"name_of_host_vehicle" is going to be the base car. (i.e. super, midsize, fullsize, semi, etki) "your_model_name" is the unique name that you've created for this project. It can be anything as long as it is unique and consistent throughout the project. (All places that say "your_model_name" should be exactly the same.) Does that answer your question?
Also, when I try and get my vehicle in game, it doesn't show up. I labeled all parts as Also quick question, When your tesla model X is done? Wil I also have another few questions. ARe you ever gonna release the tesla you made? I really like Tesla's. And for some weird reason my charger won't show up in game despite me having all the materials being named "material"
This does not seem to work for the van. I followed all the directions, but instead of cloning the van it just deletes it and instead makes 2 new "vehicles" called ambulance And inputmaps Is there a way to fix this?
Me --- Post updated --- My Vehicle wont clone. I'm trying to see my 2017 Maserati in game. So, I did the Maserati/Vehicle/Maserati, then copied and pasted the host vehicle into the last Maserati file. Then, I edited the Moonhawk.jbeam. Inside the .jbeam file, I edited the part where it says "Name : Bruckell Moonhawk" to say "Name : Maserati". But, when I tried to see whether it cloned or not. It didn't clone. Did I miss anything? If so, could you inform me on what/how to fix it to where it will clone?
Hey. I'm a little confused on step 3. I imported the .dae (I'm doing SBR4), but I'm confused on what you mean by "switch over to your 3D model" ? Do you delete the SBR4's .dae (my example) or do you just import the model? (I know it's a bump but would appreciate someone's help)
You can hold the control button and it'll show it. You can also grab nodes and throw the car in that way
Look images in this tutorial to see how debug menu is enabled: https://www.beamng.com/threads/is-y...ecially-at-speed-intro-to-aerodynamics.56379/