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How to add a costom car part

Discussion in 'General Discussion' started by Eistee_Martin, Sep 9, 2023.

  1. Eistee_Martin

    Eistee_Martin
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    Sep 1, 2014
    Messages:
    11
    Hello dear forum,
    I have a small project, or rather, I'm shooting a short film with a greenscreen, etc. To use some scenes and better camera angles, I've created a dummy that just needs to sit. I imported it into Blender and exported it as a Collada file. Now, I have the issue that I don't know how to integrate the dummy into the vehicle. Ideally, it should be as a car part. How should I proceed with this? The dummy doesn't need to do anything except sit.

    Perhaps someone has an idea. I would greatly appreciate any feedback.
    Best regards, Maddin
     

    Attached Files:

    • IMG-20230829-WA0064.jpeg
  2. ro.onsurf

    ro.onsurf
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    Dummy looks perfect, but I can't help you, sorry.
     
    • Like Like x 1
  3. Reece Coates

    Reece Coates
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    1,172
    Well then why would you reply to the thread?
    He's looking for help, not for someone to tell him they can't.
     
    • Agree Agree x 1
  4. ro.onsurf

    ro.onsurf
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    For dummy
     
  5. Eistee_Martin

    Eistee_Martin
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    Thank you its my first Model
    --- Post updated ---
    Unfortunately, I can't find anything on Google either, or I'm searching for the wrong keywords. Since BeamNG is pretty user-friendly, it should work. I've tried the following:

    All files Material,Collada and Jbeam
    Beamng/ mods/Dummy partconfig.jbeam

    {
    "name": "dummy",
    "meshPart": "Dummy.dae",
    "position": [X, Y, Z],
    "rotation": [RX, RY, RZ],
    "parent": "Burnside_seats_F"
    }Burnside.jbeamAdded the following line:"slots": [
    {
    "name": "Dummy",
    "type": "DYNAMIC",
    "position": [X, Y, Z],
    "part": "Dummy.dae"
    }
    ](Note: Replace "X," "Y," "Z," "RX," "RY," and "RZ" with your actual values.)
     
  6. ro.onsurf

    ro.onsurf
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    Looks hard, good luck, this will be an epic mod
     
  7. SSRG

    SSRG
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    Jun 17, 2023
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    That’s-
    Not at all how parts work in this game.
    The file structure is completely different, please make sure it’s like in vanilla parts.
    And do not edit vanilla content, only maybe copy the same file into the mod’s folder, so it’s overwritten but undoable.
    Also, the folder structure should be
    Some stuff/BeamNG.drive/0.29/mods/unpacked/dummymodthing/vehicles/burnside/ <- put jbeam files here
    So yeah.
    There’s a bunch of tutorials on how to add parts and generally do modding, there’s one made by BeamNG Boy for example where he explains some stuff. There’s also MorzBNG’s mod tutorial playlist.
     
  8. Eistee_Martin

    Eistee_Martin
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    Sep 1, 2014
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    Thank you for your response. Of course, the game is much more complex, and I'm currently trying to familiarize myself with it. Actually, this is my first modding attempt, but where there's a will, there's a way. I will definitely check out the recommended playlists.
    Regards, Martin
     
  9. Eistee_Martin

    Eistee_Martin
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    I've inserted my model into Burnside.dae using Blender and merged it with the driver's seat. Is there a way to assign the dummy its original materials?"
     

    Attached Files:

    • 20230911_084219.jpg
  10. Lordlichi2006

    Lordlichi2006
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    is it a texture? or just blender materials
     
  11. Eistee_Martin

    Eistee_Martin
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    Hello, I created the dummy using another 3D program, and then I switched to Blender. It's a sculpture with external JPG textures. After exporting, the new Burnside.dae with the textures was placed in Mods/unpacket/burnside/Vehicles/burnside.
     

    Attached Files:

    • 20230911_142647.jpg
    • 20230911_142457.jpg
  12. Eistee_Martin

    Eistee_Martin
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    Sep 1, 2014
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    Ok im finish all works fine. Copy Dummy folder with textures and Dae files into LVL/Art
     

    Attached Files:

    • 20230919_122517.jpg
    • 20230919_122501.jpg
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