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Discussion in 'World Editor' started by nekitu, Feb 16, 2019.
My brushes disappeared as well, now I place each forest item from Asset Browser.
I apparently do not know S--- LoL, I am having the same problem with my trees vanishing after reloading a level. Only custom forest meshes. The games stuff works fine.
Worked it out not too long after posting when discussing it with gen1yota last night. If you add your custom meshes to the managedItemData.cs in art/forest, than the custom forest meshes will stay painted after reloading.
Thanks, sounds like a plan. Thanks for looking into it further !
Something strange is happening with this editor. Before this version when an object that has same material name from blender and from the file, the editor would recognize it as a "defaultmaterialXXX" and then it would be editable and changeble from the editor.
But when I do same thing with newer one, the editor loads the materials but never recognizes, that material can not be seen or editable, and I can not find a solution from editor side.
It also often loading these default materials as transparent almost every time, when they should not be transparent, such as terrain or walls.
If I use the texture cooker, I can never get that material to pull up in the material editor. It will convert the .color.pngs though. But for example I made some low poly trees that I wanted the transparency to be double sided, I could not edit it to do anything with it. With the tree selected there is no texture to be found in the list with the name in the material editor. If I type the name in the search box it crashes the game. I can just make all the DDS's in gimp that is not a problem, but to share something made with someone its a pain in the ass to explain how to make a texture and confusing to some maybe. Would love to see the problem fixed to make sharing easier. That's the only gripe I have with it not working for me. Making things like signs or objects with no need to do more than a simple color map it works great though. I'm not even sure if its just a problem I have. Don't see others mentioning the problem. It may be the pngs settings from photoshop or gimp causing my problem. Or it could go all the way back to the first gridmap I edited and something I did wrong.
I just set material a name in Blender, then when exporting I check export material textures, even there are no textures.
After that, I can assign texture in World editor.
If I need to set huge number of textures, then exporting .dae to empty directory and having texture assigned in Blender is a time saver.
With PBR it is needed to edit each material anyway in editor so for those I tend to have just material name set in Blender.
I'm amazed how much abuse this editor can manage, I did little 3d printing and thought if I could get nice statue out of 3d print file and sure I did, but polycount was slightly excessive.
It took more than an hour for Blender to do smart UV thing, exported .dae file was almost 1GB in size, but world editor did import it quite quickly, assigning materials was like for any other object, really nice!
3d print file is available here https://www.myminifactory.com/object/3d-print-winged-victory-of-samothrace-2073
Maybe some day hardware is up there to render 3d scanned objects in realtime, but there is quite many generations of hardware improvements needed for that, but as an experiment, importing such huge objects seem to be perfectly possible and having 5.6 million triangles really brings up the details.
As I had several texture maps, objects actual polycount on screen then increased quite a bit, at least I'm guessing that normal map + color map is like x 2 polygons, then shadows, ambient occlusion and perhaps some others can add to final polycount.
I wanted a 3d scanner forever. Ever since I saw them use a meat scanner to make 3d models for movies. But I settled for the free program Meshroom. I usually use the Meshroom decimate node rather than Blenders Decimate. Sometimes a variation of both. Always was intrested in 3d printers myself. Was waiting on the price to be in my ballpark.
My GPU would explode trying to cook this lol
I believe creator of that Winged statue STL file used photogammetry, mobile things have pretty good cameras for photogammetry use these days and it is incredible what Meshroom can do indeed!
I'm looking forward of new creation methods in future too, especially with photogammetry and clever software solutions I believe that we could be on our way to mapping local surroundings into favorite games, creating new interesting experiences to play with lot less time constraints. On that regard future looks interesting.
However for BeamNG I guess it means then that terrain system itself is going to be somewhat less useful as such scanned worlds would be static objects mostly, unless rendering to height map that is.
Anyway that is one very interesting area that is going to be something new development in modding for quite a while as new inventions happen.
Oh yes, my GPU becomes extremely noisy when pushed to 100%, with such high poly and low amount of drawcalls object GPU is doing all the work so it was not very pleasant indeed!
It is gigantic worlds that this new editor supports though, we just would need lot of modders with huge amount of time to actually create such worlds.
An early notice for any old editor users out there, we will remove the old editor based on TorqueScript, which goes along with our efforts to remove TorqueScript also (this will take more time, assets are depending on it).
Hopefully this is the last time we remove the old editor, we think the new world editor is capable of handling the editing of levels well enough now.
The ongoing development of the new world editor will be enriched by your feedback and bug reports, so please help us on this matter when you encounter them.
Thank you for your understanding, the next release will not be including the old editor.
With the removal of TorqueScript, we can say that BeamNG will run on a fully custom game engine, that's cool!
Last time I used the old editor was back when I first got into the editor in March 2021. When I had no idea what I was doing wrong and textures where all red.
But will new editor have options like old one? You can't edit rivers on new one like it was before, there were many options that were really useful..
Which options do you mean?
I am not sure if there is FlowMagnitudePhysics on new editor? Or OverallWaveMagnitude?
They are both in the new editor
Im sorry, but where are they located? Also how can I change particules effects from sparks to for example smoke or waterfall effect in new editor?
They are here in the inspector
To your other question: You can either select the ParticleEmitter objects in the level and change their "emitter" fields to something else. Or if you want to change every waterfall emitter at once, you can select the Particle Tool, search in the combo menu for the Emitter you are looking for and then change it's "particles"
Oh wow, I didn't know we had those same options in new editor, I've been struggling with old one... And everything is even nicer and better positioned on new one. Thanks a lot, this is great!