Released [VIDEO TUTORIAL] Sketchup to BeamNG with working collision & textures (for noobs)

Discussion in 'Content Creation' started by DrowsySam, Nov 14, 2013.

  1. DrowsySam

    DrowsySam
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    Oh good! I'm glad to hear that. The object looks great :)
     
  2. JDMClark

    JDMClark
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    Thanks! My first time really trying to use sketchup

    Got a lot of other things to make now.
     
  3. DrowsySam

    DrowsySam
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    Pretty easy huh?

    If you make some cool stuff post some screens. :cool:
     
  4. chevy65

    chevy65
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    awesome that helped. I forgot to change the mesh
     
  5. JDMClark

    JDMClark
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    Eh took me 2 hours to just make the bridge.. I was having difficulty learning all the controls and such at first but i got it down pretty quick.

    I've got to make some other bridge things for certain area's, going to make a good drag tree also.

    This bridge I made can be used by anyone just please give credit..

    https://www.dropbox.com/s/7egkcskfq57p7bs/bridge_01.dae

    There are some imperfections because its my first project ever lol.. But Its pretty nice. And yes i know the middle pillar on the side is bigger. planning to add more to the mesh later on.
     
  6. jackeo21

    jackeo21
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    Hey, just got a question, how do you scale the objects, they appear to be huge! But they do have collision.

    Not related - You wouldn't know where my .ter files are, would you? I created a new map but they aren't there

    Thanks
     
  7. DrowsySam

    DrowsySam
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    The scale tool is on the left in Sketchup

    (imported from here)

    You can also use the transform tool inside BeamNG :)

    And I'm not too sure, did you save it properly?
     
  8. jackeo21

    jackeo21
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    Yea, I saved it properly, when you make you maps, and click save as, do you get a .ter file where you saved it?

    Thanks
     
  9. DrowsySam

    DrowsySam
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    Sometimes it saves it in the beamng/levels folder, not the map folder. You'd need to drag it into your maps folder and then update the mapname.mis with Notepad++ to make it point to that file when you load the map. :)
     
  10. jackeo21

    jackeo21
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    Re: [VIDEO TUTORIAL] Sketchup to BeamNG with working collision & textures (for noobs)

    Ok, thanks, im just going to poke around until I find the .ter, I found it before for my other map in a weird place, but I forgot where that is now :confused:

    - - - Updated - - -

    Hey, I think I found them! Or Something :confused:

    Screenshot_2.png
     
  11. DrowsySam

    DrowsySam
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    Re: [VIDEO TUTORIAL] Sketchup to BeamNG with working collision & textures (for noobs)

    I believe that would be them, I had the same problem. :)
     
  12. rdslive

    rdslive
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    Thanks down loading sketch up right now when it's done i'm gonna make some thing so i can make awesome flips in cars and use them for my crash testing :cool::D:);):rolleyes::p
     
  13. Unslinga

    Unslinga
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    I don't suppose there is any way in making actual cars in this?

    Would be 100 times easier to use than blender or 3dsmax.
     
  14. DToXTR

    DToXTR
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    Ok Ok I Fix :D
    And Bonus :D
     

    Attached Files:

    • a380.png
    #34 DToXTR, Nov 27, 2013
    Last edited: Nov 28, 2013
  15. SixSixSevenSeven

    SixSixSevenSeven
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    It is, Sam mentioned his skateboard being sketch up. Sketchup is the only modeller I am remotely proficient in (read as: can make a box :p ) so it would be nice if I could import to beamNG. But somehow I think the day a guide for cars is released will begin an influx of poorly done 3d warehouse rips which is the reason I opted not to ask about it.

    Perhaps I will simply take a look at blender instead.
     
  16. DrowsySam

    DrowsySam
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    Read my post above there somewhere^ It's up a few. ;)

    EDIT: First page actually!

    I sure did make the Skateboard in Sketchup, though there's a catch..

    You can't make a whole vehicle with only Sketchup, I actually modelled in Sketchup and imported into Blender for some tidying and UV-Mapping. So using Sketchup alone isn't possible, as each component needs it's own name and mesh group for BeamNG to load.
     
    #36 DrowsySam, Nov 27, 2013
    Last edited: Nov 27, 2013
  17. KaLul0

    KaLul0
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    Thank's @DrowsySam!

    Maybe you want to add the Node Sketchup has many free models for use with BeamNG then.
    Would be very interesting for all those Sketchup newbies now :D
     
  18. SixSixSevenSeven

    SixSixSevenSeven
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    This is what I meant. The models you download on the 3d warehouse are not free for use with BeamNG. You don't own them and terms of service for the 3d warehouse is that google owns the copyright to them (which sucks, it should stay with the uploader only). For you to port them into beamNG for your own use, thats fair enough, but to upload them here would be a copyright violation. Just because something is free to download doesnt mean its free to redistribute.

    Besides. Most of the stuff on the warehouse is unsuitable anyway and would make for a terrible port.
     
  19. KaLul0

    KaLul0
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    Yes but i meant to use it for your own.
    Most things on the Internet have some copyrights when given freely.
    You should always be careful!
     
  20. 3r1cFPS

    3r1cFPS
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    Great tutorial dude! :)

    Now I can finaly start making my own crash objects!

    Greetz,
    GCG
     
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