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# BeamNG_LevelTemplateCreator | ||
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Setting up a new scenario from scratch can be a bit tiresome, especially if you have limited knowledge on how BeamNG handles things. | ||
The goal of this project is to provide an easy solution to create empty map templates. | ||
I also aimed to make it easily extendable for people with deeper knowledge of BeamNG. | ||
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## Features | ||
• Setup of needed level folder structure without manual renaming. | ||
• Asset System based on beaming’s Json structure. | ||
• Ability to reference built-in BeamNG content, on export the referenced files are extracted to the template level. | ||
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## Assets | ||
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### Asset Types | ||
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`LevelPreset` | ||
Contains a collection of items that are sorted into `Level_object` on export, preset can by selected in the GUI. | ||
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`TerrainMaterial` | ||
BeamNG PBR Terrain Material, multiple can be chosen by user. | ||
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`GroundCover` | ||
Ground Cover like grass, indirectly added if used by `TerrainMaterial` | ||
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`Material` | ||
Object material, indirectly added if used by any other object. | ||
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### Paths | ||
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`.` | ||
Relative path from the folder containing the Json file. | ||
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`/` | ||
Absolute path either from the local package folder, or alternatively if beginning with `/level` and contains an valid BeamNG-level name e.g `/levels/driver_training/` an pointer to an BeamNG resource. | ||
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`#` | ||
Hex color code `#ffffff` used to generate a single-color texture file on export. |