1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice
  3. Before reporting issues or bugs, please check the up-to-date Bug Reporting Thread for the current version.
    0.36 Bug Reporting thread
    Solutions and more information may already be available.

How do I change the preview level picture?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Quotation, Aug 15, 2013.

  1. Quotation

    Quotation
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    98
    As the title says, I made a map, but how do I take a preview picture for when selecting the level
     
  2. CarbineCrazy

    CarbineCrazy
    Expand Collapse

    Joined:
    Dec 7, 2012
    Messages:
    112
    Simple! Navigate to C:\Program Files (x86)\BeamNG-DRIVE-0.3\levels, then choose the folder of the level's preview you wish to edit/create, it will be called <levelname>_preview.png. Then, you can easily edit the preview with any way of your choice/add a new one.

    In the case of taking a picture, you can use any screenshot capture program of your choice.

    Hope that helped.
     
    #2 CarbineCrazy, Aug 15, 2013
    Last edited: Aug 15, 2013
  3. Quotation

    Quotation
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    98
    Thanks, I'm also having another problem if you can help. For some reason the .ter files and basetex's, are saving into my levels folder, however when i place them in the actual map folder I made and remove the ones that are sitting in my levels folder this error happens.
     

    Attached Files:

    • sadsad.png
    • dasdas.png
    • DASadsasd.png
  4. CarbineCrazy

    CarbineCrazy
    Expand Collapse

    Joined:
    Dec 7, 2012
    Messages:
    112
    Oh my. Sorry, I can't help you with that, I really have minimal experience with Torgue 3D. You'll have to ask for someone else's help with that.
     
  5. qingu8

    qingu8
    Expand Collapse

    Joined:
    Aug 8, 2013
    Messages:
    48
    This one pretty easy as well, open your maps .MIS file find the following line and edit it to point at the folder your map is in .

    new TerrainBlock(theTerrain) { terrainFile = "levels/Inlet_Island_0.ter";
    castShadows = "1";
    squareSize = "1";
    baseTexSize = "1024";
    lightMapSize = "256";
    screenError = "16";
    position = "0 0 0";
    rotation = "1 0 0 0";
    canSave = "1";
    canSaveDynamicFields = "1"


    edit the following section to change the name and description of the map

    new LevelInfo(theLevelInfo) { nearClip = "0.1";
    visibleDistance = "1000";
    decalBias = "0.0015";
    fogColor = "0.6 0.6 0.7 1";
    fogDensity = "0";
    fogDensityOffset = "700";
    fogAtmosphereHeight = "0";
    canvasClearColor = "0 0 0 255";
    ambientLightBlendPhase = "1";
    ambientLightBlendCurve = "0 0 -1 -1";
    advancedLightmapSupport = "0";
    soundAmbience = "AudioAmbienceDefault";
    soundDistanceModel = "Linear";
    canSave = "1";
    canSaveDynamicFields = "1";
    desc0 = "A blank room ready to be populated with Torque objects.\n\nGuns, anyone?";
    enabled = "1";
    levelName = "Blank Room";
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice