Solved Beginner issues (materials, modelling, Jbeam)

Discussion in 'Mod Support' started by Myshowoov, Aug 2, 2023.

  1. Myshowoov

    Myshowoov
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    Joined:
    Aug 1, 2023
    Messages:
    4
    Hello! First post on the forums, exciting stuff

    I've been working on my first proper mod for beam which is going to be a two door variant of the newer pessima, and i've ran into a couple of minor issues I couldn't quite figure out how to solve

    First is - I presume an issue with the materials, namely the plastic trim around the windows - it's decided that it's chrome now, for a reason that's yet to be known by me



    So what I did here is I used the model I already made for chrome trim, and rather than tweaking around the plastic variant, I just copied the chrome one, renamed it to plastic, and since it was stating that both are the same material anyway (both were and still are midsize_body), I thought that that would do the trick, unfortunately it has now become chrome and i'm not sure why (i'm using blender if that helps)

    My question essentially being - how does the game know it should render chrome, or perhaps if this trim piece is possessed?

    Second question is the 3d modelling/reflections

    In short - it looks like it's been in an accident/someone got excited with a hammer around the quarter panel


    (ignore the sideskirt spiking, that's a jbeam issue)

    The reflections look much better in blender, but i'm wondering if this has anything to do with UV mapping?
    Excuse my lack of knowledge, but I honestly have no idea whether it's just my modelling being terrible or beam not knowing how to properly do reflections because of something that i'm missing

    Basically - how does beam do reflections, and how can I help with making those reflections look good


    Lastly, the jbeam

    Is it fine if I just move the b pillar nodes back a bit so they fit with the model and not do anything else? (other than modifying the node/beam layout for the quarterpanels of course)
    I'm asking this because the official cars have 4 nodes along the roofline going from the front widshield to the rear window lengthwise, and i'd rather keep it that way, and also i'm a bit concerned if this will have any uncalled for effects on the rest of the car (it seems fine now but i'm not sure on how to check if it is actually fine)

    And an extra jbeam question



    Example being d3l connected to f4ll, there's a lot of these seemingly nonsense connections in cars, why is that?


    Thank you, in advance, to anyone willing to help, i've had lots of fun making this mod so far, and look forward to making it public on the forums once it's been polished up a lot
     

    Attached Files:

    • chroment.jpg
    • kowek.jpg
    • blackmagic.jpg
  2. SSRG

    SSRG
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    Joined:
    Jun 17, 2023
    Messages:
    4,333
    For the trim, I have no idea. Maybe try selecting all the faces that use the chrome material and assigning the plastic one?

    In regards to the body, it’s propably just that something in the 3D model is a bit wonky. That’s what I assume is happening.

    As for the jbeam, do whatever you like. Having the jbeam be identical to the devs’ isn’t a requirement, just have it so it’s accurate to the car.
    The last question, those „nonsense connections” are actually support beams, if you click ctrl+B and ctrl+shift+B you will cycle through different types of beam depictions (simple, advanced, stress etc), and these are propably used to attach the door and body when it opens and closes.

    Hope this helped and I wish you luck in the mod!
     
  3. Myshowoov

    Myshowoov
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    Joined:
    Aug 1, 2023
    Messages:
    4
    Figured it all out - it all was the UV mapping, car's looking better than ever now :D



    Also just winging the jbeam pretty much, no idea what i'm doing, crashes a bit weird but it'll get there I think
     

    Attached Files:

    • pessuman.jpg
    • pessusad.jpg
    • Like Like x 1
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