I hope someone can point me in the right direction. I have exhausted myself trying to figure this out, and I am frustrated with myself that I cant. This is my last resort. Background: I code very complicated home automation systems for people that just want things to "happen" for them. However, it uses a cobbled-together code set and really doesn't help with this. I do however have a keen ability to reverse engineer. So here it goes. Ever since the friction modifier app was released, I have been obsessed with getting grass, sand, gravel, and other viscous materials more accurate in any map I have. Especially custom maps in the repository where many modders have this detail at the bottom of their list. When a car slides sideways into a catch pit, the odds are it is going to flip. So, I have had fun with that, but now I m trying to add these to each map permanently because each one varies a bit, and I am tired of setting it each time I start. I have moved on to building custom AI races in the world editor, and having to spend 15 min each time getting the physics correct takes away from time. I am very much a purist with beamng and only mod per the documentation and avoid meshlaps like the plague, But that's just me. What I have tried. 1. I have searched and searched, and nothing comes up in the forum, and what does show in google seems to be deprecated. I have read the awesome new documentation, and it has got me to delve deeper into the guts of the sim. However, the groundmodel section stops short of how you might modify without changing the core file. 2. I used an old trick I read about bu adding a ground model folder with the modified settings for each material into my modded levels. Some maps work, but some don't. I have tried putting this folder both in the "temp" area for the level and inside the zip as well. Still, I get carrying results. Do I need to use an "alias" name for sand for example? I noticed that it has "beachsand" as an alt in the ground model json file. So in my modified file instead of saying " sand" at the top, it would say "beachsand" but then refer to "sand" as the groundmodel base material but applying my numbers over the top. Most important, is this still a way of doing this. 3. Last week I discovered the groundmodel debug in world editor and I thought my prayers were answered. Well, after spending a whole day getting about ten maps just right and saving (so I thought) I discovers all my setting were gone. Should I be saving this as a whole new map, or is the debug just that... a tease. LOL. My main thing is I am running out of time with my trial and error work and know when to ask for help because there is so much more to play with, This has been killing me. Thanks for any help KillrBEE
The way I got this to work on my maps was to copy the requested groundmodel from the groundmodels.json in the gameengine.zip file then making a new file in a groundmodels folder created in the level. For a semi permanent solution, you could place the new groundmodels folder in the levels folder. The path would look like "0.27/levels/[insert map name here]/groundmodels/groundmodels.json" For example, "0.27/levels/italy/groundmodels/groundmodels.json" For a permanent solution, turn it into a mod. To do so, create a zip file named anything and place the level folder in there under a folder called "levels", then place the zip in the "0.27/mods" folder. The mod directory should look like "[insert mod name]/levels/[insert map name]/groundmodels/groundmodels.json". For example, "custom_groundmodels/levels/italy/groundmodels/groundmodels.json"
See I thought I was doing it right. For some reason, it only worked on some maps. But once I turned it into a mod it was better. Still not 100%