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Simple car modification

Discussion in 'General Discussion' started by Blade3562, Aug 4, 2013.

  1. Blade3562

    Blade3562
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    Trying to do a simple wheel exchange between cars but it seems nothing like what I'm used to with GTA. So I have the jbeam file for the hatch sdean and the the super. Just trying to simply move the super and sedan wheels to the hatch to have more choices. Also wanting to make shorter coils to lower the car but also have it be drivable.

    Any suggestions on where to go from here? I've never worked with a these files before

    Thanks guys it seems simple in my head but when you can't even open the file lol.
     
    #1 Blade3562, Aug 4, 2013
    Last edited: Aug 4, 2013
  2. Xenenic

    Xenenic
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    You will need to modify the model to include the new wheel you would like to use. The VEHICLENAME.DAE file located in BeamNG_INSTALL_DIR\vehicles\VEHICLENAME\ is a COLLADA file that contains all of parts that can be added/removed from the vehicle. You will need Blender, Autodesk 3DS Max or any other 3D modeling program that supports the COLLADA format in order to open and edit the file. After you have modified the VEHICLENAME.DAE and saved it you will need modify the vehicle_wheels_F.jbeam and vehicle_wheels_R.jbeam in BeamNG_INSTALL_DIR\vehicles\VEHICLENAME\ to include a definition of the new wheel.
     
  3. AstonishingA

    AstonishingA
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    That is some handy and very well explained instruction :D
    Any chance you could help me with this..
    If for example I open the pickup DAE file then modify the roll-bar by the top of it up higher then save it and open drive the select the pickup and roll-bar it looks how I want it BUT if I use the debug mode to see the wire frame of the vehicle the wire frame follows the original position of the roll-bar, So my question is how to change the nodes and beams to follow the new taller roll-bar?

    Also If I was to create a canopy of the back of the pick up I can model that but how would I go about making nodes and beams for it?

    If you know the answer and are able to explain it to me that would be fantastic!
    Cheers.
     
  4. Xenenic

    Xenenic
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    @AstonishingA

    I'm currently still learning how the beams work and what is necessary to modify them correctly. I'll post if/when I understand them, in the meantime maybe someone can enlighten both of us.:p As for adding a canopy you should just be able to add it to the model however it will not show up until you define it, which I assume requires beams to be defined for it. You will also need to have textures for the canopy. You should be able to preview it in game via the editor by placing the model in the level even if it does not have beams defined, not 100% on this.
     
  5. gabester

    gabester
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    Until we support loading more than one .DAE per vehicle it's going to be very difficult to mod them.
     
  6. Xenenic

    Xenenic
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    @gabester

    Very true but its still fun to mess around with. In the future can we expect to see a base DAE, say the frame/unibody, that has "mount points" that we can attach other DAEs, hood/doors/engines/etc.., to?
     
  7. AstonishingA

    AstonishingA
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    Sweet as, cheers for that :D
     
  8. Xenenic

    Xenenic
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    @AstonishingA

    Here are a few example screenshots of the changes I have made to make the v8 exhaust have dual pipes.

    2013-08-04_00079.jpg 2013-08-04_00080.jpg

    The necessary changes I had to make for the beam was changing the following:
    1. Edit the pickup.DAE and save.
    2. In pickup_engine_v8.jbeam under pickup_exhaust_v8 -> Nodes edit line 138 from ["ex5r",-0.81, 2.21, 0.41] to ["ex5r",-0.81, 2.35, 0.41].
    3. Save and load the game.
     
  9. AstonishingA

    AstonishingA
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    @Xenenic
    Thats cool man, cheers for showing and telling how you went about, it's very helpful.
    When I get a chance to I will give it a crack and try making something for the pick up. I will report back if I have any luck haha
     
  10. ScorpyX

    ScorpyX
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    yes it fun trying to understand stuff by yourself

    swag(joke)
    Fw3iy7C.png
     
    #10 ScorpyX, Aug 5, 2013
    Last edited: Aug 5, 2013
  11. gabester

    gabester
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    Congratulations (non-sarcastically) for managing to import, modify, and export the mesh without harming it :) I haven't seen that happen before, there are usually smoothing or UV mapping problems. What software are you using?
     
  12. AstonishingA

    AstonishingA
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    So far when I have done it, it is all fine BUT the wheel texture is repeated a bit, only on the wheels though.
    I'm using 3ds Max 2012 with no plug-ins apart from .X file import and exporter for another game.

    Question: is there an easyerway to move the nodes/beams other than using notepad++ to manually type the new position for each one?
    For example if I take the fullsize and modify the back into a station wagon, I model it in 3ds max, and it opens it fine in game BUT when I hit debug to see the wire frame it is still in the original form of a sedan. I take it I need to make the wire mesh look the same as the back of the station wagon for it to crash and collide with other objects properly corect?

    Cheer!
     
  13. gabester

    gabester
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    Yes, you would need to construct that extra part of the physical skeleton in a text editor.
     
  14. AstonishingA

    AstonishingA
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    Thank you :D
     
  15. Blade3562

    Blade3562
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    I actually have the model imported. The physical 3d models you guys did are the easiet thing to work with! I actually started converting over my Volkswagen Rabbit instead of just doing a simple wheel modification lol.

    Now when dealing with jbeam.

    If I add a wheel inti the DAE and name it let's say bbs. I have to change it in the wheels jbeam and in the overall car jbeam correct?

    Can I just copy the "sport" wheel lines then rename them "bbs" ?

    Now that I've read and explored the files it seems easy enough I'll be throwing out some cars in no time!

    And I love the dual tail pipes on the truck! Awesome!
     
    #15 Blade3562, Aug 5, 2013
    Last edited: Aug 5, 2013
  16. ScorpyX

    ScorpyX
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    thanks - but I think import was not as smooth as it looks on screenshot
    i used 3ds max 2012 (seems 3ds max 2014 good too) - i copy and rename pickup.dae (in pickup2.dae)
    imported in max - looked at the structure of the model and the name of parts
    materials not normally displayed in the viewport but I did not touch them
    сonsidering that the material can be set up later in the game editor

    i choose random visual part and just move some vertex group
    after i exported model by standart collada (DAE) exporter
    and than i slipped instead original model of new
    then.. i noticed some automatic processes in game with model - and broken material on wheels

    BUT - I just did not have enough time to sort out..

    im sure that after a few trials I understand how to do it right
    ps. i very like possibility "choice of different parts" with some setting
    will try make new part with setting without replacing original stuff
    (All this reminds me of customization in "NFS 5" game - where you could for example replace iron door to plastic with impact on driving - its awesome)
    add: also i will be happy for any small tutorials and tips about "how correct import stuff in game" like some sequence of steps..
     
    #16 ScorpyX, Aug 5, 2013
    Last edited: Aug 5, 2013
  17. Xenenic

    Xenenic
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  18. Blade3562

    Blade3562
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    Ok so I simply tried to clone the hatch and name it hatch2, do i have to rename every file hatch 2?
     
  19. Xenenic

    Xenenic
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    You should just need to copy the vehicle folder, it can't have spaces in it, and then update name.cs in that folder with the new name you want.
     
  20. Blade3562

    Blade3562
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    You also have to edit the paths for different components I just renamed them all lol. Should have the model in game tonight!!!!
     
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