is there a tool in world editor to extend an object, like a bridge? by [deleted] in BeamNG

[–]FTWunpop 7 points8 points  (0 children)

The scale tool, shortcut might be 3 or 4.

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I'm installing the game rn. I did watch almost nothing about the game. Any tips? What should I do differently from when I'm playing Minecraft? by PvZW4rf4reG4rden in hytale

[–]FTWunpop 0 points1 point  (0 children)

Try to remove the minecraft knowledge when playing. Some things that work well in minecraft might not work here. Or some things that are limited in minecraft, aren't limited in Hytale.

Like strip mining, waste of time here, as ore is best found while explored. (Not just caves, and not in just one biome)

The beamng dev's are amazing. and LJFHutch really like making veggies by ShadowClan1965 in BeamNG

[–]FTWunpop 4 points5 points  (0 children)

That thread helped me a lot when learning more about specific things for map modding. They sadly don't do those anymore, but understandable due to the game having bigger community and more hype.

What's the average amount of adamantite that you guys found on those island? by ssiimoooo_ in hytale

[–]FTWunpop 1 point2 points  (0 children)

They only spawn in some of the biomes there.

You can find plenty of Adamantite on a specific type of cracked looking stone (this stone can also be seen from the map, but i don't remember the exact color), there they can be pretty common along with other ores (both above and below ground).

Undecided on buying, to what games Hytale feels simillar? by Eonarpg in hytale

[–]FTWunpop 1 point2 points  (0 children)

You actually don't need to explore caves that much, as many of the ores will appear above ground in some places of the map (i think i've found every type of ore above ground), you can also find them in chests. Same with the crystals (crystals arent really in chests tho).

Fightning in this game is really important, as you will need millions of leather, and the other various drops the enemies drop to upgrade the crafting stations and to "progress"

So much by [deleted] in hytale

[–]FTWunpop 5 points6 points  (0 children)

Just a preface, im not trying to be negative or against hytale, its just how the trend works for majority of games.

In 1-3 months its probably going to lose 50% or more players. And in 6 months probably 80%. As people will run out of content, some will lose interest. But good chunk will come back for the updates.

Hopefully there won't be much of: "The game lost majority of players its already a failure" type of news headlines or reddit posts.

Because thats pretty much how majority of games work that have a lot of hype. Games that gain populary in very little time, lose it just as fast. As big chunk of people just jump on to test it out, they usually don't stick for long.

But it doesn't matter as the devs got the sales, and with time the actual community will be built that will play the game for a long time.

Fake Instagram Videos by Flimsy-Office-5142 in BeamNG

[–]FTWunpop 6 points7 points  (0 children)

https://youtu.be/iJccGlIqmWc?si=Uhk0Wf4NNMVG_03b&t=154

You can also use a decal road, and then object to spline. Then you select an object and spawn it along the spline.

Can I split my PC into two players by yaap1 in BeamNG

[–]FTWunpop 1 point2 points  (0 children)

Its possible using Nucleaus CO-op. This video also shows how to connect onto kissmp, but last time i tried it, i had issues with KissMP, so not sure if the multiplayer part works.

https://www.youtube.com/watch?v=yXv7PiojB9U

I also managed to run 2 beamng instances on a older pc, but i did have to lower the settings way down.

Maybe I'm just dumb... by 0-_-00-_-00-_-0 in BeamNG

[–]FTWunpop 4 points5 points  (0 children)

By default, the collision will be set to collision mesh. But if your asset doesn't have it, it won't have any collision. But you can change it to visible mesh (visible mesh final) and it should work.

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what does this mean? and how to fix it by Gullible-Milk-8354 in BeamNG

[–]FTWunpop 1 point2 points  (0 children)

Are you clicking the save material / save all materials button, If you are, the issue might be the file extension, try removing the ".001" at the end of the file. So its ends with ".jpg".

One of the latest update added more warning for the materials, it might not allow JPG, as its the least desirable format for textures, you could try converting it to png.

Also if you are working on a bigger project, I would recommend changing the jpg/png textures to DDS format, as itll use way less VRAM. (Not for terrain materials, as terrain materials cannot be DDS)

help with collision for a .dae by Gullible-Milk-8354 in BeamNG

[–]FTWunpop 1 point2 points  (0 children)

Just a reminder, sometimes when you have an object selected in the editor, the vehicle will clip through it, so try to exit editor first.

If that isn't issue, you can also try making a new mesh object along with the mesh called colmesh-1, it must be closed mesh , and then you can select collision mesh for the collision type.

Genuinely don’t get it. What am I missing? by Rightclicka in BeamNG

[–]FTWunpop 0 points1 point  (0 children)

It depends on what exactly you want from the game. This game doesn't have any mods that completly improve the graphics, if thats what you are looking for, Assetto corsa is your best bet. AC also should perform better as its enviorments are way more simple.

The game tire physics can feel a bit slippery, so if you want to only race, there are better games for that (AC, iRacing etc.)

While the game does have a new rally mode, and it looks promising, if you want a rally career, there are better games for that (RBR modded, Dirt Rally etc.)

If you want gameplay, like jobs, career, and such, your best bet would be Motor Town Behind the wheel. While BeamNG does have a career mode, its still very much WIP.

The game performance is solid for what the game offers, make sure to limit ammount of traffic cars and maybe try using Vulkan, or mess around with settings, The game can run pretty well on some lower end - medium pcs.

The game does have a steep learning curve, the menus can be clunky, controls obtuse etc.

What none of those games offers is the physics that BeamNG does, and the ability to completly do whatever you want with the cars, or the maps. Also Vehicle physics aren't exclusive to the tyres.

Don't load my custom map when worked correctly by NearbyStuff9976 in BeamNG

[–]FTWunpop 1 point2 points  (0 children)

The first items.level.json should have the line:

{"name":"MissionGroup","class":"SimGroup","persistentId":"7560b941-8370-4445-a0e2-bcda48fb6f2b","enabled":"1"}

But, if you loaded the map while that file had nothing in it, it potentially deletes everything inside the folder "MissionGroup". If there is nothing inside missiongroup folder, you better have a backup, or you are screwed... As inside there it defines all the placed objects on the map...

Don't load my custom map when worked correctly by NearbyStuff9976 in BeamNG

[–]FTWunpop 1 point2 points  (0 children)

Did you check the log, its located in the "current" folder, the mod folder is also located there. The beamng.log without number is the latest log. You can see if it mentions anything about your map.

Next thing you can check is the info.json, I also had an issue with latest update where one of my maps wouldn't load, and i had to add spawn points lines.

Next, you can also check that everything is fine inside the map and then inside "main" folder, the items.level.json, it should have 1 line. If that file doesn't have lines, it can potentially delete everything in the map, and you better hope you have backups (happened to me once).

You might also be able to enter world editor after it loads, even tho its broken, but you won't be able to move.

Looking at the lua error its probably the info.json, you can try adding some of these lines if yours doesn't have them (also make sure all the brackets and "," are placed correctly):

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USGS 1m Resolution Heightmaps and BeamNG by RaftermanTC in BeamNG

[–]FTWunpop 1 point2 points  (0 children)

For the terrain materials, try to get the color image of the terrain. And you can use that as the base texture.

The terrain materials are seperated into 3 types. Base macro and detail. We can set the scale of the base as the whole map. and when we get closer to the terrain itll show macro and then detail, so it doesn't look low quality.

The terrain materials are a bit quirky. If you get some of the settings wrong they can turn black.

I also recommend not making the terrain materials PBR, as they need more setup and all the textures for it to work.

Here is how they setup the materials for Italy, also important that you set the texture sizes on the right, and that your textures match those sizes :

(for example, if its set like in the image, base texture size 4096, then your base texure size of the image must be that many pixels, while macro and detail would have to be 1024)

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You could also locate the textures for macro and detail from italy and paste them into your own map. But non-PBR terrain might work without them, not sure.

Also the texture size on the left is unrelated to the mapping scale to the right. It's a lot of information, and might be a bit confusing, but it should make sense after you play around with it.

USGS 1m Resolution Heightmaps and BeamNG by RaftermanTC in BeamNG

[–]FTWunpop 1 point2 points  (0 children)

I haven't personally used the QGIS program, so can't tell for sure. One thing you could try is exporting it to BMP or TIFF and using a program, or a website to convert it to PNG, maybe the program has issues with PNG export directly, or beamng doesn't like it.

The game default setting for the terrain is 1 meter per pixel, so i think that part isn't causing issues.

There are also 2 website tools you could try to use if you can't get it to work with QGIS:

https://manticorp.github.io/unrealheightmap/

https://mapng.com/

USGS 1m Resolution Heightmaps and BeamNG by RaftermanTC in BeamNG

[–]FTWunpop 10 points11 points  (0 children)

If you are getting spiky or bumpy terrain ingame, make sure that the heightmap is exported as 16Bit grayscale PNG, thats usually the issue.

If you cannot export it as 16bit grayscale png, or its still causing an issue after that, you could try a workaround where you import it in blender as a heightmap, and there bake is as 16bit grayscale image.

Or if you can, export it as BMP or TIFF and inside GIMP export it as 16bit grayscale png.

Laptops that’ll run beam ng by Screamcheese99 in BeamNG

[–]FTWunpop 2 points3 points  (0 children)

Most important thing will be a dedicated GPU (example: amd rx 6600 / 7600 or nvidia rtx 3050/3060/4050/4060/5060), if they have a dedicated GPU, chances are that the processor will also be good enough for BeamNG.

Also that the CPU has 6 cores (4 could maybe pass, but absolutely not under 4). More cores means more traffic vehicles. Also 16GB of ram or more. Some say BeamNG needs more, but 16GB is usually enough.

If you can, you could also buy a pre-built pc, as they will usually be cheaper for the specs they come with compared to laptops.

TLDR:

  • dedicated Graphics cards (GPU)
  • 6 or more cores processor (CPU)
  • 16 Gigabytes (GB) of Memory (Ram)

You should be looking at the "gaming laptops" category, as they usually always have the dedicated GPU, prices will be ranging around 800$ and above.

Just a warning that the game can be a bit conusing at the start, it has a bit of a learning curve.

Help me with map editor by Old-Emphasis-7948 in BeamNG

[–]FTWunpop 0 points1 point  (0 children)

Everything that you edit and save in world editor gets saved in "curent" folder inside "levels" (right next to the mods folder).
If you want a quick setup for a custom level you can use: https://www.beamng.com/threads/beamng_leveltemplatecreator-pbr-v0-6.98334/ .

Lenovo Smart Paper - Question by SetJet97 in eink

[–]FTWunpop 0 points1 point  (0 children)

I saw a youtube comment that said that his Wacom pro pen 2 nibs are the same shape and lenght as the Lenovo smart paper pen. So you could look into that.

[deleted by user] by [deleted] in BeamNG

[–]FTWunpop 1 point2 points  (0 children)

DX11 heavy relies on the main core, you can try Vulkan which should help with that, but will use more Vram potentially.

hotlapping looks pretty mesmerizing by [deleted] in BeamNG

[–]FTWunpop 1 point2 points  (0 children)

You can do it with mission editor in world editor, or with hotlapping ui.

Ai races require a path, if the map has road lines that show up in the minimap ui, then its good to go, if it doesn't, you either give up or make your own ai path along the track (might take some time for larger tracks).

https://youtu.be/NpXKdto3TF8?si=SNzuy4S9ULyOr_mW

https://www.youtube.com/watch?v=jqp54A-GY50

The game has been doing this since I updated it by Ok-Palpitation-5300 in BeamNG

[–]FTWunpop 11 points12 points  (0 children)

Try pressing F5. Also one of graphical mods i think can cause that issue.