Okay, here we go: The "big" update: (it is not as big, as I wanted it, but at least something...) I finally added the Combi body style to the game, which now looks may worse, than the teaser, but that is, because, it has no textures currently. I also JBeamed both body styles. They look good, but bring a few issues with the openables... (Both tailgates wont open and the hood from the combi is also weird, I tried my best, to fix these issues, but I wasn´t successful. I will let it for now.) I also repositioned the aligment of the wheels. Sadly, the mod has a lot of Bugs and thinks, that wont work: - Textures look off, because there is no clear coat effect (dont know, how to fix…) - Tailgate on the combi variant doesnt close, after opening it - On the combi version, the door couplers are off place - No interior (tried to swap, but wont work…) - Glowmaps aren´t working So you see, I have still got a lot of stuff to do. It is like every time: If anyone wants to help me, especially with Glowmaps and textures, then feel free to write in this Thread or send me an DM! It would help me and the mod A LOT!!! Greetings, Schmitti
First, NO, YOU DIDN'T OFFENDED ME! I know, but I suck at modelling. Tomorrow, I will give the model an complete overhaul, where I will try to fix all shading issues and make the whole thing look better. It will take time, but I hope, that this next attempt will turn out better!!!
I've fought my own battles with couplers recently, and I have a few things that may be of use to you. I don't know though, lol... We'll see. Firstly, the 2 "halves" of your latch should occupy the same space, meaning the 2 nodes that make up the coupler should have the same coordinates. EXAMPLE: Here is the same thing visualized in BNEditor. It's a fairly outdated program, but still VERY helpful for visualizing jbeam structures and recognizing issues that are very hard to detect just reading a wall of text. The tailgate, with node "TG1" highlighted: The hatch, with node "HA4" highlighted: The hatch and tailgate loaded together, showing "TG1" and "HA4" occupying the same space: This extremely confusing image loosely explains how to get your latch to properly function, from a game-engine perspective. There are still things I myself don't understand, and things I don't know how to change without breaking things... lol You can also run into issues with nodes "self-colliding" and causing the 2 latch-nodes to be unable to reach eachother in order to "couple". Obviously, the 2 latch-nodes themselves have to have self-collision disabled or the coupler will explode, but other nodes that are part of the door (or trunk or whatever it may be) can cause issues if their self-collision is enabled. If you want to rule out self-collision issues, simply go to the header above your nodes and change the highlighted text to "false," then check for issues in-game. You may actually want some of the nodes to self-collide still, but doing this test will tell you if self-collision is causing your problem, THEN you can figure out which nodes need to have self collision disabled, and which ones can continue safely self-colliding. EXAMPLE: I might be able to help with this if it's merely an issue of getting the mesh to appear, but I need more info on the exact problem. RIP, I don't know how to do glowmaps either... lol (I have a vague idea of how they work, but mine have yet to actually work... double lol) Yeah, me too. If anyone knows how "materials" files work, I'd LOVE for someone to explain it in-detail, or add to the documentation or something! I have the worst luck with those things too lol.
From the name, I’m guessing autoCouplingLockRadius could be the max length of the beam that connects the two latch nodes, and autoCouplingSpeed could be the speed that the object opens/closes at. But that would be weird, as it would be propably defined in beam strength and spring and all that, as well as force in newtonmeters. But then again, I haven’t analyzed the openables nearly as much (don’t know what most stuff meant, so thanks for the explanation), so I’m propably wrong
Sorry, I dont wanted to sound like this, Im seeing your comment as constructive feedback. I mean, if you have problems, with the look of the combi for example, than dont hesitate to tell it. I know by myself that this combi isn't looking that good, as I wrote, I will revamp it as good as possible. All, I wanna say is, give feedback! Because with that feedback, I can improve the mod even more! And why I wrote in Capitals, well, I wanted to make clear, that it didn't offended me. But not in an yelling or angry way. I hope this explains it somehow...
Nice, I’m quite happy with how this mod is going! Remember to take your time and not rush things too much, I’d rather wait a bit longer than have a slightly lower quality mod
The combi is in game, but I have to totally re-JBeam both body styles, because of massive jiggeling and the different propotions from the combi. Pictures will follow, if it´s ready.
Hey, a question, because Real-life cars are not allowed on the repo (copyright issues since the moderators have to approve the mod, AKA they’re part of it), I was wondering, will you make custom lore-friendly badges for the car so it can be on the repo? So like not calling it a Skoda Fabia but as example Mantis Jelly (just 2 random words I came up with for a proof of concept). Or will you simply release the .zip in this thread once it will be finished?
Because the model isn´t mine, i guess, even, if the name is lore-friendly, it wont be accepted on the repo. So I will upload the file simply on the thread, that´s my plan for now. I didnt thougt about badges for, if lore-friendly or not, this will come later, but I think, i´m going to keep it a real life car mod. (Sorry, if anyone is now sad...) By the way, the combi is, after lots of modelling and editing in game. It is still unjebeamed, I will try it for both body styles again, but I don´t know, when... But I think it looks a lot better (and more realistic) now, than my first version, even without proper textures. (I still have no clue, what I´m doing wrong...) Okay, that´s it with this post. In two days, school starts again, so expect new progress maybe every weekend or something, like that. Greetings, Schmitti
Looks great! I’m not really bothered by badges, so it doesn’t really matter to me, just asked out of curiosity Also, is it just me, or are the combi’s wheels somewhat off? Like they were too far forward or inward.
I didn´t edited the JBeam by now, so yes, there are misplaced, but I will do this together with the JBeam. I´m currently looking some tutorials about JBeaming to get the best result possible.
Ah, alright then. I’ll be quite eager to see what you cook up! A few things that may help, note that you can copy a node/vertex/vertice’s coordinates in Blender and paste them into a node’s coordinates, as the coordinates in Blender are the same as in Beam. Also, if the debug log (press the key with ~ on keyboard to toggle) says something about not being able to read a JSON and then saying the name of a jbeam, that’s a clear indication of a spelling/code error, like if you forgot a bracket or accidentally put a symbol somewhere where it shouldn’t be. Also, MorzBNG has a tutorial series (https://www.youtube.com/playlist?list=PLUjOUeYozMDwAHpXFsATOhKeGbc-SV273), and there’s a tutorial by BeamNG Boy as well ()