Your welcome, I am learning as I go, but remember last March how difficult it was for me to do certain things. There was some good videos out there, but a lot for the older editor. If there are any topics you need more clarity in let me know. If I don't know I will look into it, or direct you to someone else's videos if it helped me.
Thanks man for this great tutorial nobody else breaks it down like this I might have a slight chance at learning how to make mods and such for BeamNG !
I will have some more videos like this soon. This particular video has the most views. If people told me in addition to how well they liked or disliked a video what other things they would like to see made in Blender for BeamNG let me know. I think I will do a poll soon, with multiple choice to better decide what content to make videos on. Thank you for the comment!
This was exactly the content I was looking for! You had me burst out laughing when you did the analogue display of applying texture, ha ha.. Kudos for the effort!
Follow-up. I made my own metal beam in the first go, which was a great succes! But how come you can export directly into the game folders? All my folders are zipped, and blender does not allow export into zipped folders.
Oh, "You want to get this texture HERE, and this texture Here" hehe, Yeah I made it as clear as I could. I want to make a how to make a jbeam with similar props. I made sculpture to help, show the nodes and beams, and what a quad and triangle mean, and support beams.. I was going to start on it earlier in the week and got off course on something else. I am not sure what all is accurate in this video. Some of the other older ones I know I said some things that are steps that are not needed, or redundant. But, little extra exercise never hurts I guess.
This is So old , but most watched video I uploaded. I would hate to hear what I said back then… may be a lot of redundant steps. I will update this again soon .
That was great. I really like stuff like that. Please make more videos in blender of house 🏠 or building creation in blender for beamNG i guess. Thank you.
Sure thing and thank you. I was asked a long time ago to make a house for the game. At that time I was still learning Blender. I feel like now I have a good enough handle on it to make a decent house. Since you asked about a house, if you would like to email me a photo of a house I will base the design to the photo. I simplified version of course. silverartist1975@yahoo.com. It would be a fun challenge. And I will post the DAE to onedrive and post it for anyone who would like it. This particular video has more views than any others for the most part. Also any objects you would like for the game as track assets/scenery let me know. I typically will make things at random and share them but it helps to know what people prefer. I don't have enough subscribers to make a poll yet. Think I need 500 for that but not sure.
I don't see the comment that an alert shows in notifications. If you hit base material and nothing happens, make sure you do not have the window that pops up covered by another window. Happens to me all the time. If that is not what you mean, tell me the time on this video to see exactly what's needed.
Thanks alot for this video. Finally I can make custom object for the game. But I still got problem with the texture. It doesn't appear when inserted into the game. No texture. Maybe I missed out something or because I'm using bemng v0.27 so there is has a different way to bring into the game? Cheers from Indonesia:)
Tell me what to make, I will try to make it. World props, not cars. That is something I have not got into but will eventually. Is there something you want to know how to make for BeamNG in Blender ?
ok on a side note i managed to get the editor to work ... after some hair pulling anyways ... how do you import a new mesh object because i cant seem to get the file dialog box thing to show up
Thanks! This video is the all time most viewer if not mistaken. Some of this stuff is outdated. I made this video when I was fairly new at figuring out the world editor and still somewhat new to Blender. I likely say a few things that is not necessary. I plan to make an updated version soon that is edited for time.
I will make a new video, short. and explain a little better... give me a few minutes just got home....Or I could try to live stream it...got to get the program again...
Hello how are you? This video is very interesting, see work with zbrush, I make 3d sculptures, could zbrush models be exported to Beam? and in what way, a video of yours would be good since you have a lot of knowledge on the subject;) greetings from Argentina
I do not own Z-Brush, but just based on what I read it would seem to me to export the mesh as an OBJ. Then import OBJ into Blender, then Export as DAE for BeamNG. Heard all great things about Zbrush. I would say not knowing the export options in Z-Brush that you likely would need to Decimate(reduce poly count) in Blender before exporting to BeamNG depending on the level of detail you are using in Zbrush. Just as a performance consideration in BeamNG. Also not sure how textures are exported from Zbrush. If Zbrush has a free trial version I can look into it.
Hey thank you for the great tutorial. But I can't find the directory in which I need to download my 3D model. I can't see it in your tutorial. It should be like C:\Users\Pablo\AppData\Local\BeamNG.drive\0.23 - and what is next? Thank you
This is where I export my models from Blender to say the Ukraine track... C:\Users\Terry\AppData\Local\BeamNG.drive\0.23\Levels\Ukrain\art\shapes\misc Be sure to click All Models at the top of the asset browser. You should be able to start typing the name of the model you exported and see it appear. Being mindful of upper and lower cases if you used them. You can always re export it from blender. Blender has a habit for me to want to send everything to my Documents folder for some reason. It may be there :)
HOW DID YOU OPEN THE MENU SEEN IN BEAMNG 15:19 i seriously cant figure it out because it used to be F11 for the older versions but after their heavy remaster it seems many of these things got moved around if you can i want a new updated tutorial with the new 2.41 version of BeamNG because they changed alot
@@Ponlets I’m sorry that didn’t work for you! I also had problems with it so I gave up. I think we’re stuck at the same spot. I can open the menu but nothing else, so I won’t be able to make an tutorial but if I find a solution I will make a video for you!
Sorry all, hopefully not given up for good. I was not a fan of world editor 1.0. Was when 2.0 was released that I took an interest in learning this stuff. Let me know if you all are still having problems. I am one person here. And terrible about getting to all messages. Sorry for the delay! But I hear you. Dont hesitate to pester with repeated questions. It is just not possible to see everything and sometimes, I see it the 2nd or 3rd time its asked.
@@stodoprojects1654 That's something I have not tried. Save you a mistake I made.. I will make short video shortly on something I overlooked when I uploaded my Ukraine track.
The material tab in Blender or World Editor ? I can see how both could be hard to find. Blender was confusing for me with everything being so different than 3dsMax. And The World Editor, well that was just alien to me for a while. It's material tab, inspector windows, scene tree window can all be turned off. It is also very easy to accidently re-anchor them to places that make it more confusing. For instance, I once somehow made the main tool bar take up the entire screen. And could not figure out why me screen was half opaque grey full screen.
I do things different now. I will have to update this video with a much easier way to do this. Think this was my first video. But now I make a folder in the level's Art folder, so that the item has its own folder. That way when its exported to the game, the texture and mesh are in a folder together. And as long as the texture is power of 2, the game will make the main.materials.json. Think in this video I explained how one must create a texture and then import the model. Not needed, that is why I need to update this. You decide were to export the DAE from Blender though. If the level is say small grid... Load small grid and in the world editor save the level. That will create a folder in the user folder that will only include things you do to change the level. In that folder create an Art folder in in the folder create another folder for the item you are exporting from Blender.
The normals are flipped most likely. Go into blender and select the speed bump, go to edit mode and select all, control a, then go above it in the edit menu items, you will see normals, flip normals. Then go back to object mode and apply all transforms in the object mode menu. Re-export. You probably noticed it looked darker too, it’s shaded wrong when normals are flipped. It is real easy to flip them when you create it, if you scale something smaller than zero and it reverse scales in the negative you will not realize it unless you look to the top left at the x,y,z and see a - in it. I do it all the time, and it’s frustrating for sure.
Hello, how are you, I have a question. I converted the 3d max model to dae format. Then I transferred it into the game, but the car passed through the model. Could you describe what I need to do?
This might help. Read the developers comment on exporting in max. Its an old comment, but sure it applies today as well. Apparently the build in DAE export for MAX was not working for them well either. It could be an old issue that was resolved in recent versions. I can't access max. I had a student copy that expired. I hated Blender when I had to change over but honestly now I like modeling in Blender so much better than Max. I miss somethings about max. Getting models into the game was not one of them. Could not even recall what I had to do to make it work. Reading what the developer said lets me know it has issues.
Easiest thing I found to use, as of todays discovery, was to use quixel bridge (non unreal version) and install the Blender plug-in to export from bridge to blender. quixel.com/bridge There are free assets available. If you have any problems getting it to work, I had a few problems that solution may help if you encounter them. Mostly related to the Blender Plug-In needing to be manually installed. And OBJ for some unknown to me reason is not available as an Export mesh option. Been having to export as FBX, but it works fine from what I can tell. Not the typical hassle of getting textures to function as can be the case with other fbx sources. I never used Cinema 4d, but I think it is very nice. It is the program UA-cam channel Meatballs uses. This video is super old by the way. It was at the time the only way I knew how to do this.
@@TerryMartinART Thank you very much for the answers, I will continue investigating and in the last case I will install Blender since I did not find a video about another software that does not work with beam, it is only blender, you can export .DAE from cinema 4d, follow the steps as you said in a video to import a cube but I couldn't find the whitebox file from Beam from the world editor so I followed your instructions to the letter, I don't know
I figured out something really cool a few days ago. Once I get the track uploaded and updated to next version (suppose to been yesterday) I will make a video on the new cool thing.
@@TerryMartinART Cool thing related to the editor? On my side; I made progress on the modified Utah map (adding some not too hardcore trails) But I'm very busy. I didnot try to import the plank once again. But thanks to your video, I now know the browse asset feature.
@@Cbob64 I recommend daily manually coping the entire temp folder and your level folder to a separate folder for back up. My map was using type level folders for some reason that was my error. But figured out how to solve problem. Had to rename the gridmap.ter to Ukraine.ter, move it into my levels root folder. Then click on the Terrain Block and in the Inspector window point to the files new location.
@@stuntezofficial -blender empties are wrong possibly. If you are using the base00 start01 for empties. -you did not apply all transforms -your normals are flipped. Inside out mesh is invisible if double sided is not turned on. Turn on double sided in the texture of there is one showing up. If the mesh shows up then you just need to flip them. In blender pick object, go to edit mode. Up top right in blender regular top bar me menus look for the overlays tab, click on it and enable face orientation. Blue is good, red needs to be flipped. Select those red faces in edit mode and go to mesh, normals, flip. Re-export to game. -press the ~ key when spawning, and look for the red writing. That are bad errors. You you want to email me the thing I can look at it. Hard to know exactly it is.
@@TerryMartinART Thanks, i got it working, I used spealers Blender template that had LOD presets messing with it, under base00 so your first guess was right. Out of topic but do you have any idea why my decal roads are floating in the sky after reloading the map? i tested to make a couple roads before i start to spend time doing them and it worked fine until i restarted beam.. Is it something that happens sometimes? i am new to map making.
@@stuntezofficial ah yeah, you just picked the magic carpet decals that is what it was… Nah, I remember seeing that one time before on small island when i tried to wipe the map clean, if you do that best to just import a new terrain block. I remember on a different map old grid map had these 4 strips to drive on to test mud, grass, and whatever else. And after remaking the map on that terrain block no matter what I did, the car sank in that spot going around the track. Later realized it’s the depth map, different than height map. But thinking that that is where the collisions will be if the game thinks that is where the ground is. I am not sure on that. Only seen it happen a couple times. I just deleted entire terrain block and imported new one. I will have to think a bit on it. I know the decals do stupid things when using decal over objects. Remember though if you use that, the decal will fit in the collision mesh. If you using lods, and you have a high poly rock with a low poly coll mesh, then the decal will stick to the coll mesh, making parts of the decal go in the object. Best to use that when using visible mesh final for Colmesh, but it still acts stupid and tries to stick to something at bottom of map. Check yo see if over objects is enabled, I. The decals inspector. Also out your car above where the decal is floating and see what your car stops on. Go into debugger and tell to show you groundmodels. Make sure nothing is hidden there. Make sure the area is on a terrain block too.
@@TerryMartinART Thanks, that was a lot of help 👍 I found the right person for this! I have experience with making and designing other games, but a couple of days ago I decided to start making a map for Beam because I've played it for 2k hours, and I think it's time to start creating on it. My plan is to make a modified version of my hometown that falls somewhere between the style of the West Coast and East Coast maps. My goal is to get it as close to dev quality as i can, but that depends on how much time I can dedicate to this. Let's just say that I'm not trying to rush it as one of the hundreds of maps that look like a 5 year old drew it😂 I need to learn the proper way to do this from the start. I made my road layout in photoshop by pasting images of the towns roads from google maps and looping them around to get a real-life feel but a playable area that fits the game. I'm not sure how this is going to work out (with my semi-limited time and all that) but there's only one way to figure it out.
@@stuntezofficial just curious what is the town name you want to make.. Map making is a love hate relationship. For me it’s like painting a room of a house. It starts off fun for the first couple walls, but after that I am ready to be done with it and move on. A lot of people have track making videos. Spealer if I have that spelled right. Car Killer had a great time lapse one, HavocNG has a lot of helpful videos too. Especially for map making things. Depending on if you are wanting to create new assets that are not in the game you will need to get pretty familiar with Blender and textures in BeamNG. Terrain paints and texture for objects. I made several videos on PBR terrain paints. It’s a bit much involved at first. Mostly wrapping head around it at the start Is most confusing. For me anyways, it was one of those types of mental blocks that just did not click at first. If you have made things for other games you likely have a good feel for them. Methods to use. If you want accurate roads, blender gis can get them. Google earth can be used with meshroom too. If you have the heightmap data for the location you can import them as new terrain once old terrain is deleted. You can have up to 8192 x 8192 for max map size. If you want more detailed map, you can use an 8192 map as a 4096 map with 1/2 the block size. This is superior for detail lovers. Both in painting and in terrain deforming. There are a few bugs with things you may run into just ask. In the 3 years I done this, there has been some Doozies that I found workarouds for but would not want others to go through to try to figure it out. I am one that likes to push what game can do and lean more towards realistic look opposed to traditional game looking. The dev maps is a great bar to shoot for. It is actually the bar I set for myself. Save save save your work daily and keep a couple days of back ups. Can’t tell you how many times I made critical mistake and it was before the day before yesterday when it happened. Lock the sun sky, lock the terrain block, lock the clouds, lock the time of day. This will prevent you from accidentally deleting them. For me, Something is going on where if the sunsky is deleted from map, it’s impossible to add back. Basically have to start map over. Maybe that is a bug I have or I am doing something wrong, but locking solves that. Use time of day if you need to change azimuths of sun. If sunsky and time of day are both being used, time of days over rides suns. Save save save And get familiar with where to work on your map at. Some people insist on working on there maps out of the unpacked mod Folder. If your map is not in the 0.32/levels folder and is in the 0.32/mods/unpacked folder then you are asking for it… Not sure why some dummies think they have to work out of there… it makes no sense since your working on a map, and all the changes are being saved to the 0.32/levels location. They just end up with different files that are impossible to combine if the plan is to share the map. I know I was one of those dummies, so was HavocNG. Remember the first map he sent me to look at, i was like where is the stuff for the map, it’s just empty lol….
I got to say the easiest way to add collisions is to simply go to the inspector window for the object and under the part that says collisions, change to "Visible Mesh Final" Not Visible Mesh. Visible Mesh is very recourse demanding. I will post a screen shot in the community of the setting I am referring to. If it is a Forest Item that you use the Forest Tool to plant (forest items can be anything too not just things that grow) those will require a DAE that has the folder structure consisting of an Empty named Base00, with another Empty called Start01 inside of it. Then the DAE goes into Start01 and you can make a duplicate of DAE and rename it to Collmesh-1. Colmesh-1 will also go into Start01. That is the bare minimum needed not getting into LOD management. For the first example after setting that Visible Mesh Final, Control-F7 needs to be pressed for the game to build the collisions. If done correctly the item will have collisions. If you wanted the collisions to be soft collisions that is another discussion entirely. That requires the objects texture have a custom groundmodel. Either one of the many that comes with the game, or creating a custom one. Forest Items in the instpector window has a tab to use collisions, but that was what requires a Colmesh-1 named object to be the collisions. Remember a Colmesh-1 mesh can be a simple box you create in Blender for something. It is better if you can use low poly meshes for collisions to reduce snagging and have optimal performance. Maybe its time for another video on this subject. I been busy past couple days with the Particles videos. If an object does have working collisions and it is eating the cars, then the normals are flipped. Usually a dead give away to this is the textures look dark on the object. Like light is not hitting it as much as other side. YOu can check normals in Blender that show red and blue shades one mesh. Blue is what you want. Red is inside out. While Red can be useful to simulate lava eating a car to some decree, mostly you do not want to have it like that.
That I do not know. I do not own automation. But anything that is exported from blender needs to be as a DAE for the game to use the mesh. If its ever on sale I will pick it up though. I am not sure how the workflow for automation works.
@@TerryMartinART and @Clutched_392, I can help with this one, go check out Hard Rooster Labs UA-cam channel. He's a Dev for Automation and he has a 20 something part series on making cars for Automation that later end up in BeamNG He has several other series on fixtures and rims.
mostly here. My channel gets the majority of my attention. Emails can go unchecked for weeks at a time, and messenger even longer than that. I am hiring a person to help me with answering things soon but for not its just me. And I have more things going on at one time than there is time in the day to get to all of them. Though she will be a secretary more less handling all comments so that none go unseen and to ensure none fall through the cracks. With authority to reply when possible but will run everything by me first. I may can save you a lot of time if your question is more complex than I can answer I can let you know here.
Hey there! I'm trying to add a stupidly big object to serve as a template for the course I'm making based on a local road. The texture (taken from Google Maps) is massive, 55897x33303 pixels (but only 34.6mb in size!). The game crashes when I try to load the texture in. How can I get around this? Thanks!
I believe 16384 x 16394 is the max the game will use without crashing. I am not sure though but I had same issue with Blender GIS maps. It would not look as great of course but you could resize the image to be under 16384. I have seen the game also crash if exporting 16 or 32 bit integer but not sure if that is only for rgb. I thought I used a 16 integer for grey scale before for an elevation terrain map, but may be wrong. Something I need to test again. I only had 16 gigs of ram also, so I am not sure if that mattered at all or if the cards video memory mattered. I have not tried to repeat any test after getting a card with 12gig ram.
I tried to make a 32k texture but Blender is crashing, I am limited to 16 gig sys ram and 12 gig video card ram. I can not say for sure. HavocNG has 64 gig system Ram. Maybe he can test the idea for you if you are also limited to 16 sys ram.
@@TerryMartinART Thank you for your in-depth response! I was only trying to use the texture as a guideline, so perhaps there is an easier way of doing that, then. I sent you an e-mail, did you happen to recieve that? It might have ended up in your spam folder. I'd be keen to commission you to make this map for me :)
@@LloydEdgar I made a terrain paint that is the texture for that exact same reason :D It will work. That I know from making it. It will not be 50k though.
So I have a car mod and the driver side is on the right I'm trying to use blender to switch the dashboard to the left side and every time I do it and load up the the car it works but there no texture the whole car is orange can someone help?
Send me the zipped blender file and mod packed into a zip. Email it to silverartist1975@yahoo.com I will see what’s going on. May make a video detailing what I did if anyone else wants to see how to fix stuff like that, assuming I have no issues and can do it. No reason to think I couldn’t.
For Terrains, yes. For terrain paints, have not perfected, I bake my own normals and lay them as decals rather than try to make them look good on the paints themselves. But elevation maps work imported as terrains too. you have to consider the resolution of the map and the block size for the terrain. and terrain max height
@@Alteredimensions I can tell you it needs to be at least power of 2, and a 1:1 ratio. Most common 2048x2048 I used, and named exactly... theTerrain_heightmap.png I convert to greyscale too. Can not have 2 height maps at one time (two terrain blocks) One must first delete the first terrain block map that is present before importing in a new one. That is most common things I can think you may have but let me know if anything else not mentioned.
You know I would think a meter is a meter. I thought about making a to scale ruler in blender and seeing what it looks like in the game. Remember your FOV can affect how something looks too. I always import in one of the shells from a car into blender to check how it looks compared. I know one thing, if I work on a track in the game without a car very nearby to check often, I will tend to make everything too large.
Thank You, feel free to ask anything, if there is something I figured out I don't mind making a video on it. Or I will direct you to one if I saw one that relates.
@@MarketsSiddhant Like a wood bridge or asphalt/cement bridge... I don't know how to make a moving bridge that opens and lowers yet. A place, like a house I assume. I used to draw old wood covered bridges. Though I could make one I'm pretty sure in Blender, I don't yet know how to associate wood sounds for planks hitting tires. Got to finish up what I am working on today and can see what I can do tomorrow.
@@MarketsSiddhant I have not forgot, BeamNG released that summer update and put me a few days behind. I plan to upload my track update today. Just got up. I will make something more simple than a house to start with, I saw a nice wood shack in Days Gone. Took some screenshots to use to get some textures from. I actually had already planned on making a bridge at some point for a map for a pedestrian bridge where fans are over the track cheering on below. And a traditional cement overpass sort of bridge like on a highway. I also want to make a wood bridge that is similar to a dock on a lake. Where its easy to slide off into the water if not careful. That update had me fixing problems with textures and other problems with AI.
@@MarketsSiddhant This is the Bridge I will start making tonight, with a video how I am doing it. I snapped this photo yesterday on the way home. ua-cam.com/video/jacargwmwkQ/v-deo.html
As long as you added the Colmesh-1 to start01 in blender (which is a duplicate of the board) all you have to do is rebuild the collision, go to the top left to edit, then "rebuild Collisions" in the world editor. make sure you have base00, then start01 inside of the base00 in Blender, then the object and its duplicate go in Start01. One of the objects has to be named Colmesh-1 thats in start01. let me know if still a problem
Import DAE in Blender from BeamNG, but and there is a big butt, you have to make the textures in Blender. Seems they do not transfer from game to Blender in the same way they do not transfer from Blender to game. Would sure be nice if Blender wrote the main.materials.jsons for everything made and packaged it into a nice folder with the asset and texture maps. Been having to manually do this or manually create each texture in the World Editor. So to me it makes sense they do not import into Blender for the same reason but reversed. You can import in many DAEs from the zipped install folder in your steam library though. They just all look black or silver and missing the maps. I have seen in the world editor export DAE, but no idea how it works. I was not able to figure out what its purpose is. I feel 70% sure on this, but let me know if you find a solution or work around, thanks !
Hello, how are you, I have a question. I converted the 3d max model to dae format. Then I transferred it into the game, but the car passed through the model. Could you describe what I need to do?
There has to be a collision object in addition the the 3d model. There is a template but also, read how the Dev explained it. beamng.com/threads/3dsmax-and-dae.19146/
Be sure to also go to the top left of the editor in edit I believe its located, pick "rebuild collisions" any time 3d objects are placed it needs to be calculated assuming the collision mesh is working. Also reloading the level after saving it will rebuild collisions.
Make sure the objects normals are not inside out Happens all the time to me. Boolean can cause weird normals sometimes. Also is the mesh triangulated. Think the game supports quads too, but something else to check.
@@MuduHd The collision comes from a duplicate of the model renamed to Colmesh-1. It can be a simple geometry does not have to be a duplicate. Say you are making a house model. Got 50 or so meshes and decide to make a simple 6 sided box to be the collision map. You can do that. Max is a little different how you have to do it. I would export as an OBJ from max and import the OBJ in Blender and follow a video on exporting a OBJ from Blender to the game. I did not mess with Max long enough when I started learning the editor and my student license ran out. I sure miss Tyflow and Arnold Water
That was the best object texture/collision tutorial for BeamNG I have seen. Thank you!
Your welcome, I am learning as I go, but remember last March how difficult it was for me to do certain things. There was some good videos out there, but a lot for the older editor. If there are any topics you need more clarity in let me know. If I don't know I will look into it, or direct you to someone else's videos if it helped me.
Thanks man for this great tutorial nobody else breaks it down like this I might have a slight chance at learning how to make mods and such for BeamNG !
I will have some more videos like this soon. This particular video has the most views. If people told me in addition to how well they liked or disliked a video what other things they would like to see made in Blender for BeamNG let me know.
I think I will do a poll soon, with multiple choice to better decide what content to make videos on.
Thank you for the comment!
This was exactly the content I was looking for!
You had me burst out laughing when you did the analogue display of applying texture, ha ha.. Kudos for the effort!
Follow-up. I made my own metal beam in the first go, which was a great succes!
But how come you can export directly into the game folders? All my folders are zipped, and blender does not allow export into zipped folders.
Oh, "You want to get this texture HERE, and this texture Here" hehe, Yeah I made it as clear as I could. I want to make a how to make a jbeam with similar props. I made sculpture to help, show the nodes and beams, and what a quad and triangle mean, and support beams.. I was going to start on it earlier in the week and got off course on something else. I am not sure what all is accurate in this video. Some of the other older ones I know I said some things that are steps that are not needed, or redundant. But, little extra exercise never hurts I guess.
I can't describe in words how thankful I am for your hard work because I have learnt so many things from you. Thanks again.
Thank You! Means a lot
Amazing. I am now able to finally put any model into the game thanks to this tutorial.
This is So old , but most watched video I uploaded.
I would hate to hear what I said back then… may be a lot of redundant steps. I will update this again soon .
That was great. I really like stuff like that. Please make more videos in blender of house 🏠 or building creation in blender for beamNG i guess. Thank you.
Sure thing and thank you. I was asked a long time ago to make a house for the game. At that time I was still learning Blender. I feel like now I have a good enough handle on it to make a decent house. Since you asked about a house, if you would like to email me a photo of a house I will base the design to the photo. I simplified version of course. silverartist1975@yahoo.com. It would be a fun challenge. And I will post the DAE to onedrive and post it for anyone who would like it.
This particular video has more views than any others for the most part. Also any objects you would like for the game as track assets/scenery let me know. I typically will make things at random and share them but it helps to know what people prefer. I don't have enough subscribers to make a poll yet. Think I need 500 for that but not sure.
Thanks, great tutorial.
I don't see the comment that an alert shows in notifications. If you hit base material and nothing happens, make sure you do not have the window that pops up covered by another window. Happens to me all the time. If that is not what you mean, tell me the time on this video to see exactly what's needed.
Thanks alot for this video. Finally I can make custom object for the game. But I still got problem with the texture. It doesn't appear when inserted into the game. No texture. Maybe I missed out something or because I'm using bemng v0.27 so there is has a different way to bring into the game? Cheers from Indonesia:)
Tell me what to make, I will try to make it. World props, not cars. That is something I have not got into but will eventually. Is there something you want to know how to make for BeamNG in Blender ?
ok on a side note i managed to get the editor to work ... after some hair pulling
anyways ... how do you import a new mesh object because i cant seem to get the file dialog box thing to show up
Thank you, very helpful :)
Thanks! This video is the all time most viewer if not mistaken. Some of this stuff is outdated. I made this video when I was fairly new at figuring out the world editor and still somewhat new to Blender. I likely say a few things that is not necessary. I plan to make an updated version soon that is edited for time.
Please tell me which folder should I save it to next? I saved it without. C:\Users\Nguyenquoctin\AppData\Local\BeamNG.drive\0.23?
I will make a new video, short. and explain a little better... give me a few minutes just got home....Or I could try to live stream it...got to get the program again...
Hello how are you? This video is very interesting, see work with zbrush, I make 3d sculptures, could zbrush models be exported to Beam? and in what way, a video of yours would be good since you have a lot of knowledge on the subject;) greetings from Argentina
I do not own Z-Brush, but just based on what I read it would seem to me to export the mesh as an OBJ. Then import OBJ into Blender, then Export as DAE for BeamNG. Heard all great things about Zbrush. I would say not knowing the export options in Z-Brush that you likely would need to Decimate(reduce poly count) in Blender before exporting to BeamNG depending on the level of detail you are using in Zbrush. Just as a performance consideration in BeamNG. Also not sure how textures are exported from Zbrush. If Zbrush has a free trial version I can look into it.
Hey thank you for the great tutorial. But I can't find the directory in which I need to download my 3D model. I can't see it in your tutorial. It should be like C:\Users\Pablo\AppData\Local\BeamNG.drive\0.23 - and what is next? Thank you
This is where I export my models from Blender to say the Ukraine track... C:\Users\Terry\AppData\Local\BeamNG.drive\0.23\Levels\Ukrain\art\shapes\misc
Be sure to click All Models at the top of the asset browser. You should be able to start typing the name of the model you exported and see it appear. Being mindful of upper and lower cases if you used them. You can always re export it from blender. Blender has a habit for me to want to send everything to my Documents folder for some reason. It may be there :)
@@TerryMartinART thank you!
@@chpdigital Finally made it home...
@@chpdigital Thank you for tuning in ! We will have a mass amount of new content between the all of us soon enough : )
I've saved my 'texture.jpg' and my 'object.dae' inside /levels/gridmap_v2/art/shapes/grid/ but at 14:49 I can't see it in the list. Please help
Was the game already running when you added it to the folder? If that is the case you need to right click on the assets folder and refresh the assets.
@@TerryMartinART yes my game was running but what is the assets folder?
HOW DID YOU OPEN THE MENU SEEN IN BEAMNG 15:19
i seriously cant figure it out because it used to be F11 for the older versions but after their heavy remaster it seems many of these things got moved around
if you can i want a new updated tutorial with the new 2.41 version of BeamNG because they changed alot
You press the button that looks like a file but a hole in the middle of it. It is located on the upper left corner. (Under “camera”)
@@BeamNGLynx thats not entirely useful for me
i would prefer a video tutorial because i work best with visuals
@@Ponlets I’m sorry that didn’t work for you! I also had problems with it so I gave up. I think we’re stuck at the same spot. I can open the menu but nothing else, so I won’t be able to make an tutorial but if I find a solution I will make a video for you!
Sorry all, hopefully not given up for good. I was not a fan of world editor 1.0. Was when 2.0 was released that I took an interest in learning this stuff. Let me know if you all are still having problems. I am one person here. And terrible about getting to all messages. Sorry for the delay! But I hear you. Dont hesitate to pester with repeated questions. It is just not possible to see everything and sometimes, I see it the 2nd or 3rd time its asked.
Thank you soo much, now i can make map from google maps template :))
Would like to hear your progress, only decisions now where in the world to make a map :)
@@TerryMartinART for now i am working on my city, i will surely upload video when i get it finished
@@stodoprojects1654 That's something I have not tried. Save you a mistake I made.. I will make short video shortly on something I overlooked when I uploaded my Ukraine track.
thanks
Very helpful!
very nice tutorial, thank you :)
Thank You, think this was one of the first videos I posted. This is the most popular video posted to date.
i got stuck on the world editor part, because i didn't see the "Materials" tab. (0.23)
The material tab in Blender or World Editor ? I can see how both could be hard to find. Blender was confusing for me with everything being so different than 3dsMax. And The World Editor, well that was just alien to me for a while. It's material tab, inspector windows, scene tree window can all be turned off. It is also very easy to accidently re-anchor them to places that make it more confusing. For instance, I once somehow made the main tool bar take up the entire screen. And could not figure out why me screen was half opaque grey full screen.
i am meaning the beamng tab
Hi sir. Which folder you export?
I can’t find my model in Beamng
I do things different now. I will have to update this video with a much easier way to do this. Think this was my first video.
But now I make a folder in the level's Art folder, so that the item has its own folder. That way when its exported to the game, the texture and mesh are in a folder together. And as long as the texture is power of 2, the game will make the main.materials.json. Think in this video I explained how one must create a texture and then import the model. Not needed, that is why I need to update this.
You decide were to export the DAE from Blender though. If the level is say small grid... Load small grid and in the world editor save the level. That will create a folder in the user folder that will only include things you do to change the level. In that folder create an Art folder in in the folder create another folder for the item you are exporting from Blender.
i made a speed bump but it keeps eating the car even when driving over it carefully, any tips on making it stop doing so?
The normals are flipped most likely. Go into blender and select the speed bump, go to edit mode and select all, control a, then go above it in the edit menu items, you will see normals, flip normals. Then go back to object mode and apply all transforms in the object mode menu. Re-export. You probably noticed it looked darker too, it’s shaded wrong when normals are flipped. It is real easy to flip them when you create it, if you scale something smaller than zero and it reverse scales in the negative you will not realize it unless you look to the top left at the x,y,z and see a - in it. I do it all the time, and it’s frustrating for sure.
Give me a little while I will do a fast video on it.
Hello, how are you, I have a question. I converted the 3d max model to dae format. Then I transferred it into the game, but the car passed through the model. Could you describe what I need to do?
This might help. Read the developers comment on exporting in max. Its an old comment, but sure it applies today as well. Apparently the build in DAE export for MAX was not working for them well either. It could be an old issue that was resolved in recent versions. I can't access max. I had a student copy that expired. I hated Blender when I had to change over but honestly now I like modeling in Blender so much better than Max. I miss somethings about max. Getting models into the game was not one of them. Could not even recall what I had to do to make it work. Reading what the developer said lets me know it has issues.
I also use C4D cinema 4d, can you export a model from this program to Beam? thanks once again
Easiest thing I found to use, as of todays discovery, was to use quixel bridge (non unreal version) and install the Blender plug-in to export from bridge to blender.
quixel.com/bridge
There are free assets available.
If you have any problems getting it to work, I had a few problems that solution may help if you encounter them. Mostly related to the Blender Plug-In needing to be manually installed. And OBJ for some unknown to me reason is not available as an Export mesh option. Been having to export as FBX, but it works fine from what I can tell. Not the typical hassle of getting textures to function as can be the case with other fbx sources. I never used Cinema 4d, but I think it is very nice. It is the program UA-cam channel Meatballs uses.
This video is super old by the way. It was at the time the only way I knew how to do this.
@@TerryMartinART Thank you very much for the answers, I will continue investigating and in the last case I will install Blender since I did not find a video about another software that does not work with beam, it is only blender, you can export .DAE from cinema 4d, follow the steps as you said in a video to import a cube but I couldn't find the whitebox file from Beam from the world editor so I followed your instructions to the letter, I don't know
Great!
Let's try this!
I figured out something really cool a few days ago. Once I get the track uploaded and updated to next version (suppose to been yesterday) I will make a video on the new cool thing.
@@TerryMartinART Cool thing related to the editor? On my side; I made progress on the modified Utah map (adding some not too hardcore trails) But I'm very busy. I didnot try to import the plank once again. But thanks to your video, I now know the browse asset feature.
@@Cbob64 I recommend daily manually coping the entire temp folder and your level folder to a separate folder for back up. My map was using type level folders for some reason that was my error. But figured out how to solve problem. Had to rename the gridmap.ter to Ukraine.ter, move it into my levels root folder. Then click on the Terrain Block and in the Inspector window point to the files new location.
My objects come to beam as invisible.. Any idea why that might happen?
@@stuntezofficial
-blender empties are wrong possibly. If you are using the base00 start01 for empties.
-you did not apply all transforms
-your normals are flipped. Inside out mesh is invisible if double sided is not turned on. Turn on double sided in the texture of there is one showing up. If the mesh shows up then you just need to flip them. In blender pick object, go to edit mode. Up top right in blender regular top bar me menus look for the overlays tab, click on it and enable face orientation. Blue is good, red needs to be flipped. Select those red faces in edit mode and go to mesh, normals, flip. Re-export to game.
-press the ~ key when spawning, and look for the red writing. That are bad errors.
You you want to email me the thing I can look at it. Hard to know exactly it is.
@@TerryMartinART Thanks, i got it working, I used spealers Blender template that had LOD presets messing with it, under base00 so your first guess was right. Out of topic but do you have any idea why my decal roads are floating in the sky after reloading the map? i tested to make a couple roads before i start to spend time doing them and it worked fine until i restarted beam.. Is it something that happens sometimes? i am new to map making.
@@stuntezofficial ah yeah, you just picked the magic carpet decals that is what it was…
Nah, I remember seeing that one time before on small island when i tried to wipe the map clean, if you do that best to just import a new terrain block. I remember on a different map old grid map had these 4 strips to drive on to test mud, grass, and whatever else. And after remaking the map on that terrain block no matter what I did, the car sank in that spot going around the track. Later realized it’s the depth map, different than height map. But thinking that that is where the collisions will be if the game thinks that is where the ground is. I am not sure on that. Only seen it happen a couple times. I just deleted entire terrain block and imported new one.
I will have to think a bit on it. I know the decals do stupid things when using decal over objects. Remember though if you use that, the decal will fit in the collision mesh. If you using lods, and you have a high poly rock with a low poly coll mesh, then the decal will stick to the coll mesh, making parts of the decal go in the object. Best to use that when using visible mesh final for Colmesh, but it still acts stupid and tries to stick to something at bottom of map.
Check yo see if over objects is enabled, I. The decals inspector.
Also out your car above where the decal is floating and see what your car stops on.
Go into debugger and tell to show you groundmodels. Make sure nothing is hidden there. Make sure the area is on a terrain block too.
@@TerryMartinART Thanks, that was a lot of help 👍 I found the right person for this! I have experience with making and designing other games, but a couple of days ago I decided to start making a map for Beam because I've played it for 2k hours, and I think it's time to start creating on it. My plan is to make a modified version of my hometown that falls somewhere between the style of the West Coast and East Coast maps. My goal is to get it as close to dev quality as i can, but that depends on how much time I can dedicate to this. Let's just say that I'm not trying to rush it as one of the hundreds of maps that look like a 5 year old drew it😂 I need to learn the proper way to do this from the start. I made my road layout in photoshop by pasting images of the towns roads from google maps and looping them around to get a real-life feel but a playable area that fits the game. I'm not sure how this is going to work out (with my semi-limited time and all that) but there's only one way to figure it out.
@@stuntezofficial just curious what is the town name you want to make..
Map making is a love hate relationship. For me it’s like painting a room of a house. It starts off fun for the first couple walls, but after that I am ready to be done with it and move on.
A lot of people have track making videos. Spealer if I have that spelled right. Car Killer had a great time lapse one, HavocNG has a lot of helpful videos too. Especially for map making things.
Depending on if you are wanting to create new assets that are not in the game you will need to get pretty familiar with Blender and textures in BeamNG. Terrain paints and texture for objects.
I made several videos on PBR terrain paints. It’s a bit much involved at first. Mostly wrapping head around it at the start Is most confusing. For me anyways, it was one of those types of mental blocks that just did not click at first. If you have made things for other games you likely have a good feel for them.
Methods to use. If you want accurate roads, blender gis can get them. Google earth can be used with meshroom too. If you have the heightmap data for the location you can import them as new terrain once old terrain is deleted. You can have up to 8192 x 8192 for max map size. If you want more detailed map, you can use an 8192 map as a 4096 map with 1/2 the block size. This is superior for detail lovers. Both in painting and in terrain deforming.
There are a few bugs with things you may run into just ask. In the 3 years I done this, there has been some
Doozies that I found workarouds for but would not want others to go through to try to figure it out.
I am one that likes to push what game can do and lean more towards realistic look opposed to traditional game looking.
The dev maps is a great bar to shoot for. It is actually the bar I set for myself.
Save save save your work daily and keep a couple days of back ups. Can’t tell you how many times I made critical mistake and it was before the day before yesterday when it happened.
Lock the sun sky, lock the terrain block, lock the clouds, lock the time of day. This will prevent you from accidentally deleting them. For me,
Something is going on where if the sunsky is deleted from map, it’s impossible to add back. Basically have to start map over. Maybe that is a bug I have or I am doing something wrong, but locking solves that.
Use time of day if you need to change azimuths of sun. If sunsky and time of day are both being used, time of days over rides suns.
Save save save
And get familiar with where to work on your map at. Some people insist on working on there maps out of the unpacked mod
Folder. If your map is not in the 0.32/levels folder and is in the 0.32/mods/unpacked folder then you are asking for it…
Not sure why some dummies think they have to work out of there… it makes no sense since your working on a map, and all the changes are being saved to the 0.32/levels location. They just end up with different files that are impossible to combine if the plan is to share the map.
I know I was one of those dummies, so was HavocNG. Remember the first map he sent me to look at, i was like where is the stuff for the map, it’s just empty lol….
How to add a collision to my 3D object?
I got to say the easiest way to add collisions is to simply go to the inspector window for the object and under the part that says collisions, change to "Visible Mesh Final" Not Visible Mesh. Visible Mesh is very recourse demanding. I will post a screen shot in the community of the setting I am referring to. If it is a Forest Item that you use the Forest Tool to plant (forest items can be anything too not just things that grow) those will require a DAE that has the folder structure consisting of an Empty named Base00, with another Empty called Start01 inside of it. Then the DAE goes into Start01 and you can make a duplicate of DAE and rename it to Collmesh-1. Colmesh-1 will also go into Start01. That is the bare minimum needed not getting into LOD management.
For the first example after setting that Visible Mesh Final, Control-F7 needs to be pressed for the game to build the collisions. If done correctly the item will have collisions. If you wanted the collisions to be soft collisions that is another discussion entirely. That requires the objects texture have a custom groundmodel. Either one of the many that comes with the game, or creating a custom one.
Forest Items in the instpector window has a tab to use collisions, but that was what requires a Colmesh-1 named object to be the collisions. Remember a Colmesh-1 mesh can be a simple box you create in Blender for something. It is better if you can use low poly meshes for collisions to reduce snagging and have optimal performance.
Maybe its time for another video on this subject. I been busy past couple days with the Particles videos.
If an object does have working collisions and it is eating the cars, then the normals are flipped. Usually a dead give away to this is the textures look dark on the object. Like light is not hitting it as much as other side. YOu can check normals in Blender that show red and blue shades one mesh. Blue is what you want. Red is inside out. While Red can be useful to simulate lava eating a car to some decree, mostly you do not want to have it like that.
@@TerryMartinART what kind of community?
@@TerryMartinART changing both settings to Visible Mesh Final does nothing, still no collisions.
@@TerryMartinART HOLY S**T THANK YOU...
@@TerryMartinART YOU ARE THE FIRST UA-camR TO EVER MENTION pressing Ctrl+F7. Now the collision works. Thanks, man!!!!!!
also also .. what if a mesh i am importing has more than one material?
I will make a short video.
Now lets say I made a taillight for automation to be a 3d object to put on the car body... How would I export it from blender to automation?
That I do not know. I do not own automation. But anything that is exported from blender needs to be as a DAE for the game to use the mesh. If its ever on sale I will pick it up though. I am not sure how the workflow for automation works.
@@TerryMartinART and @Clutched_392, I can help with this one, go check out Hard Rooster Labs UA-cam channel. He's a Dev for Automation and he has a 20 something part series on making cars for Automation that later end up in BeamNG He has several other series on fixtures and rims.
Dear sir really nice to see your videos I'm in a trouble can you help me ? Where can I contact you
mostly here. My channel gets the majority of my attention. Emails can go unchecked for weeks at a time, and messenger even longer than that. I am hiring a person to help me with answering things soon but for not its just me. And I have more things going on at one time than there is time in the day to get to all of them. Though she will be a secretary more less handling all comments so that none go unseen and to ensure none fall through the cracks. With authority to reply when possible but will run everything by me first.
I may can save you a lot of time if your question is more complex than I can answer I can let you know here.
Hey there! I'm trying to add a stupidly big object to serve as a template for the course I'm making based on a local road. The texture (taken from Google Maps) is massive, 55897x33303 pixels (but only 34.6mb in size!). The game crashes when I try to load the texture in. How can I get around this? Thanks!
I believe 16384 x 16394 is the max the game will use without crashing. I am not sure though but I had same issue with Blender GIS maps. It would not look as great of course but you could resize the image to be under 16384. I have seen the game also crash if exporting 16 or 32 bit integer but not sure if that is only for rgb. I thought I used a 16 integer for grey scale before for an elevation terrain map, but may be wrong. Something I need to test again.
I only had 16 gigs of ram also, so I am not sure if that mattered at all or if the cards video memory mattered. I have not tried to repeat any test after getting a card with 12gig ram.
I tried to make a 32k texture but Blender is crashing, I am limited to 16 gig sys ram and 12 gig video card ram. I can not say for sure. HavocNG has 64 gig system Ram. Maybe he can test the idea for you if you are also limited to 16 sys ram.
@@TerryMartinART Thank you for your in-depth response! I was only trying to use the texture as a guideline, so perhaps there is an easier way of doing that, then.
I sent you an e-mail, did you happen to recieve that? It might have ended up in your spam folder. I'd be keen to commission you to make this map for me :)
@@LloydEdgar I made a terrain paint that is the texture for that exact same reason :D It will work. That I know from making it. It will not be 50k though.
@@LloydEdgar I am posting a video explaining how to do this
So I have a car mod and the driver side is on the right I'm trying to use blender to switch the dashboard to the left side and every time I do it and load up the the car it works but there no texture the whole car is orange can someone help?
Send me the zipped blender file and mod packed into a zip. Email it to silverartist1975@yahoo.com I will see what’s going on. May make a video detailing what I did if anyone else wants to see how to fix stuff like that, assuming I have no issues and can do it. No reason to think I couldn’t.
Hey Terry, could you help me convert this blender model I got into a BeamNG mod?
I am not advanced enough in my mod making to make complex things such as cars. I plan to be into cars in the next 6 months though
Email me the model if you would like to take a look at it. Artistterrymartin@yahoo.com
@@TerryMartinART Ok, will do
excellent video! do you have any experience importing a height map from blender to beamng? :)
For Terrains, yes. For terrain paints, have not perfected, I bake my own normals and lay them as decals rather than try to make them look good on the paints themselves. But elevation maps work imported as terrains too. you have to consider the resolution of the map and the block size for the terrain. and terrain max height
ua-cam.com/video/ZvSCIEg7Wa4/v-deo.html
ua-cam.com/video/l2YFesQYaxA/v-deo.html
@@TerryMartinART do you have discord by any chance, got a few questions about my first created height map if you're kind enough to help me with? :)
@@Alteredimensions I can tell you it needs to be at least power of 2, and a 1:1 ratio. Most common 2048x2048 I used, and named exactly...
theTerrain_heightmap.png
I convert to greyscale too.
Can not have 2 height maps at one time (two terrain blocks)
One must first delete the first terrain block map that is present before importing in a new one.
That is most common things I can think you may have but let me know if anything else not mentioned.
do you know the exact scale of 1 meter in blender compare to beamng?
You know I would think a meter is a meter. I thought about making a to scale ruler in blender and seeing what it looks like in the game. Remember your FOV can affect how something looks too. I always import in one of the shells from a car into blender to check how it looks compared. I know one thing, if I work on a track in the game without a car very nearby to check often, I will tend to make everything too large.
Legend 🔥
Thank You, feel free to ask anything, if there is something I figured out I don't mind making a video on it. Or I will direct you to one if I saw one that relates.
@@TerryMartinART Sir can you make a tutorial on how to build and place an bridge on beamng
@@MarketsSiddhant Like a wood bridge or asphalt/cement bridge... I don't know how to make a moving bridge that opens and lowers yet. A place, like a house I assume. I used to draw old wood covered bridges. Though I could make one I'm pretty sure in Blender, I don't yet know how to associate wood sounds for planks hitting tires. Got to finish up what I am working on today and can see what I can do tomorrow.
@@MarketsSiddhant I have not forgot, BeamNG released that summer update and put me a few days behind. I plan to upload my track update today. Just got up. I will make something more simple than a house to start with, I saw a nice wood shack in Days Gone. Took some screenshots to use to get some textures from. I actually had already planned on making a bridge at some point for a map for a pedestrian bridge where fans are over the track cheering on below. And a traditional cement overpass sort of bridge like on a highway. I also want to make a wood bridge that is similar to a dock on a lake. Where its easy to slide off into the water if not careful.
That update had me fixing problems with textures and other problems with AI.
@@MarketsSiddhant This is the Bridge I will start making tonight, with a video how I am doing it. I snapped this photo yesterday on the way home. ua-cam.com/video/jacargwmwkQ/v-deo.html
When adding the object
the car through the object
As long as you added the Colmesh-1 to start01 in blender (which is a duplicate of the board) all you have to do is rebuild the collision, go to the top left to edit, then "rebuild Collisions" in the world editor.
make sure you have base00, then start01 inside of the base00 in Blender, then the object and its duplicate go in Start01. One of the objects has to be named Colmesh-1 thats in start01. let me know if still a problem
How to export Beamng file to Blender?
Import DAE in Blender from BeamNG, but and there is a big butt, you have to make the textures in Blender. Seems they do not transfer from game to Blender in the same way they do not transfer from Blender to game. Would sure be nice if Blender wrote the main.materials.jsons for everything made and packaged it into a nice folder with the asset and texture maps. Been having to manually do this or manually create each texture in the World Editor. So to me it makes sense they do not import into Blender for the same reason but reversed. You can import in many DAEs from the zipped install folder in your steam library though. They just all look black or silver and missing the maps. I have seen in the world editor export DAE, but no idea how it works. I was not able to figure out what its purpose is.
I feel 70% sure on this, but let me know if you find a solution or work around, thanks !
Hello, how are you, I have a question. I converted the 3d max model to dae format. Then I transferred it into the game, but the car passed through the model. Could you describe what I need to do?
There has to be a collision object in addition the the 3d model. There is a template but also, read how the Dev explained it. beamng.com/threads/3dsmax-and-dae.19146/
Be sure to also go to the top left of the editor in edit I believe its located, pick "rebuild collisions" any time 3d objects are placed it needs to be calculated assuming the collision mesh is working. Also reloading the level after saving it will rebuild collisions.
Make sure the objects normals are not inside out Happens all the time to me. Boolean can cause weird normals sometimes. Also is the mesh triangulated. Think the game supports quads too, but something else to check.
@@TerryMartinART Do I need to set the collision in-game?
@@MuduHd The collision comes from a duplicate of the model renamed to Colmesh-1. It can be a simple geometry does not have to be a duplicate. Say you are making a house model. Got 50 or so meshes and decide to make a simple 6 sided box to be the collision map. You can do that. Max is a little different how you have to do it. I would export as an OBJ from max and import the OBJ in Blender and follow a video on exporting a OBJ from Blender to the game. I did not mess with Max long enough when I started learning the editor and my student license ran out. I sure miss Tyflow and Arnold Water