post #294 above has 2 earlier versions you can try. I am stuck at the moment with several issues since the last update. Water reflections are broken, a texture is broken, animated textures won't animate, mini map image won't show, and if I move any part of any road path, all of the roads just kind of glitch out. So I think I'm gonna take a break from that track for a while, and instead just work on smoothing out the low poly road geometry of one of those figure 8 tracks. The main thing that I wanted to do for almost all of them is to just add a mini map image. But it seems mini map images are no longer a thing since the latest update. The only way to have a mini map now is to literally add a road net work and the game and generates a mini map from all of the roads you add, but I don't have the patience to literally draw a road for every track when before all I needed to do was take a screenshot of the geometry and turn that into a Terran object of the correct dimensions, assign the screenshot picture to the terrain object properties, and then push the Terran object down under the ground where you won't see it in the game.
lol, so it turns out that C:\Users\thinsoldier\AppData\Local\BeamNG\BeamNG.drive\current\levels is actually a "cache folder" that gets emptied if you use the clear cache command from the game launcher window. I've lost everything I was working on. I think my last backup is from over a month ago. It seems I was supposed to add the map as a mod normally and then UNPACK the mod into the unpacked folder. EDIT: found a backup https://thinsoldier.com/wip/joobles_wiidksjungleparkway snapshot 05 plants hover fixed.zip [moomoomeadows] Adding a terrain object has been consistently crashing the game for me a lot the last few days. Took forever to add one to moo moo meadows. Once again just snap the terrain to geometry (up and down) and then draw decal roads on the terrain and set drivability to 1, one-way, 3 lanes, and then hide the terrain. I'm sad that I can't just use a background image on the map anymore and am forced to draw roads to have a map ----- Code: It's a pain to understand how the whole system works. I just discovered that the levels folder is actually a cache folder and when I cleared cache it deleted everything I had been working on for months Code: Tell me if I'm wrong. FIrst you need to unpack the mod (/mods/unpacked/your-map/levels/your-map/) and then any changes you make are actually saved in (/levels/) and you have to manually merge the changed data from /levels/ with the unchanged data in /mods/unpacked/your-map/levels/your-map/ ??? I tried working in the unpacked folder today and tried swapping between today and yesterday's version of my work but things weren't changing as expected and I seem to have lost everything except my blend files once again :'( Code: You are right, any work saved will be saved to the levels folder of your map. then when you want to share it you would copy them files and replace the mod folder ones. you can still have some stuff saved to the mod folder, say you wanted to add a house. that can be done there. it's more the settings then has to be safed into the level folder. you are not along I have lost many hours and many maps to things like this. will fill your pain. Code: This folder system is insane and I can't find any real documentation explaining it completely I think I'll stick to doing everything in /levels/ and use something like winmerge or synctoy (synctool??) to backup those files to both /mods/unpacked/ and a 3rd location, maybe even a 4th location elsewhere on the network.
[moomoo] the original landscape .dae file was not rotated to 90 degrees, it was like 89.980. it seems impossible to rotate anything to be a full 90 degrees in this game. Since the up direction in both Blender and BeamNG is z I decided to rotate the source geometry to the sensible direction and export it like that so I can remove the rotation from the object in-game. Merged all the geometry by distance in Blender to make it easier to select individual objects to export separately. Split up the original geometry mostly by material into separate objects. Kept the origin points of all of them the same as the original. Most will be exported together with collision and the smaller plants will not have collision. Opened the gates in front of the farm houses so you can drive off track. I would like to make the billboards that fill the large gaps in the fence actual physical objects you can push out of the way. Ran into a problem so giving up for today. My .dae file contains only the ground, fence, buildings, and the 1 ramp. I added 2 cubes and another ramp next to the original ramp, all a part of the same 1 exported object mind you. I can drive straight through the 2 cubes and the new ramp as if the collision data of an earlier .dae file is being used. Why would it not be colliding with the old fence data from before I opened the gates if that's the case. Makes no sense. The objects that were separate in blender and not showing up as a part of the single object exported as .dae was fixed by making those objects children of base00. I still have the problem of no collision with visible parts of that 1 .dae object. The original geometry had a long and strange UV Map name while the new objects I created were named "uvmap". I made all uvmaps have the same name thinking it would help. It did not. Joined the problematic objects to the original geometry, making sure that the resulting combined object retained the name of the original geometry object, and then separated them back out to be their own objects. This fixed them. But, after I put their origin points back to normal (set origin to geometry) they didn't work again. Lesson learned: everything that is going to be in the same 1 .dae file has to have the same origin point or else collisions won't work for some/most/all of them. I added terrain to draw roads on later. Using snap to geometry up and down it was making it fit the original geometry quickly until 1 small section of road, the most curvy part, had the terrain jumping 100 feet in the air for no apparent reason. No amount of cleanup or simplification of the original geometry fixed it. Rebuilding new geometry over the old geometry didn't fix it. Moving the terrain down by 1 and resculpting it all fixed it. Added ai decal roads. I'm disappointed by that road path building thing. It seems to just be a macro that adds a center line and 2 border lines that are just regular decal roads set to only a few inches wide to look like lines. I was hoping for something more robust and automated that doesn't clutter the outliner with just more of the same basic objects that are a headache to use. https://thinsoldier.com/wip/joobles_moomoomeadows snapshot 03 traffic new-ramp some blender cleanup.zip It probably got zipped up as a folder within a folder and both having the same name. Move the deepest folder containing the many files to "C:\Users\yourusername\AppData\Local\BeamNG\BeamNG.drive\current\levels" and rename the folder to simply "joobles_moomoomeadows" ------- reduced sun size and increased brightness of sunsky.lighting.brightness to 30 to get more of a golden morning glow. theLevelnfo.fog.fogDensity current value seems to be .000255 but the UI can only show 0.000 Jump Practice:
Materials reference a GroundType (found in groundmodels.json) which seems to determine the friction, dust particles, sound effects. I was hoping there were also some canned rumble effects as well but there don't seem to be any. D:\SteamWindows\steamapps\common\BeamNG.drive\gameengine.zip\art\groundmodels.json Ground Models reference a collision type. I can't find where those are defined. The particles and sound effects and rumble effects are not defined in groundmodels.json. Only the physics/friction is defined there. Code: "COBBLESTONE":{ "staticFrictionCoefficient" : 0.93, "slidingFrictionCoefficient" : 0.69, "hydrodynamicFriction" : 0, "stribeckVelocity" : 6, "strength" : 1, "roughnessCoefficient" : 0.05, "defaultDepth" : 0, "collisiontype" : "COBBLESTONE", "skidMarks" : true, "aliases" : [""] }, "WOOD": { "staticFrictionCoefficient" : 0.95, "slidingFrictionCoefficient" : 0.7, "hydrodynamicFriction" : 0, "stribeckVelocity" : 3, "strength" : 1, "roughnessCoefficient" : 0.15, "defaultDepth" : 0, "collisiontype" : "WOOD", "skidMarks" : true, "aliases" : ["groundmodel_wood1", "groundmodel_wood2"] }, "GRAVEL" : {//GRAVEL "staticFrictionCoefficient" : 0.69, "slidingFrictionCoefficient" : 0.74, "hydrodynamicFriction" : 0.0072, "stribeckVelocity" : 6, "strength" : 1, "roughnessCoefficient" : 0.44, "fluidDensity" : 16000, "flowConsistencyIndex" : 2500, "flowBehaviorIndex" : 0.75, "dragAnisotropy" : 0.5, "shearStrength" : 4000, "defaultDepth" : 0.0, "collisiontype" : "GRAVEL", "skidMarks" : false, "aliases" : ["dirt_loose"] },
split trees and flowers into a separate dae file and disabled collision on that one, opened another gate, fixed backface culling of leaves on the round trees Experimented with different groundtypes on the fence object that are frictionless or absorb impact, trying to make hitting the fence less damaging. Didn't like any of them. I might try putting a collision mesh around the fence that prevents you from getting snagged on the right angles of the fence posts.
Added time trial to moo moo meadows My force feedback feels very wrong/weak compared to yesterday so I can't get any consistent laps. I have no idea what happened. Wow, i hate this folder structure. Why can't the gameplay data for a level be within the level's folder? Not sure if the zip file i uploaded will work as-is if dropped into the regular mods folder. Otherwise will need to unzip it and drop the relevantly map named folders into both [/levels/] and [/gameplay/missions/] https://thinsoldier.com/wip/joobles_moomoomeadows snapshot 09 DIR timetrial.zip If the event start is stuck in the sky even though the coordinates are correct, you have to restart the game.
What about the other Circuit, Raceway, and Stadium tracks? Like Waluigi Stadium or Royal Raceway? I like those three types of tracks because they look and feel like race tracks, and they could be fun to drive with BeamNG's cars
[moomoo] Added obstacles to the trackside of the most curvy part of the road to prevent cutting the track. The first obstacle can be jumped by hitting the grass just right. Tried to move the AI roads further away from the fence to prevent dumb crashes from AI traffic but I think the real problem is the AI traffic doesn't know how to press the gas pedal properly. I don't know if there is a way to make the AI traffic just drive a little bit faster overall. It would fix a lot of problems if I could. Fixed shading issues with the main fence. Needed to remove custom split normal data from the geometry in Blender. Started filling in the missing geometry on the backsides of buildings outside of the track area. Started planning a rally route that goes all over the outside of the track area. I need to find a 3d app that will let me dynamically subdivide and sculpt low poly geometry without destroying the original UV map data.