WIP Beta released THE HOONICORN (V2.1 Hotfix) RIP KB43VER

Discussion in 'Land' started by crashmaster, Mar 19, 2023.

  1. crashmaster

    crashmaster
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    For those interested, a 24hours content marathon hosted by hoonigan official started 10 minutes ago.

    RIP KB43VER!!

     
  2. Dr. Gread

    Dr. Gread
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    Hi mate
    What's up?
    So I saw your post where you were wondering about textures sizes and resolution

    Basically for the res I strongly recommand 72px/in or 96 (for that you should be already good)


    For pictures with only a single color (like the carPaint_hoon_mainpaint_baseColor.png), I recommand using 64x64 px or 32px² (like the leds)

    the carPaint_hoon_mainpaint_normal.png won't add much detail so maybe you can take the purple color and make a 64px²


    for the main textures, the biggest ones, 8k is not very recommanded: for vehicles of this size, 4k is generally enough, although here it might change a bit due to the UV being a bit weird (for instance, rear and front bumpers are very small compared to the sides)
    so maybe stick to 8k for these

    for stuff like the rings, generally these are 1k max
    screws and stuff like that are usually 512 max
    momo logo could be smaller, depending of where it appears in the vehicle (big momo on the paint = 1/2k logo, small logo inside = 512 logo)
    the exhaust is better in 1k (i checked 512, looks awful)

    for the frame, as it doesn't include that much detail and as it isn't that visible ig, try going to 2k, and if it isn't that great try 4k.
    for the pbr folder, you should be able to take everything to 1024 without any major change ig


    i couldn't find the rims' textures but it should be 1k max if it doesn't have much details (if there's small logos but very easily recognisable and that they don't look awful in 1k ig, keep it 1k, otherwise keep it 2k max)


    basically:
    small materials = 512-1k
    small logos = 512-1k
    medium = 1k-2k
    big = 4k
    very big (or need very good details) = 8k (for instance 8k is generally used for large truck or airplanes, ships...)


    just a small reminder:
    1k = 1024x1024
    2k = 2048x2048
    4k = 4096x4096
    8k = 8192x8192

    (yep, these are the powers of 2)


    Hope this helps

    byebye
    nice day

    #kb43ver

    PS: this is valid for almost every video game
     
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  3. crashmaster

    crashmaster
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    thank you very much for the informative post.

    the big 8k skin... i dont even know why i made it 8k. other then having a smooth skin without any pixilation.
    but i was contemplating cutting all main skin texture by half.

    the rim textures are 2k, most skin textures are 4k except the single major 8k skin.

    so new rims could be 1k, most skin textures could be 2k, and the main skin 4k?
    does that make more sense? optimization wise?


    as for all the extra lil stuff like the momo logo. i need to make a whole texture which holds all the new sticker stuff like the momo on the steering wheel.
    ive got a few missing logos i wanted to add but didnt yet. example is motec logo on ecu, ford/roush yates logo on engine head cover. a few logos here and there i need to add.
    for now i only added the momo which is, i agree, way too big for its size lol.


    i have a lot of optimization work to do with this mod... its heavy as heck to run....

    thank you very much for all the help so far.
    its really appreciated and its going to help me bring this mod to a even higher quality thanks to the help of the community.
     
  4. ScintillaNerd

    ScintillaNerd
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    I mean the message is great, but you shouldn't have people install malware that crashes the game. (Deleted the mod and it fixed the problem)
     
  5. crashmaster

    crashmaster
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    errrrr.... what? o_O

    thanks for the report i guess.
    but this mod isnt a malware.

    my guess is your pc is not that powerful and as a result you were too impatient to wait for the mod to load, and so you clicked and it made the game "freeze" and then crash.

    im aware this mod is extremely heavy to run, im working towards improving the performance requirements of this mod. textures are way too high and thus, is hard to run, and even on my pc, this mod takes the most time to load compared to ALL official vehicles.

    i know my mod is heavy.

    but dont fool yourselfs kiddo, this mod isnt a virus...
     
  6. ScintillaNerd

    ScintillaNerd
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    This was the same when I was in different cars, and I never click the screen while loading cars. (Maybe while loading maps lol) My PC meets the BeamNG required ram for the game. I also noticed the skin pack size is WAY to big for like 3 or 4 skins. I got a hoonigan skin awhile back that was less than 10 MB. My computer did crash with this mod on it, and deleting the mod fixed it. My mistake, I just thought i connected the dots. I actually published a mod review on yt (9/10). Great mod! My mistake. Maybe my computer just had way to many mods.
     
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  7. crashmaster

    crashmaster
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    no worries. it happens.
    and there are so many inconsistencies when dealing with bugs, its almost impossible knowing 100% the issue without a bit of debugging or searching around.

    but the size of this mod is not a bug...
    its just me being inexperienced and having WAY bigger sized textures then it should actually be..
    which results in a badly optimized mod and bad loading times.

    im planning on reducing all textures by half, at least im gonna start off from there and depending on the feedback ill further adjust the textures if i need to.

    But ive got a lot of work to do before an update, no planned release date so its just gonna magically drop one day like this mod did :p

    i apologize for the inconvenience and i hope you can still enjoy this mod while waiting for the next update.
     
  8. Dr. Gread

    Dr. Gread
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    Basically yes
    Ho and i got a question for you: I couldn't find the .dae 3d model in the vehicle's files... Where did you put it lol?
    I'm asking that cause I wanted to add some police parts for the police config but I need the 3D model to place them correctly in the jbeam...

    Byebye
    Nice day

    #kb43ver
     
  9. Agent_Y

    Agent_Y
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    You don't need the 3D model to place them correctly, you can just use node positions as references
     
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  10. crashmaster

    crashmaster
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    I like full transparency, so it is one of my goals to be fully transparent about my work.
    and my dumbdumb brain didnt mention it anywhere else yet, but since you ask about it i see it as the perfect opportunity to talk about it.

    i made the decision to lock my model behind the cached.dts weird thing.
    the main and only reason for that being... i dont want no damn mobile game thief stealing my models to charge some 5$ for a ripoff mobile game car dlc.
    since the release of my prasu mod ive SEEN that model in a few mobile games. and it made me furious.

    and with this half a decade long project of mine... aint no way im letting lazy freeloading mobile game devs make money off of MY work.

    but i love modding and creativity, and i hate limiting creativity by locking down stuff.
    with that being said... i could release the body shell on the thread for the few individuals interested in adding extra mods to the hoonicorn.
    i didnt make the body shell, that came from forza, so its pointless locking the shell behind the cached model. i take no credit for the shell.
    but i do take credit for the entire suspension and chassis lol. spent half a decade trying to perfection this chassis... i cant even count with both hands the amount of times ive re-modelled this thing...
    AND ITS STILL NOT PERFECT.....
    i literally need the CAD files if i want 100% accuracy.

    and in the next update im planning on adding a few extra lights as well.
    but by the time this update is gonna release you WILL have the time to add the police lights yourself....
    so by all means if you wanna mod the hoonicorn, go ahead. i love creativity.

    I hope everything is allright, if there is anything else let me know.
    have a nice day.
     
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  11. Dr. Gread

    Dr. Gread
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    Oh ok, that explains what this weird file was
    Ok no problem, I absolutly understand

    Byebye
    Nice day
    #kb43ver
     
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  12. Cleb1

    Cleb1
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    recent update may have broken the car
     
  13. ScintillaNerd

    ScintillaNerd
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    I'm limiting my number of mods (I probably have 30-40 right now) but I will install it with the next update!
     
  14. Dr. Gread

    Dr. Gread
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    It's working on my side
     
  15. crashmaster

    crashmaster
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    Had a go at Nürburgring with the hillclimb config.
    its quite insane keeping this car on the road, i crashed 3-4 times i think lol.
    hopefully in the future ill be able to record a proper no-contact run with a timer :p
    still roughly 7:20 ish for a lap.
     
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  16. Madzahttr

    Madzahttr
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    looks great so far but the front suspension isn't stable at all, it bounces around at lot
    and the center differential does not allow for the 50/50 torque split that the hoonicorn is known for

    #kb43ver
     
  17. crashmaster

    crashmaster
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    i take quote from this website :http://www.speedhunters.com/2014/12/the-hoonicorn-rtr-build-story/
    and looking at the center diff, which is variable, its set at 70%, which are the stats i lazily copied over from forza. my bad.
    same with the trop speed gearing. the real hoonicorn does NOT go 400km/h. its not geared that way. all gearing i copied over from forza lol.
    upload_2023-4-8_5-31-53.png
    its also got perfect 1:1 gear ratio. also adjustable if you want it...
    upload_2023-4-8_5-30-42.png

    But thanks for brining this up tho..

    ill note all these findings, ive got V1 in the works, so any valuable information on the hoonicorn will help.

    in the meantime you can adjust it in the tuning menu, i tried to have a lot of adjustable variable stuff in this mod to let everyone modify it to their liking.
    i know i didnt tune stuff properly.


    also, as for the suspension shake... somebody please help me.... :(
    im clueless as to where to even begin to fix most of the bigger extreme suspension physics bugs.... this is one of them...


    id love a tip from anyone in the beam community that is skilled in jbeam, my goal is to work towards a high quality mod, and gain more skills to make higher quality mods.
    i also have never stopped learning in the past 10 years ive been with this community and i dont plan on stopping now. quality mods are my #1 goal.
     
  18. Agent_Y

    Agent_Y
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    I would help with the suspension if I could but I can't find the issue, from the Jbeam side everything looks fine, but it's hard to tell since the code is a big mess. Maybe if you cleaned it up, you could find the issue easier, I'm not able to myself. I thought it would be node weight or beam values but it all seems good, so it could be missing or duplicate beams not reported by the console.
     
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  19. Madzahttr

    Madzahttr
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    I definitely wouldn't recomend forza tuning as a base for anything lol
    the reason I bought up the torque split is because 60 is the minimum in the tuning, so 50/50 is not possible
     
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  20. crashmaster

    crashmaster
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    oh damn. i did not notice that part.
    thank you very much for brining the issue up.

    i wont make yall wait months for this small of a fix.


    do you know where to shove this file lol?
    if not, open "rip_kb43ver_hoonicorn_v2.zip" and go drop that hoon_transmission.jbeam file in the HoonicornV2 folder located at vehicles\HoonicornV2


    if you find anything else let me know, ill note it down and attempt to fix what i possibly can.

    hope you enjoy :)
     

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