Mods and the Beam.NG Exporter

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Car body and fixture mods should in theory export to Beam.NG just like the built in bodies and fixtures. If it works in Automation, then the exporter should be able to deal with it. One exception to this is custom materials.

Custom Materials[edit | edit source]

When the exporter exports a material, it checks which base material is being used and chooses from a series of built-in handlers based on that. Custom materials that are material instances of existing car/fixture materials should already export properly. Where possible, it’s best to use instances of existing materials rather than create new ones.

Textures[edit | edit source]

Pixel formats (selected in the “Compression settings” dropdown) supported by the exporter:

  • RGBA8
  • DTX1/BC1
  • DXT3/BC2
  • DXT5/BC3
  • BC4 (Alpha)
  • BC5 (Normal map)

RGBA textures will be saved with DTX5/BC3 compression by the exporter.

For best results on export, make sure the “Global Force Resident Mip Levels” option is ticked on, otherwise the texture may export down-resed, depending on whether or not Unreal feels like loading the full resolution texture at that time.

Unhandled Base Materials[edit | edit source]

The exporter is not able to look into the guts of a material to see how it works. The best it can do it look for named parameters. If a built-in handler is not found, the default behaviour is to look for the following parameters:

Named Parameters[edit | edit source]

  • “DiffuseTexture” - Texture2D. Default value: none.
  • “Roughness” - Float. Default value: 0.
  • “Metallic” - Float. Default value: 0.
  • “Specular” - Float. Default value: 0.
  • “Diffuse” - Colour. Default value: opaque white.

For the normal map, the exporter uses the first texture it can find in the material that’s marked as a normal map (Camshaft’s to-do list includes implementing something smarter than this, but this is how it works for now).