@@leandrosn962 I give my journeys credit to MortzBNG and HavocNG. HavocNG shocked me when I asked a question about something and he offered to make a video just for me.. thought what nice guy, maybe i do the same when get more figured out. He has many map related videos, how to do things for crashes, special effects, character animations (before mixamo broke them)
@@leandrosn962 if you make a box, and give it 10 different UVs, then only 1 of those textures will show up. If you made a box and a ball and another shape and they all have different texture UVs and you try to merge/join in blender, you will also loose those textures. You will want to copy the UV spelling and paste that for all the other UVs so that the name is the same. Then when you merge the objects, it will keep all the textures. BeamNG does not see 2 uvs either. If you get a texture from blender kit, it will always make a texture called automap. Delete that one or when you get into BeamNG you will have the UVs all messed up. If you make an object, in blender, the only texture that beam will see is a textured map base color. The very first slot in the texture thing. Anything else is pissing in the wind. Those other ones you may have AO normals ect they need to be added in the world editor. Do not use that texture cooker method it’s more confusing than the hassle is worth. Do convert your PNGs to dds with proper compression to use in beam. I use Gimp to do that. Just don’t plan on doing later texture painting in blender if using compressed dds. It will look like the place a fist hitting an lcd will look like. Pretty much procedural textures are not going to be made. When you export your Dae from blender if you want beam to write the material file.. keep in mind it will not add to an existing one. So export the thing in its own folder. That way the game will make that base texture or textures for you. I have a video that shows how to make 4 color box texture I believe. Just don’t use material as the material name. Unique for all. Making a wall, give it a unique name you know nothing is using.. Textures can not be 16 bit color, and are limited to jpg, png, dds. I believe it is targa that is also accepted but you have to select all files and manually pick it. Don’t though. They are large files. If you are using hdri images exr format they will need to be converted to tone mapping and saved as 8 but rgb. I think the game will support 16 bit PNGs in some cases, but I would not be adding many 16 bit 8k texture. Textures… were my bane. I still have texture issues. Usually 95% of time is misspelling, or using A CAP instead of lowercase. Dds have be power of 2 Max game res is 16k 16384 x 16384. Max terrain block is 8192 If you have something you made and game having trouble loading it, email it to me. If it’s under 5 gigs, Onedrive gives everyone 5 for free. It’s what I use no hassle no bs clicking redirects. Just let me know to go look. I only check email when i have to reset a password or expecting mail.
@TerryMartinART Terry, thank you very much for taking your time to make such a detailed explanation. I'm learning how to drive now, and I'm recreating the drive test site on beamng to avoid failing on the exam. In my country a license is kind of a big deal because is quite expensive , so I'm getting started in modding with this in mind. If I can make anything remotely usable I'll try to share the level with the mod community to pay it forward as well. Cheers, man =)
Textures where my most troubling aspect of learning the world editor and getting objects into beamng. I was a 3dsmax person and if I could go back, I would changed to Blender a long time ago. For my needs, 3dsmax is great too. If they gave me a free copy I would use the hell out of Tyflow !
I have a problem i dont know how to fix : When i texture a model in my case it is a house with windows,doors,walls... on the same object. I use nodes and smart UV project to scale it to my liking but when i export it to .dae and put it into beamng it comes out with textures from the texture PNG and not the scaled versions i have in blender.
@@LIKEANIJA7 you have to make sure all the UVs are named the same, and only have 1 per object. You can have many textures in object but they all need same UV naming if you join them. Beam just sees one UV. And if it is something like automap, and the uv map named one is X’ed out. That is problem. Those come from Blenderkit textures. I had same problem wandering why the damn uvs in blender was fine, and scaled all wrong in BeamNG. If you still need help with this, you can email me the file and I’d be happy to look it over. It is impossible to catch all these comments. In future just send questions over and over again till I see it. I can get about 5 or 6 answered or read in a day, but more than that, those are in the comment void.. only see them if I come back for someone else i see it. Sounds like a pretty cool house, likely you figured it out after 5 months, but let me know if any other questions
Thanks!! very simple and straight-forward tutorial. I wouldn't know where to begin modding if it wasn't for your channel!
@@leandrosn962 I give my journeys credit to MortzBNG and HavocNG. HavocNG shocked me when I asked a question about something and he offered to make a video just for me.. thought what nice guy, maybe i do the same when get more figured out.
He has many map related videos, how to do things for crashes, special effects, character animations (before mixamo broke them)
@@TerryMartinART that's very nice of you, man... This pay it forward attitude is admirable! Ill check them out too!
It was me Cherry Boss who asked it. Thanks man!
@@cherry-boss you still alive :)
quick question: If I have more than one texture per object will Beam recognize it? Or do I need to set a UV atlas for every asset? =)
@@leandrosn962 if you make a box, and give it 10 different UVs, then only 1 of those textures will show up. If you made a box and a ball and another shape and they all have different texture UVs and you try to merge/join in blender, you will also loose those textures. You will want to copy the UV spelling and paste that for all the other UVs so that the name is the same. Then when you merge the objects, it will keep all the textures. BeamNG does not see 2 uvs either. If you get a texture from blender kit, it will always make a texture called automap. Delete that one or when you get into BeamNG you will have the UVs all messed up.
If you make an object, in blender, the only texture that beam will see is a textured map base color. The very first slot in the texture thing. Anything else is pissing in the wind. Those other ones you may have AO normals ect they need to be added in the world editor.
Do not use that texture cooker method it’s more confusing than the hassle is worth. Do convert your PNGs to dds with proper compression to use in beam. I use Gimp to do that. Just don’t plan on doing later texture painting in blender if using compressed dds. It will look like the place a fist hitting an lcd will look like. Pretty much procedural textures are not going to be made. When you export your Dae from blender if you want beam to write the material file.. keep in mind it will not add to an existing one. So export the thing in its own folder. That way the game will make that base texture or textures for you. I have a video that shows how to make 4 color box texture I believe.
Just don’t use material as the material name. Unique for all. Making a wall, give it a unique name you know nothing is using..
Textures can not be 16 bit color, and are limited to jpg, png, dds. I believe it is targa that is also accepted but you have to select all files and manually pick it. Don’t though. They are large files. If you are using hdri images exr format they will need to be converted to tone mapping and saved as 8 but rgb. I think the game will support 16 bit PNGs in some cases, but I would not be adding many 16 bit 8k texture.
Textures… were my bane.
I still have texture issues. Usually 95% of time is misspelling, or using A CAP instead of lowercase.
Dds have be power of 2
Max game res is 16k 16384 x 16384.
Max terrain block is 8192
If you have something you made and game having trouble loading it, email it to me. If it’s under 5 gigs, Onedrive gives everyone 5 for free. It’s what I use no hassle no bs clicking redirects. Just let me know to go look. I only check email when i have to reset a password or expecting mail.
@TerryMartinART Terry, thank you very much for taking your time to make such a detailed explanation.
I'm learning how to drive now, and I'm recreating the drive test site on beamng to avoid failing on the exam. In my country a license is kind of a big deal because is quite expensive , so I'm getting started in modding with this in mind.
If I can make anything remotely usable I'll try to share the level with the mod community to pay it forward as well.
Cheers, man =)
Happy new year man
@@MrInterpriser you too!
My New Year’s resolution will be 1024 x 768
@ lmao
Useful tutorial btw
Textures where my most troubling aspect of learning the world editor and getting objects into beamng. I was a 3dsmax person and if I could go back, I would changed to Blender a long time ago. For my needs, 3dsmax is great too. If they gave me a free copy I would use the hell out of Tyflow !
I have a problem i dont know how to fix :
When i texture a model in my case it is a house with windows,doors,walls... on the same object. I use nodes and smart UV project to scale it to my liking but when i export it to .dae and put it into beamng it comes out with textures from the texture PNG and not the scaled versions i have in blender.
@@LIKEANIJA7 you have to make sure all the UVs are named the same, and only have 1 per object. You can have many textures in object but they all need same UV naming if you join them. Beam just sees one UV. And if it is something like automap, and the uv map named one is X’ed out. That is problem. Those come from Blenderkit textures. I had same problem wandering why the damn uvs in blender was fine, and scaled all wrong in BeamNG. If you still need help with this, you can email me the file and I’d be happy to look it over. It is impossible to catch all these comments. In future just send questions over and over again till I see it. I can get about 5 or 6 answered or read in a day, but more than that, those are in the comment void.. only see them if I come back for someone else i see it.
Sounds like a pretty cool house, likely you figured it out after 5 months, but let me know if any other questions
Can you show it for a props because I don't understand.
What kind of prop?