How to properly copy/transfer ground covers from one map to the other? I copied all files from shapes/groundcover and art/terrains and pasted all entries into the respective materials.json files. Still the object related to the groundcover, like grass or rocks are missing, although I copied them from the groundcovers folder and updated the materials.json. Is there anything else ?
To understand the vegetation thing in BeamNG is not an easy task. You have to copy the needed groundcover definitions as well. They are found at: levels\the_map\main\MissionGroup\Level_object\vegetation\items.level.json Once copied you search for vegetation in the scene tree of the world editor and assign the groundcover to the terrain type you want to have it on.
hey all, just lost almost a full day to figure this out and fix it. maybe someone else has an idea.... where is that ominous /art/shapes/garage_and_dealership/ folder? It is not in my custom map. It is not in the steamapps/common/beamng folder. WHERE IS IT? and why is the texture showing up in the selector but not in the material?
.drive/content/art_shapes.zip/ Missing texture might be just a cache issue. If not, check the material's Layer 2, maybe the breakup textures are incorrect?
If you click the folder on the right, won't it open the file selection window, and you can go back up folders to find it?
Thank you all! Thank you, I found it... don´t know why the location was not visible inside the editor like it normally is. About the missing textures... Yes, it was actually the breakup textures, they were missing so I just deactivated them... Yes it does normally, but in this case its not possible to go up further than the "art" folder so I was not able to see the filepath where that folder is originally located... Normally you can go up folders until you reach the desktop, I don´t know why its not possible here..
Is there a way to select a specific decal when there are multiple placed above each other with the decal road editor? It only selects the largest decal and the only way to select a different one seems to move the largest aside and then select the next one below.. is there any other way to do it? like a shortcut that allows to select the smaller decals? edit, its mouse wheel ...
I wonder, is there any way to set all nodes of a decal or mesh road to a certain width at once? Selecting every single node of a road and manually changing its width is really a painstaking way to do it but I haven´t found another way yet..
You can definitely select all. I don't remember how, maybe cntrl + a? Or are they all selected by default if you select the decal road in the scene tree? Either way, it is possible for sure.
You can simply press Ctrl+A to select all of the nodes and then change their width. You can also use Ctrl+Click or Shift+Click to select some of the nodes.
I guess I am retarted lol. I tried that before, it didn´t work, then posted on the forum, tried again and it works wtf
Might be 2 dumb questions: #1 how to set up the spawn point/ quicktravel markers on the map like this? I thought they auto generate when creating a new spawn point but apparently they don´t since I can´t see them on my custom map... and #2 how to make the game recognize my roads for routes on the map like such? on my custom map it just shows a straight line, ignoring the roads that lead to the location...
I remember that my quicktravel point was displayed after I created the spawn point in the World Editor and set the preview picture in the info.json of the level. Maybe you should create a preview for that...? I'm not sure. If you add AI DecalRoads on your roads, then it should work.
Yea apparently it should auto-generate the quicktravel points on the map. On my other maps it works... But for an unknown reason it does not work on this map. The weird thing is that they are in fact in place, when hovering the mouse over a location a certain clicking sound can be heard, the same as on other maps when moving the cursor over a quicktravel point; but they are neither visible nor selectable.
That's strange... My guess: maybe the quicktravel points are somewhat "under" the terrain of the map interface so you cannot see or select them? Actually I don't know more about this either...
Ai road problem... Is there any useful tutorial out there on how to setup the ai traffic roads? The forum search is useless I can´t find anything with it, even when searching exact names... First problem (of probably many more to come...) The AI just randomly turns in the middle of a road. there is no intersection or anything. it is the blue selected ai road. I have no idea why that is.
I experimentally splitted the roads and gave them long overlaps. Seems to work. But maybe this will change...
Hello, I have encountered a new mysterious problem... maybe someone has an idea... When I pack a level (via gamemenu>mods>pack) the sounds that should be played by the sound emitters on the map are silent. When I unpack the map... they can be heard again... does that make any sense? no.. also I get really bad fps in the editor when the map is packed. about 10... when I unpack ... 120 fps... Does anyone have an idea about these things? _______________________________________________________________________________________ edit: Issue fixed. (for anyone with the same problem). Was caused due to faulty filepaths of the soundfiles. This prevented them from being played when the map was packed aswell as the massive fps drop (for some reason). Both fixed by correcting the file paths
You have to make a solid white greyscale 8 bit color image that is the size of the terrain. Save the level so that the user folder contains a version you can edit. In the root of that folder. 0.34/levels/johnson_valley for example and save the solid white version of the map. Because it is always going to load the default in the zipped install path if not another for it to use. I made a video on this Tire sinking in Asphalt - Question from Email --- Post updated --- And your a map guy? lol.. Just messing with you, I am facing issue too I cant fix, and apparently none of y'all can either related to the terrain painter being broken and spamming errors of missing textures.