Rigs of Rods BeamNG import

Discussion in 'Other Games' started by bigcrazycarboy, Jul 7, 2015.

  1. bigcrazycarboy

    bigcrazycarboy
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    Hey guys! I was wondering if there was a way to potentially get a vehicle/map from Rigs of Rods to BeamNG. I was just curious because I understand how they both use the Node/Beam reference, and are both real time crash simulators. (in a nutshell.) If there is a way, please let me know! Thanks!
    -big:)
     
  2. SixSixSevenSeven

    SixSixSevenSeven
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    Same idea but different. RoR mods need manually porting to BeamNG, which generally constitutes writing an entirely new JBeam (although node locations can probably be ripped from RoR)
     
  3. bigcrazycarboy

    bigcrazycarboy
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    ahh! man. So what you are saying is that I can take the nodes and beams, but need to put it on a BeamNG template, then sorta change things a bit?
     
  4. SixSixSevenSeven

    SixSixSevenSeven
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    Not even remotely.


    You can open a RoR file. Have a bit of a look about and work out that there is a node at 1.2, 0, 5.6 and then write that into your BeamNG JBeam from scratch entirely manually.


    Literally all you can do is look at where the nodes are, completely rewrite new ones for BeamNG. Then look at which beams link which nodes. Completely rewrite new ones for BeamNG.


    In terms of effort required, you are basically scratch writing a new JBeam so its right up with making a scratch JBeam. Funny that right?


    No. YOu cannot simply copy the 100% incompatible RoR syntax into BeamNG.
     
  5. bigcrazycarboy

    bigcrazycarboy
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    Dang. Somebody with programming skills should make a converter:)
     
  6. SixSixSevenSeven

    SixSixSevenSeven
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    Different parts systems, different beam properties, different node properties. Wouldnt work.

    - - - Updated - - -

    Oh, plus as with all the existing automated tools for JBeam creation it would likely generate absolutely god fucking awful syntax which then makes your life harder when you go to edit it. So far every single autogenerated JBeam needs manual setting of properties in order to work, why do you think they are so unpopular, they make life harder, not easier.

    I've noticed how hard you've attempted to be mr modder with your planes. My suggestion is quit taking the easy path, the amount of time you've wasted on waiting for volunteers to beam for you or people having to explain you dont use lua or c# for a plane to work etc, you could have gotten on with it yourself by now.
     
  7. bigcrazycarboy

    bigcrazycarboy
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    Yea, I suppose you're a bit right. I only attempted to make two planes, this being the second, and almost done. All the "battered biplane" needs is some hydros and a tire jbeam. Then, it should be done. Also, btw, I do most of my jbeaming by hand, only in NodeBeam Editor to make sure it fits tight. But yes, I see what you mean, and I am trying to contribute to the forums as much as possible, without posting 10 posts each day.
     
  8. lonewolf00708

    lonewolf00708
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    I realize that this post is a few years old, but just wanted to point out that there is a tool in BeamNG.drive\utils\editor that can import the ror files and with a little editing, can have an imported vehicle
     
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  9. Gabbe313

    Gabbe313
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    sry for bump but does this site still exist?
     
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