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Naorl_Beamng_ToolKit_v0.5.zip 28.2 MB
February 25, 2026

Naorl Beamng ToolKit

---- NaorL BeamNG Toolkit ----

This is a new tool kit that I build in the last month and use it for my BeamNG.Drive mod creations.

1. Blender DAE support for version 5.x!

This is an unofficial Collada (.DAE) support for blender version 5. As you may know they removed the legacy DAE. support and I honestly didn't find something that work for me as I expected, So I build an addon. It support Import and Export DAE files.

2. Blender LOD creator (For Map) (tested in version 4.5 and 5.0)

This tool will create the entire hierarchy for your static object! It will create the "empty" object with the null10 and autobillboard, and the Colmesh. It also create 3 or 4 LOD's for best game optimization - 3 for average meshes and 4 for high detailed meshes.

3. BeamNG Texture Converter.

I am proud to share with you This (stand-alone portable) Application that convert a JPG and PNG texture to DDS with mipmap textures! Yes I know there is a build-in tool in BeamNG that convert your texture to DDS but I prefer using this one. And this is mostly why - It also create the materials.jbeam file, and updating it according to the textures you will add, with their names and paths! There is a README! file that explain the basic of using each tool.
Enjoy!

IMPORTANT! This is still in Beta testing versions - use it at your own risk! Will not be responsible for any data lost or any issues! Always save and backup your work before using any of this tools!
I be more than appreciate if you share any errors or bugs you have.

(I will Update the Tutorials with pictures or video as soon as I can)

1. Tutorial For Blender DAE support for version 5.x

Installation:
Open Blender, go to Edit -> Preferences. Select Add-ons and choose "Install from disk.." select the  "blender_dae_V5_Import_Export_Unofficial_naorl.zip" file and OK.

Using the Tool:
Same as in the old Legacy version you can now import and export DAE files. NOTE it will not have the same features. In import you can select to Import the textures - it only work if the file have the path information of the textures. In export you can export only the selected objects or all.
Apply Modifiers to keep the object look - This is important if you add a smooth modifier otherwise it will not look the same ingame or at Import.
Triangulate- for some object it fix the rendering issues in the game engine.
Export Textures - For now it only export the PATH path information , So next time you will import the file, it will contain all the textures you added before!

2. Tutorial For Blender LOD creator (For Map)

Installation:
Open Blender, go to Edit -> Preferences. Select Add-ons and choose "Install from disk.."
select the  "blender_Beamng_LOD_object_creator_Naorl.zip" file and OK.

Using the Tool:
When you finish creating or editing your object - in the layout right side ruler tools you will have an "LOD Gen" It has few settings:

LOD preset for standard objects it will create 3 low level detail objects and a collision mesh (colmesh). and for High it will create 4 low level of detail and a collision mesh.
bb__autobillboard = will create a billboard (flat low resolution texture) in the temp level folder for the object (will be visual from very far away) this is good for big objects.
nulldetail = will be disappear from a distance  - this is good for small objects.

Export all the structure into one DAE file and import the object with the asset browser in the map editor.

It is recommended to create your own colmesh for best collision in-game. sometimes the LOD modifier doesn't give the best results and vehicles can stuck in small or narrow parts of the collision mesh.

3. Tutorial For BeamNG Texture Converter.

Installation:
This is a portable application, no need for install. Just extract the Zip file into your drive.
It will create and save the settings file at the same location.

Using the Tool:
Open the Application and select the folder with your textures in it.
To make this work you need to add a suffix to the texture names:
For Diffuse it should end with D (This is mandatory)  example: BigRock_01_D.jpg
For Roughness R                          example: BigRock_01_R.jpg
For Normal N                                  example: BigRock_01_N.jpg
For Metallic M                                example: BigRock_01_M.jpg       - Optional texture, no need for most objects
For Ambient Occlusion AO        example: BigRock_01_AO.jpg    - Optional texture, no need for most objects
For Opacity OP                               example: BigRock_01_OP.jpg     - Optional texture, no need for most objects

Vehicle/Map name: Write the name of the vehicle or map - Important for the .jbeam File Paths
Generate MipMap: It will create a small textures in the DDS file - This is important for game textures to look right and render the textures in different resolutions and distances.
Resize: You can change the resolution of the textures to save space or getting better performance in game (Mostly for graphic cards with low VRAM)
Flip Normal: In some case the normal map can look on the opposite size - bump can look like a hole. this will invert it.
Convert Textures: This is the main button it will start the process.

Known issue: Sometimes it can be slow process in Windows 11, if it happen and you want it to work faster - right click on the app and select "Run As Administrator".

It will create a folder inside your textures folder with all your new textures and a new "extra.materials.jbeam" file!

Assuming that your Material name of your Object is the same as the texture name, the "extra.materials.jbeam" will contain the Material name and the path of every texture you created. all you left to do is copy/move them to your vehicle mod folder and it work instantly!

If you have any questions please feel free to contact me

Comments (2)

D
Dimitri Tiffon · April 26, 2026

hi, when exporting, it does not save the Color Attributes on the model

N
NaorL · April 26, 2026

Hi, can you explain how you named your textures? What is your material name for the model? Where did you put the textures and JSON file? (what path) You can also right me in the forum or Facebook Messenger if you want to share the files for me to check.