there a specific extension I need or setting changed? Thanks for such an awesome tutorial!
dunno, I just picked all vaguely relevant packages when installing, but it was so long ago that I don't remember. 1 tip is that I believe jbeam is based on json
@@fillman86ah sweet, I figured out through a friend I could use Visual Studio Code, and it had everything like yours by default. For Jbeams you still need to tell it to chance the language to json for it to color code it.
that title is a mouthful
well it's a technical video :P if people can't get past that, then modding might be beyond them haha
@@fillman86 lol
me: *looks up how to get mods for BeamNG.Drive*
random guy in youtube video that was the first result on google within the first 20 seconds of the video: "im not your tutor, and i'm not going to go over the basics of modding"
thanks google.
haha in my videos I make mods, but those videos aren't tutorials, so I was clarifying it for regular viewers. As for getting mods, there's a menu in game that connects to the online repository. Just be aware that most of my mods are not meant to be taken seriously lol
Thank you for this fill this makes modding soo much better
glad you'll find it useful :)
@fillman86 it's very useful
Thanks Phil! I have not watched this yet, but I always know when you post its a great day.. Anyways, this should help with my Autobello Piccolina Flatbed/Convertible mod! Thanks Phil, once again. (since I only started like 3 weeks ago 🥶)
nice, I've too be thinking about making a convertible mod :)
Actually exactly what i wanted. Thanks!
good :)
i see your video in the recommendation: 50 views
i go into your video: 169 views
edit: nice video btw congrats on 23k subs
haha that just means you aren't clicking on my videos fast enough ;)
can you make one for making doors, trunks, bonets open? i can´t find any tutorial for that
haha since I suck at it myself and is usually a bodge, I can't really make a tutorial on it
This is extremely helpful! Lovely !
This is the video I have been waiting for
glad to hear :)
the part creation was so good. I couldnt do it at first and I had no idea why but after like half hour of smashing things together I realised I just forgot a comma...
now my pigeon has police lights :D
haha I suggest getting vs code and this plugin github.com/BeamNG/vscode-jbeam-editor it will help make things clearer, and even has a 3D viewport (though I don't use that functionality)
I'm glad you were able to get it to work, and now have fun with it :)
By the way, you should add one more timestamp in the description. It would be at 0:00. This would make RUclips use those timestamps as part of the chapters system.
oh, I didn't realise they weren't working, thanks
finally a tutorial maybe tomorrow i will follow cuz it 11:16 PM at my timezone rn
fully understandable, learning can be hard
@@fillman86 yeah the last time i try to learn how to modding in beamng it didn’t go so well and i didn’t have enough time to make anymore progress so maybe this time things will be slightly different and i will actually learning something
0:01 ahhhh, pork chop sandwiches, ya lost me.
lol that was quick
1:41 I don't now how to get there. I don't find my Steam folder. Can someone please help me
if your game isn't pirated, find where your steam games are installed, then you'll be able to find it :)
@@fillman86thanks I found it. But there is a another question. The files in there do not have ". Zip" at the end. What do I have to do?
@@26zelk your windows is probably set to hide certain file extensions by default
13:54 Curious how did you make the model of the vehicle have some remaining opacity while in the parts selector? where's that option at
don't know, the game just does it. It might be a graphics setting set to high maybe
@@fillman86 No worries, Ill ask beamcord
Will you be making a further step by step tutorial on modding?
or would it be a great idea to expand this by ourselves?
this is the building blocks. Once you learn this, the rest starts to fall into place :)
Once again, you're awesome, you explain things exactly the same way I learn things. Flexbodies (specifically adjusting some of the bizarre and unexplainable shapes that sometimes come out of Automation) are just something I've started to mess with and found very confusing. Your flexbodies section in this tutorial covered everything I was confused about, and also helped explain how flexbodies interact with nodes.
I'd also like to thank you for always shouting out the hotkeys you're using in Blender, and showing your mistakes with your corrections rather than just editing them out. Maybe it's just the way I learn things, but Blender tutorials have largely been useless for me because it seems like they're either intended for someone who has never even seen a computer before, or they're for people who have already rendered the entire planet and they just need to figure out how to make the protons in grass look right. lol
But, yeah, filman86 = best BeamNG creator on the internet.
lol I don't think I'll be doing a blender tutorial as I struggle with it too, and use it in the most inefficient way :/ basically I stumble though it
Thank you! Gonna be referring to this alot
wew more views :P
I’ve just had the most amazing idea
good luck :)
@@fillman86 thanks!
I hope it works!
I’ll try to make scratches on the vehicle when crashed using the same system as on windshields
@@letsdrive_53 interesting idea :) it'll be a 1 size fits all type of scratch, but still better than nothing!
@@fillman86 the only bad thing is: I think that I can’t share this if I make it because it’ll have to overwrite every body panel of the car or is there a way to do it without overwriting it?
@@letsdrive_53 either submit it to the forums instead, or have all the parts be new as some kind of "scratchable panel"
The license plate stuff is a map related error. The map you are on is a debug one so the devs didn't bother adding the license plate design for it so it throws an error lol
oh that's strange
rip editor
Thank you! Will try this one ! Wish me luck!
Good luck!
I have to do a presentation about that in school. How‘d you learn all this stuff?
Slowly and painfully, trying one thing at a time. I’m a slow learner, so it took about a year
thx so much for this video i finally got an engine model into an other car
Glad I could help
Only fillman just posts this stuff out of the blue lol
I'd been working on it for quite a while now, and finally got around to filming it
How do you go about swapping powertrain parts? (exhaust, engine, transmission), I tried to do it following the part swapping tutorial but it never really worked for me, I'd appreciate if you could reply to this and explain how to do it!
Edit: I also want to try and make a FWD car (covet) into RWD
oh man doing a fwd to rwd swap can be very complicated. For starters if you're wanting it to be a full visual thing, that's a lot of work, but if it's just technical you could change only little bits of code.
The big thing to know with this is to follow the "powertrain" line, connecting the dots ("inputIndex" is only important for differentials, but look at other examples). Also to debug you'll use the Powertrain ui app in the game, and you'll start to get an idea
Great video, man! Thank you so much! Is the node offset thing supposed to move the mesh and the nodes with it together?
I'll watch it later, thanks already 😊
hope it helps you have fun :)
Would this work with swapping axles with another vehicle or would I have to change you drive shaft drive train
depends how you're doing it, but you may have to look at the "powertrain" section if it doesn't work
how do i access the steam common folder... EDIT: found it
thanks m8
No problem
sir i dont think thats how u spell vehicles 2:55
haha dyslexia moment
Are you able to make a tutorial about how to add actual openable doors to vehicles that don't have openable doors next?
I didn't finish my gambler mod because i was intimidated by the "code", literally five minutes later after watching this and rewatching it with beam open, i already got my frame working, of which i now will have to painstakingly edit the nodes, but the wall that was before me has shrunk to a step.
I'm glad it'd proven so useful :)
Can you or someone make all these j beam files turn to obj instead of j beam. I can't get them to show right in blender
So your turorial has been helpfull for me but now this is mostly I guess that your using a Newer Build of Visual Studio then my self as mine dose not have the Syntax. what Year Version you're uses? so im able to get the Syntax to work (this being the dif Colours and being able to close things like () [] {} ) thank you for taking your time to read this.
I'd suggest this - ruclips.net/video/czlEMu4vLE8/видео.htmlsi=VkK5llcQSnEjqeU1
May I have one suggestion for modders out there, when naming parts can you put at the end somekind authogram like "Front Bumber(fm86)" for fillman86 or like short name of the zip file like "(15x8 Some wheels (swp)" for "silver_wheel_pack,zip".
Mainly to keep up which parts is from what mod when you have bunch of similar mods, mostly for wheels.
Btw nice video tutorial. Very helpful keep up👍
Yeah wheels are a bit of a nightmare to sort through
Automation exports used to have like 4000 errors. Idk if they still do, but it made me laugh when I first saw it
i just wanna put roof rack on wigeon
the problem is someone can hold your hand like a child, you finish it, but you learned nothing, and can't trouble shoot any issues. Or you can learn :)
Another great video. Thank you. I am having a problem on a small mod. I made a mod that works while unpacked, but when I pack it, it no longer works. The only modification was to remove the Coreslot True statement so I could remove the part. Any thoughts on this? Mahalo.
it's either a syntax error, or unfortunately beamng's packer and unpacker sucks.... going into issues that it causes could take quite some time :/
I'm trying to do this with engine mods
well this will give you the basics to be able to start making the parts you want
Have you ever worked on any beamng map mods? Or do you have any map making knowledge?
I do, but map making takes a really long time, so I usually don't do it
Uma dúvida, como posso desativar o coeficiente de deformação do veículo? Tenho alguma projetos que certas coisas não deveriam “quebrar “ exemplo rodas, suspensão, balança…. E o principal ó chassis. O restante pode amassar quebrar…. E muito chato refazer algo que está bom , mas não ficou do jeito que queríamos. Tentei mexer nos nodes , colision e self colicion, nhenum deles deu certo. Procurei em frame, Body… desativei o NODE,mas não dá certo.
if things are breaking on spawning, then you have some bigger issues. Otherwise find the beams that you want to strengthen and either increase the deform value to prevent it from deforming, or increase the strength values (you may need to put the code in before the beams, and then revert the values in the next lines)
i made a new engine for the bluebuck but i cant figure out how to raise it as it is clipping the frame i tried to follow the vid but dident work? help?
What process did you use?
So to change the handling of a vehicle, you do just what you did I. The swapping a part, right ?
did you just have a stroke?
@@fillman86 🤣🤣
Thanks i tried with my friend. But nothing worked. All my dreams of a i4 covet in scintilla arenin trash can
nice, well have fun :)
Great video
Thanks for the visit
man i got a question,im trying to put the brakes from the scintilla on the 96 pessima,but the calipers are invisible,any idea why and tips on how to fix it
did you bring the materials in too?
@@fillman86i dont think i did let me check
it still does not work,the calipers are still invisible
@@That_damn_pink_evo. check though your errors in the ~ menu
@@fillman86 gives me material errors and VY node issues, i think i misplaced the materials but idk where else to put them
I tried to do the engine thing in the begging and it worked so then I tried to change the nodes for the mirrimar spoiler using the node beam edditor software. But for some reason the other spoiler isnt showing up in game. I tried to put the spoiler Jbeam file in the mirimar folder without modifying it to see if it would show two of the same in the game but it still wasn't showing up. Did I make an error somewhere or is it just not that simple and engine Jbeam files work differently then the spoiler one for example?
make sure the slot type is correct, and that it has a unique slot name (the code at the very tippy top of the file). Then give it a distinct "name": so you can tell which one it is by just looking at the parts selector
@@fillman86Thanks man, now I can have my commicaly large spoiler lol
My tiny lil brain cant keep up
haha luckily it's a video, so you can take your time and go over it as much as needed. I suggest trying things out along the way
so, in summary, i did not understand an absolute fuck, nice vid tho
haha this video is probably better if you follow along
cool but can you make a tutorial for how to make a mod that adds a NEW car instead of just swapping parts around from existing cars
these are the lego blocks, and what you've asked is how to put them together. once you understand what's in this video, it's as simple as looking how the devs do it :)
what should you do when during modding, the engine you have swapped suddenly is invisible, after being visible earlier..
don't forget to use the debug screen by pressing ~
Can you make a video, where you make a car from scratch (without using automation)? Good video by the way!
Or with automation, but you would have to make the body in blender for the automation car
I've made the Buick GNX, but a full car from scratch is a little beyond my skill level, though it's actually on the list of things I'm working on - ruclips.net/video/hIQR-H2NwqU/видео.html
@@fillman86yeah I can see why and few days ago I learned your not good at modelling that much tho you can you like pics of the vehicles as a reference by half and then I guess mirror it so it is the same (I actually want to do a BMW E36 with a special car which is the legendary BMW M3 GTR based of E46 as a config which I actually gonna add a custom engine sound as I know transmission cannot make sound in game (unless coding it so that the mechanical whine that it is made in the H-cut straight transmission to be yes,transmission so that it actually fits as whenever changing gear it does change the tone of the Whine and I do not think the prototype engine or any engine is capable of making the mechanical whine)
If you see this can you tell me why Blender says "no items" when i try to find the files i need. i was looking for the .dae and i open the vehicles folder and there's nothing there? Any suggestions on how to fix it?
are you extracting the dae, or taking it straight from the zip file?
@@fillman86 I would try and import it into blender by going into the vehicles folder, and when i open the vehicles folder nothings in there. And sorry for responding late.
@@fillman86 i have now messed up even worse and when i load the game the body and bed of the truck are invisible help me ;(
i think i messed up the dae file but i have no idea how to fix it I've deleted the game multiple times and even tried doing a fresh download :(
@@PAPAJohns_925 you have to extract the .dae files first
can you make an updated version for 0.30
good thing nothing has changed.
The only wrong thing is I didn't realise that beam length is not important, instead there's a bug with nodes being close to triangles
@@fillman86 didnt 0.30 "change everything for us" ruclips.net/video/LbsyIkc9hDA/видео.html
@@fillman86 didnt 0.30 "change everything for us"
@@petterlarsson7257 oh there is the blender addon, but that's very straight forward if you know blender
Yooo just saw a link you put under the newest video fuck man why didn't i find it earlier i even suggested that you make a remake of the basic moding same times ago because i was struggling 😅
lol youtube really didn't want people to see this video for some reason
Can someone please help me out with adding a supercharger to this Mercedes mod? I have been trying to work at it for almost a day now and I just cant get it to work while modifying the engine.json file.
you'll want to watch this video in its entirety
finally, thx
hope it helps :)
Thank you for the help, i put a v8 into the 200bx. But i have one problem with blender. When i try to open the dae file it just closes. if anyone knows how to help please let me know.
maybe try an older version of blender (their website has all past versions of it), sometimes it just helps
I did every steps for the bumper swap but it never showed up. Thank you very much for this video it will help me a lot !
ctrl+L or restart the game, otherwise I also showed how to use the debug menu
if none of that works, then it'll most likely be that you've named the folders wrong
I misspelled vehicles, wrote it in french... Thanks for the help
@@joyfaye8478 yeah coding in another language does bring up many more chances for mistakes
Great i just wanted to do a mode that will use some parts from other cars thanks ❤
cool, then this should be really helpful
@@fillman86 yes thank you
Great video fillman86 I have learned a lot from watching your videos and this is a much appreciated addition! Just one question I do not seem to have the same search function as you do for files in windows can anyone tell what he used to find the hidden file in the video any help appreciated thanks.
I have a paid version of winrar, though you can use visual studio code too (it's free)
@@fillman86 thanks for the reply!
Changing lua with ctrl L doesnt work for me sometimes its weird. I have to restart the game. Im adjusting some transmission parameters at first changing lua was working but now my transmission disappears after changing lua but restarting the game fixes it
you mean jbeam, and pressing ctrl+r?
ctrl+L usually only gets around some cache things
@@fillman867:52 you say restart or press ctrl+L to reload lua. And that did work sometimes but other times restart was necessary. I was changing parameters inside transaxle jbeam (in my mod) then pressing ctrl L
@@theblitz1687 to reload lua press ctrl+L, but transmissions are often controlled in jbeam, which is refreshed with ctrl+r
@@fillman86 i see, thanks :)
YESSSSSS
:)
👍
CAN YOU PLEASE GET MORE INTO DETAIL. I WANT TO BE AWESOME WITH MODDING
can anyone explain why my mods not working anymore? changed some car data, worked - next day not anymore??
no game update
beamng caches things weirdly, so it could have been broken all along. Did you look at the console errors?
@@fillman86 it was the weird cache, thank you fillman86
do disney cars characters mod for beamng drive
Thank
welc
Yea i forgot this video 😅
Where is vehicles?
In the folder
Where all the base game files are? It’s in your install directory for beamng
No entendi nada pero messirve 👍
fucking thatnk you. u made me wanna make a mod and i have realized this shit is hard AF
haha with experience it gets a lot easier
53 minute tutorial?
Yeah, it’s fairly compact. I hope it was helpful
Vehicle suggestion: 1994 Prevost private coach
OR (Check reply)
Vehicle suggestion: 2006 Volvo B7TL