@angelo234 the newest branche works great with exporting beams and triangles, it is so amazing how this is real, the triangles show up in game and beams too! thank you so much for making the branche work (if some people dont know what i am talking about, then dont worry about it)
Are you also maybe gonna make it so we can make beams/triangles between other jbeam files? That would ben revolutionary!
Nice actually im still working on testing it out so yeah you might still encounter some bugs. Well you can import a .pc file and then you should be able to do so if I didn't break something
well i cant import a pc file, it just doesnt import anything, but when i try to reimport a jbeam file after i deleted it in blender, and i edited some stuff to the jbeam in blender, it doesnt apply, so for example, i make a triangle in blender and export to jbeam, it does make the triangle in the jbeam, but i then delete the jbeam in blender and i edit it in a text editor, and reimport, it doesnt apply sadly, but i dont know how to make the pc file work, i tried to edit some stuff you disabled in the python files, like the underscored lines, thats how i got the beam and triangle to work, but i cant figure out how to make the pc file work, maybe you can explain me?, i also use the jbeam editor on linux and it is awesome to use it!
I might have broken the .pc file importing on the latest commit. But what you need to do is unzip all the JBeam files and the .pc files of the vehicle you want to import and the "common.zip" into a "vehicles" folder. So the directory will look like: ../vehicles/common/ ../vehicles/bastion/ (for example) Then in Blender just File > Import > Part Config File (.pc).
Oh also for the reimporting stuff, you can actually edit the JBeam in Blender's internal text editor. I forgot to make it so you can reimport if you made changes outside of Blender. Just open the "Text Editor" view in Blender, and click on a JBeam part to open the associated JBeam file in there. Changes you make get automatically updated to the Blender mesh.
wait there is a text editor? i did not see it, ill try to do it on my laptop, ill remove the underscores again so i can use the jbeam editor --- Post updated --- what needs to be in the common folder tho?
The common folder just needs the JBeam files from common.zip. Hmm I'll make it so the program can do the unzipping for you so you don't need to do it manually.
I was hoping that was new... nope it's the bastion. (Update speculation thread is starting to "starve")
Can someone try to help me with this? I have tried to make a MOD called "Van Pickup", or "Vackup". But I can't figure out how to put it in my game, here's a picture of the vehicle in Blender 4.0, and the "Van Pickup/Vackup" file:
@IncaSpider2990 if you just have a 3D model and don't know where to start, read this first to get an idea what it takes to bring your car to BeamNG: https://documentation.beamng.com/modding/vehicle/tutorials/basic_car_tutorial/
@angelo234 newest branche is really nice, i can now finally import the body jbeam again, previously it gave me an error, now its amazing lole, also the reference node option is also nice
Thanks for testing it out Still have more work to do tho lol. I need to add a function to add duplicate beams/triangles as Blender doesn't support adding duplicate edges/faces natively. Also btw plz use Ctrl + [ and Ctrl + ] to undo/redo as Blender's undo/redo system doesn't work well with how this addon works.
Ohhhh, alrighty, also when I wanna duplicate a node or such, it still gives me a hash code as the name, is there a way to fix that?
Oh its meant to do that to avoid node id conflicts. You can rename it afterwards Or were you thinking it should name to something else?
Yeah maybe make it name to like the node you are trying to duplicate but add another letter to it, like if you have b1r, and want to duplicate it, make it b1rr or something like that, that would be nice