Some of you probably heard about nodeSnap on RoR. Since I released the first beta version over there, I decided to directly dive into BeamNG. nodeSnap is a nodes and beams editor based on rorEditorizer. A few people like me really do not like blender and we'd love something slightly easier and more straight forward like rorEditorizer (I actually used rorEditorizer with BeamNG a few years ago lol), so here it is! nodeSnap v0.1.1-beta (RoR: 777-300ER by Zephyr/Me) nodeSnap dev (BeamNG: an12 by dummiesman, single jbeam) nodeSnap dev (BeamNG: barstow, multiple jbeams) Today I managed to parse one jbeam file and load it into the editor, so it's kind of a milestone, which is why I made this thread. It will include basic functions such as (which are already on the ror version): Read all jbeam files in a folder Basic edit functions (new node, remove node, new group, remove group, rename group, add beam, remove beam) Snap to grid nodes N/b transform functions (scale/rotate/translate) Render nodes id/names View resizing Fast performance while editing complex n/bs Duplicating functions (Offset and Flip mirroring on selected axis, works on groups and visible nodes) Import blueprints and move/scale/rotate Import mesh wire frame as reference for working on N/B and move/scale/rotate Saved project preferences (Blueprint's positions, grid size, etc) Backups system Undo system (ctrl+z) Project watcher system: Edit your project on notepad and the editor will reload automatically This is made using Electron, VueJS, Bootstrap , three.js and typescript (and obviously Node.js). This project is opensource and published on github. Please use github for feature requests, etc.. Github: https://github.com/Max98/project_nodeSnap Note: I'm not planning on making a version for RoR and an other for BeamNG, nodeSnap will support both out of the box, will also probably allow converting just nodes and beams between the two games.
Very good work! I feel like a nice feature would be is importing a the mesh, so you actually know where to put the nodes.
I seen that you released this over there... didn't think you would bring it over hear as well! Great job!
I did some clean up and some work and this is the result: The idea here is you select which slot you want to work on and freeze the others..
This is taking too long I know, but it's slowly progressing.. Simply, I'll be redesigning the core functions of the editor to be able to easily port beamng without a lot of hassle (unlike it is now), and it will be using webassembly (Like Figma does), aka native code, for much more performance (probably Rust, or C++). So yeah, there's a lot to be done under the hood.
cant seem to get the program to open with node.js. it flashes a black screen then nothing opens, just shows my desktop from where i opened the file in node.js. no errors either just absoutely nothing opens.
I cant really figure out how to install it either. I have essentially no knowledge in programming.. but I tried. Downloaded from the git, got node.js, and typed npm install into cmd prompt (since node,js said I had to use something else). Both commands gave me errors. I know I'm obviously doing something wrong here.. but I cant figure out what I need to do exactly.
I don't think it's even in a usable state yet, making something like this must take a really long time. I could be wrong, I haven't tried.
o --- Post updated --- luckily i still have the utils files from bne editor from before it was taken down. Ill continue using that for now