Mastering JBeam: A Beginner’s Guide to BeamNG.drive Modding
What is JBeam?
JBeam is the text-based physics definition format used by BeamNG.drive to describe vehicle and object structures: nodes (points), beams (connections), collision shapes, and physical properties. It tells the engine how parts deform, break, and interact.
Tools you’ll need
- BeamNG.drive (installed)
- A text editor (VS Code, Notepad++, Sublime)
- 3D modeling tool (Blender or similar) — optional for custom meshes
- A file archiver (7-Zip) for packaging mods
- BeamNG’s built-in in-game vehicle editor and JBeam reference files
JBeam file structure (core sections)
- nodes: list of points with coordinates and properties
- beams: connections between nodes defining stiffness and behavior
- flexbodies: mesh-to-node bindings for visual deformation
- materials: physical parameters (mass, stiffness, damping)
- slots: attach points for other parts or mods
- shapes/collision: simplified collision geometry for performance
Basic example
json
{ “my_vehicle”: { “information”: {“authors”: “You”, “name”: “My Vehicle”}, “nodes”: [ [“id”, “posX”, “posY”, “posZ”, “mass”] ], “beams”: [ [“nodeA”, “nodeB”, “material”, “flags”] ], “materials”: [ [“materialName”, “youngsModulus”, “yieldStrength”] ] } }
Create a file named vehicle.jbeam inside your mod folder: / vehicles/your_vehicle/vehicle.jbeam
Step-by-step: Create a simple deformable bumper
- Copy an existing vehicle mod folder as a template.
- Open its .jbeam file and locate the bumper section.
- Define nodes for bumper anchor points and outer skin.
- Connect nodes with beams; set higher stiffness for anchors.
- Add a flexbody mapping the visual mesh to nodes.
- Test in-game, tweak beam strengths and damping until deformation looks right.
Key parameters to tweak
- Young’s Modulus (stiffness) — higher = less deformation
- Yield Strength — determines when beams break
- Damping — controls oscillation after impact
- Beam flags — define behavior like shear, compression, and break patterns
Debugging tips
- Use in-game JBeam validator (console) to catch syntax errors.
- Start with small changes; test frequently.
- Visualize nodes/beams in editor to ensure correct alignment with mesh.
- If collision is off, simplify collision shapes first.
Best practices
- Use relative coordinates centered on a logical pivot (e.g., vehicle origin).
- Name nodes and materials clearly.
- Keep beams organized by function (frame, suspension, skin).
- Balance realism and performance: more nodes = better deformation
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