A simple solution i thought of before is just to have a copy of the current files laying around because it seems that you can launch both versions without steam having to be open. @Josh
That's not this utility's fault, that's a jBeam error by you. I use this converter all the time, works like a charm every time Also, please don't bump threads.
Does this still work? I bought Automation, saved the vehicle, got the right file from the automation folder, ran your program and tried to use it, and the program crashes upon clicking generate, and code is generated, however is mostly blank, like the torque curve numbers
It doesn't work on the Unreal engine one (or whatever it is), it only works on the Kee engine. This is because the Kee engine exports in .lua, which the application reads. What are you importing? It works perfectly over here.
I was actually using the unreal4 engine, however, it still exports in lua. But I'll try Kee, is that the default? Edit: About to try it. Is the path for the engine lua \docs\games\automation\automation\engines\variants?
Since the update for Automation came out, I am left clueless on how to load the older version that works with the converter. Even if I select it as an option prior to launching, it doesn't launch the old version. What can be done? Does it still exist within the installation? EDIT: Wrong, sir, WRONG! Launch the "no options" choice and you get the kee engine
yes, variants. sort by date to show the latest one youve saved. I made a mistake. The Kee engine version DOES still exist, just launch the "no option" version when launching from steam
sorry for bump, but now the Kee engine is starting to get a bit out of date, theres quite a few missing features, no turbo 3cyl which i made in UE4 and wanted to do again in Kee to export to BeamNG but i can't. Hopefully there will be more "knowhow" when the exporter comes out. There's already two folders from UE4 game (latest) "CarSaveImport" and "CarSaveExport"
With next update and export car feature you will just export the whole car, then you will have all the files for BeamNG, including the engine. It is then up to you, what you will do with those files. It is not needed to have separate program at that stage.