/BeamNG_LevelCleanUp

Clean Level from unused files before deployment

Primary LanguageC#

BeamNG Tools for Mapbuilders

Clean your map level from unused files before deployment

Watch the tutorial videos:

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Features

Map Shrinker

You can load a zipped map and let the tool search for orphaned files and assets which are not needed in the map. This can save a lot of space. All files and configurations will be checked against your scene tree with all of its dependencies and a proposal for file deletion is shown. Please check the list. It is always possible that the tool deletes too much. So always use a copy of your project! This tool is made for deleting things :) The good thing: You still have all your crap in the project and can use it for further ideas while having a lean deployment file.

Rename Map

You can load a zipped map and then change the name in the file system. This is important if you want to see this map beside the original one. If you customized the industrial level for example and want to have your own customized level beside industrial, you could rename it with industrial_larry :) You can change the shown name in the map overview, too. After renaming you can build a new zipfile with the tool and you are ready to go.

Copy Assets (Experimental)

You can load a zipped map you want to copy assets from and a zipped map you want to have the assets. At the moment the tool allows to copy decalroads, decals and collada assets (dae files). You get a list of all the assets and can select the ones you want to copy. No need anymore for copying the whole folders from the desired maps. The tool copies only the needed materials and places them in a dedicated folder per assettype starting with a "MT_" for Mapping-tools.

Convert TSStatic Assets to forest items

You can load a zipped map and then convert your static assets placed in the scene tree to forest items. After selecting a level your scene tree is shown in the tool to select the items or folders you want to convert. Only assets with an identical scale on all axis and an existing rotation matrix will be converted.

During the process the tool asks if you want to delete the assets out of the scene tree. If you don't delete them you will have duplicate assets. One in the tree and one in the forest items. This only makes sense to check if the tool does it right :-)

A discussion if it generally makes sense to convert static assets to forest items can be found here: https://www.beamng.com/threads/converting-placed-meshes-to-forest-items.86837

Before you start

It's a good idea to copy the maps you want to work with to a dedicated folder. The tool does a lot of unzipping, zipping and logfiles. You don't want to have that in your vanilla maps or your mods folder :)

Performance Example

Extreme Example: East Coast Reworked | v2.5 The tool shrinks out almost 4.7 GB of data Zipsize before: 3.1 GB Zipsize after: 1.1 GB

Download

Open the latest release on this page and download the *.exe file. It is not signed yet. Windows will ask you to allow execution. Why so big? The tool is coded in Microsoft .Net and the download contains all necessary framework files to run without having to install .Net on your computer.

Troubleshooting

If you get the error: System.IO.FileNotFoundException: Cannot locate the file, you need to install the Microsoft WebView2 Runtime. The tool needs the Microsoft WebView2 Runtime to run properly. Its already installed on Windows 11 and newer versions of Windows 10. You can Download and install the Runtime from this Website: https://developer.microsoft.com/en-us/microsoft-edge/webview2/ Direct link to the installer: https://go.microsoft.com/fwlink/p/?LinkId=2124703

Warning

Never use this tool on your working project files. Always make a copy and use it with this tool. It is meant to delete things.

Roadmap

  • Copy forest, prefab and terrain assets from other maps to your project
  • Convert content of missiongroup folder to forest items (DONE!)

Not working

  • Map Shrinker: maps linking to cdae files instead of dae files. Since I can't disassemble cdae files it is not possible to get the materiallist out of them. Tokyo's Shuto Expressway will fail in a great way bcause of that. As long as you provide the dae file along the cdae file in the same directory the tool will work and delete the dae files later on.