Mastering JBeam: A Beginner’s Guide to BeamNG.drive Modding

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

  1. Copy an existing vehicle mod folder as a template.
  2. Open its .jbeam file and locate the bumper section.
  3. Define nodes for bumper anchor points and outer skin.
  4. Connect nodes with beams; set higher stiffness for anchors.
  5. Add a flexbody mapping the visual mesh to nodes.
  6. 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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