BeamNG Level Importer + BeamNG Modding Tools
BeamNG Level Importer is a Blender addon that allows you to import BeamNG levels with all assets into a Blender scene with the correct location, rotation and scale. Imported assets will have all materials assigned with their texture maps.
BeamNG Modding Tools is a lua extension for BeamNG that allows exporting your level files from game to make them more compatible with Blender
importer as well as convert your material files from TorqueScript (CS) to JSON.Many features of BeamNG Modding Tools are now available in World Editor -> Window -> Resources Checker.
Features
BeamNG Level ImporterSee Also[OpenWrt Wiki] Arris TR4400 v2Version lifecycle - MediaWikiRelease notes/1.26 - MediaWikiRelease notes/1.29 - MediaWikiBeamNG Modding Tools
- Default TOD settings as Nish*ta sky
- Basic Terrain Materials v1.5 importing (WIP)
- Materials V0 support
- Materials v1.5 support
- BeamNG mod zip content importing
- TerrainBlock importing
- WaterBlock importing as a cube
- SpotLight and PointLight importing
- WaterPane importing as flat pane
- CameraBookmarks importing
- SoundEmitters importing
- GroundPane importing
- SceneTree folders structure
- ForestItems importing and placement
- World Editor integration
- Standalone mode
- Legacy TorqueScript (CS) materials converter to JSON
- Cleaning up of TorqueScript (CS) materials
- Batch converting
- DDS to PNG exporter (opposite tool to Texture Cooker)
- Game meshes to COLLADA exporter
- Game meshes to Wavefront exporter
- BeamNG to Blender Exporting (game side)
- Soft Reloading of vehicle materials
- Hard Reloading of vehicle materials
- Removal of vehicle's temporary files
- A complete rewrite of the tool
- Added Exporter tab
- Added ability to export meshes from the game as COLLADA and Wavefront formats
- Added ability to export DDS textures to PNG to improve compatibility with graphics software and Blender
- Added ability to export level data to improve compatibility with BeamNG Level Importer Addon
- Added option to soft reload (quicker) and hard reload (slower) vehicle materials
- Removed Resource Explorer features, those are now available as a part of the World Editor Resources Checker tool
- Removed Material Verifier features, those are now available as a part of the World Editor Resources Checker tool
- Improved UI
- Updated for BeamNG 0.31+
1.1.2 Changelog:
- Added Vulkan check (for texture cooker)
- Added Linux check
- Added game version check
- Added Force Reload Materials feature
- Added Clear current vehicle cache feature
- Added Experimental features
- Improved UI
- Added tool-tips
- Added colored text to show errors
- Added Bulk converters for vehicles and levels
- Added Material Verifiers
- Added verifier for cs / JSON materials, checks also for badly named json materials
- Added verifier for V0 / PBR materials
- Added duplicate materials verifier (wip)
- Added Resource Explorer
- Added checker for used TSStatics
- Added checker for Forest Items
- Added checker for unused TSStatics (wip)
- Added checker for unused Forest Items (coming soon)
- Improved overall stability
- Changes to converter work back-end
- Now there is no need to restart game to run converter again
- Conversion job will repeat until materials table is empty
- UI is now independent from World Editor
- Added ability to run from console
- Added ability to run using key binding, "=" for now
- Added custom theme
- Added ability to save files on disk with results of tests
Changelog for V1.0
- Removed garbage code
- Improvements to level path button backend
- Added compatibility with all levels types
- Improved code
- Added vehicle path button
- Code checks which vehicle is seated by player 0
- Theoretical compatibility with any vehicles that can load even from the earliest versions of game
- Fixed console warnings
- Added incorrect path warnings
- Added checks so you won't be able to run a faulty job
- Cleaned up logs
Plans
BeamNG Level ImporterBeamNG Modding Tools
- Add full Terrain Materials v1.5 support
- Add Terrain Materials v0 support
- Implement assimp importer to import incompatible COLLADA meshes
- TorqueScript levels and materials importing
- Legacy JSON levels support
- In Blender level editing and changes saving support
- Particle emitters support
- Decal data importing
- River objects importing
- Groundcover support
- Decal road support
- Mesh Road support
- Lower level of detail meshes importing
- More materials features support
- Possibly better mesh exporters from GameEngine
Issues
BeamNG Level ImporterBeamNG Modding Tools
- Many legacy COLLADA files won't import due to issues with Blender COLLADA importer
- Random TerrainBlock placement issues in some corner cases
- Missing emissive textures in Blender 4.0+ due to shader changes
- Probably a lot more issues that I don't know of
- Broken PNG exporting in Vulkan API mode
- Crashes when removing old CS materials when loaded into a level
- Unexpected results of COLLADA and Wavefront exports from GameEngine
BeamNG Level Importer Requirements
- OS: Windows or Linux
- Blender: 3.0 or newer (3.6 LTS is targetted, includes a partial implementation for 4.0 and 4.1)
BeamNG Modding Tools Requirements
- OS: Windows or Linux or Wine/Proton
- BeamNG.drive v0.31 or newer
- Direct3D 11 mode (Vulkan API might be buggy when exporting textures)
BeamNG Level Importer Installation
- Make sure you met requirements above
- Download addon from attachments. Make you download Blender addon not source code or BeamNG extension.
- Open Blender to install addon.
- Go to preferences, addons, and install addon from zip there.
BeamNG Modding Tools Installation
- Make sure you met requirements above
- Download addon from attachments. Make you downloaded BeamNG extension not source code or Blender addon.
- Copy downloaded zip into your BeamNG mods folder
Usage
BeamNG Level Importer
Importing levels
- Load BeamNG.drive
- Load level you want to export
- Open BeamNG Modding Tools by pressing =
- Go to Exporter tab and press Export level to Blender and wait till the process finishes
- Close BeamNG and launch Blender
- In the Blender sidebar open BeamNG Level Importer
- Select the level zip or folder you want to import, make sure to enable Use ZIP Level if you are importing zipped files
- In Exporter terrain Path select your level export location which usually is your userfolder /temp/exported/levels/levelname
- Press `Import Level Objects`
BeamNG Modding Tools
Generating new materials for old mods
- Start the game
- Insert a path to the folder of your mod that you want to convert
- Press the Convert button
- Copy the generated .json files from your userfolder back to your source files and remove all material.cs files, remove the cache of your mod.
Exporting textures or meshes
- Start the game
- Insert a path to folder of your mod which you want to export
- Go to the Exporter tab
- Press the button you want to use
- Your exports will be available in your userfolder /temp/exported/
FAQ / Troubleshooting
My game crashes when converting CS materials
- Try converting your mod in main menu before you even load any level to avoid issues and leave more RAM space for conversion. Game may hang when converting.
Many meshes from my level are not visible in Blender import, most of them are just empties
- Some COLLADA meshes are unsupported by Blender. You can try converting them yourself in other software first to avoid issues.
I cannot seem to be able to export textures from the game
- Game might fail to export textures and levels when running in Vulkan API mode.Huge thanks to @thomatoes50 who helped me to clean code. In addition, I want to thanks for the original resource explorer code that was made to help me working on Polish Roads.
Now instead of console, it works in imgui which is much easier for modders.Additional thanks for testing and giving ideas to: @AgentMooshroom5, @bob.blunderton, @DankMemeBunny, @falefee, @Nekkit.
Github page is here https://github.com/PrzemekWolw/BeamNGLevelImporter
If you like my work support me here!
Experimental - BeamNG Level Importer + BeamNG Modding Tools V2 for BeamNG 0.32 (2024)
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