300ZX Jbeam help please

Discussion in 'Content Creation' started by Aces98, Jan 9, 2015.

  1. Aces98

    Aces98
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    Soooo, I'm back and trying to make another car. I was the one who made that awful 350Z and went no where with it. I sold my old computer and didn't save any of the files from that project(Gladly). Now I'm making a 300zx (lol) and I'm doing it the right way this time: Modeling chassis seperate from bumpers, etc, etc. I Have most of the chassis done, and I want to learn to put the thing in BeamNG before I put too much work in the model, so I'm experimenting with trying to put a cube in the game and I need YOUR help. I've looked at countless wikis and tutorials before I started and something isn't coming out right. Long story short everytime I spawn it, It morphs into a license plate like backwards evolution or something. Same thing when I try to put the chassis in game. Im using the blender export script for my n/b and I'm wondering if that will even work for a complex structure? Like crossing the faces and stuff doesnt make sense... I guess I could change the polys to triangles for the n/b? IDK, but Im not even at that point yet. Ill link the files if any helpful soul wants to take a look at them. Once I learn how to put something in the game Ill try my best to do the rest on my own. anyways... Heres the Jbeam for the cube (Wanna be License plate) I'm trying to put in for experimental purposes. I tried to look at debug but there were way too many errors to sort through. I've already looked at people's threads that have similar problems... but no help.

    300zx4.png 300ZX3.png 300ZX1.png 300ZX2.png

    But please, anyone, look at the Jbeam and tell me of any errors or if you would like to privately help me out pm me.

    Also sorry about posting the 1,000,000th Jbeam help thread, I just cant find the help I need in the wikis and previous threads. They're all written like I know what everything means already. Also I will be using this thread to post progress on the car so it's not just a "Help me" thread.

    Oh and no T-Top yet. Im trying to get through the complicated stage before I get to the small details and stuff. I chose to make this car because theres one in the driveway (My brothers) and I figured it's be easier to make a car I could go out and inspect myself.
     

    Attached Files:

  2. Narwhal

    Narwhal
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    Check some posts in this thread. Built-from-Scratch-JBEAM-File-represents-license-plate-in-game
    also im about to look at your jbeam, will report back soon

    UPDATE

    The problem was that you were missing a beams section end bracket

    before(look at line 56)

    dec7825164.png

    after(look at line 56)

    3ea39a22d7.png

    ps

    the console key (~) is also going to be a helpful tool
     
    #2 Narwhal, Jan 9, 2015
    Last edited: Jan 9, 2015
  3. Aces98

    Aces98
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    Thank you. And I already saw that thread and made sure I didnt have those errors in the Jbeam and It still was a license plate...

    Edit: I just saw your edit.. lol I will try to fix

    - - - Updated - - -

    Thank you X10000. I put the chassis in game but the Jbeam is just a wireframe that turns spaghetti when I turn physics on. I know that I have to make crosses and stuff in the Jbeam but how do I know which nodes to connect and things like that? Im sure Ill get it to support itself enventually, I mean I have a pretty good idea how n/b works from all from all of the wikis I've read, so I think Ill be ok with some work there. Just any points or tips you can give me would be much appreciated.

    2015-01-08_00001.jpg
     
  4. Narwhal

    Narwhal
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    tldr: Too many nodes, look at d15 or covet for example and im terrible at rigidifying so im not much help there

    that looks like too many nodes. That is one problem. Take a look at the d15 or the covet and see how many nodes gabester used. I actually make my first revision jbeam in blender, then more add beams and stuff manually( i can post a link to the blender script used). One of my weakness though is structural integrity, aka not having a springy thingy. I have sometimes made a structurally sound, but not pretty jbeam.
     
  5. Aces98

    Aces98
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    Well that was just getting it in game. I plan to reduce nodes/beam now that I'm learning more and more every minute I work on this. I'm thinking Ill make a seperate mesh in 3ds max (Im better with that program) and then model the Jbeam Mesh inside the Chassis mesh and thing bring it over to blender and export. Thanks for your help.

    I'll keep this thread updated for everyone and post it in the showroom when I feel I've made enough progress.
     
  6. SixSixSevenSeven

    SixSixSevenSeven
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    Don't convert the mesh striahgt to a jbeam. Way way too many nodes. The jbeam has a much lower poly density than the visible mesh. More nodes = more lag and more wobblyness for little benefit
     
  7. Zappymouse

    Zappymouse
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    Your model looks very, very inaccurate. I strongly recommend following blueprints instead of modelling by eye. Collect and study lots of reference images for the exterior and underlying parts, because that's not how car bodies are designed; the unibody doesn't extend all the way to the radiator mount. It's one piece from the rear all the way to the front cabin footwells, then you'll have beams welded integral to the bottom of the car that project forwards. The engine support/suspension subframe is usually bolted to these beams. Two more beams project forward where the A-pillar meets the fender brace. The inner wheel wells are usually joined to the upper and lower beams on their respective sides. The radiator mount is usually bolted to all four beams.
     
  8. Aces98

    Aces98
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    I'm not the best modeler and I don't think there's any blueprints for a Z32 chassis? I tried the best I could to make it look like this. I dont think I could make all the little bolts and small details like that.
    IMG_1241-1.jpg

    That was just me trying to get a Jbeam in the game. Im going to make a Jbeam from scratch.
     
  9. ItaliAsian

    ItaliAsian
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    Model the body first and worry about the chassis details later after the body shape is complete. When you start splitting the fenders, hood, ect. from the body, that is when you should start modeling the interior, underbody, engine bay, suspension, and drivetrain. Use these blueprints to model the body. http://www.the-blueprints.com/blueprints/cars/nissan/698/view/nissan_300_zx/
     
  10. Aces98

    Aces98
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    I already have blueprints. Those blueprints aren't scaled right I already tried those. I just hide the blueprints for the pictures.

    qwer.png
     
  11. Dummiesman

    Dummiesman
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