How import cars from 3d program to Beamng?

Discussion in 'Community Mods - Archived' started by xuculate, Aug 12, 2013.

  1. xuculate

    xuculate
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    Hello. I' m new here in Beamng, I' m car designer and I want to put my 3D cars into the game, what programs I need, the process...?. I write here because I don' t know if have a thread with some tutorial to explain this, I searched but i didn' t find anything. I use Rhinoceros for modelling but i can export to 3dS, etc...

    Somebody can help my?,I' m lost a bit.

    The sim is awesome!

    thank you!

    Xuacu

    Some of my projects: http://xuacudesigns.blogspot.com.es/


    (imported from here)


    (imported from here)
    WIP


    (imported from here)
     

    Attached Files:

    • 05.jpg
    #1 xuculate, Aug 12, 2013
    Last edited: Aug 12, 2013
  2. GamerN3x

    GamerN3x
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    Welcome to the forum. And about the exporting, you need Collada .dae exporter useless you need export to 3ds or blender to work.

    That's a for RoR which they use Orge engine. And watch your language bro.
     
    #2 GamerN3x, Aug 12, 2013
    Last edited by a moderator: Apr 4, 2017
  3. Scudetto

    Scudetto
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    Those are some really awesome designs. that's what I'm aiming to. Maybe some day.


    Are those "real" concepts or your own?
     
  4. xuculate

    xuculate
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    Thank you!

    Are my own, the Honda and Subaru are my university master projects. The Alfa, still WIP, is a personal free time project.
     
  5. Nadeox1

    Nadeox1
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    Basically BeamNG works like this:

    Jbeam - Use it to build the physical structure of the vehicle. Jbeam are made of nodes and beams.
    Nodes can be considered as spheres, and are collidable with the environment.
    Beams are the connection between the nodes. Beams are not collidable.
    If 2 nodes are connected and one node is pushed, the other node gets pushed too from the beam.

    Wiki pages

    Nodes - http://wiki.beamng.com/Nodes
    Beams - http://wiki.beamng.com/Beams
    Wheels - http://wiki.beamng.com/HubWheels

    and the rest
    http://wiki.beamng.com/Content_Creation

    The model you put have no collsiion itself, as I said before ALL collision are done using nodes.
    You have to build a Node and Beams structure around your vehicle.

    This is how a vehicle is made

    (imported from here)

    Red faces are called submesh (or triangles in the Jbeam). Nodes can contact with them (usefull if you don't want the hood or other panels going trough the car, and for inter-vehicle collision).

    I told you everything you had to know, the wiki is a great resource, use it.
     
  6. blinkingyellow

    blinkingyellow
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    Man, your modelling skills are just amazing. i am also trying to learn scripts, to import models ingame.
     
  7. xuculate

    xuculate
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    Thank you very much.

    I tried to export a 3ds model to Clollada.dae, but I think I did wrong. In Jbean aI nid tu open dae files too? Where I can download Jbean?
     
  8. Nadeox1

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    Notepad or any text viewer (I suggest Notepad++ as it recognize sintax).
     
  9. xuculate

    xuculate
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    Sorry but I don?t know anything about programing or scipts. For what I need the notepad?
     
    #9 xuculate, Aug 12, 2013
    Last edited: Aug 12, 2013
  10. Nadeox1

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    You asked how to open Jbeam no?

    Open JBeam files with notepad

    (imported from here)

    You can export to DAE (also called COLLADA) from your 3D Software, most software support it.
     
  11. xuculate

    xuculate
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    I thought Jbean was a program and thr process to assign nodes, bones, wheels, more graphical, like the image. Buf I thought pucar into the Beamng was easier :confused:
     
  12. pulley999

    pulley999
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    REDACTED, explained better by Nadeox.
     
  13. Masterjoc

    Masterjoc
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    the best models so far! :)
     
  14. MarkusPersson

    MarkusPersson
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    The RA-X look's AWESOME!! I wish I could have it now!!
     
  15. ivankio

    ivankio
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    Hi, I am working in a tool to help ease the process. At the moment it saves you from the brute force of typing all the nodes positions and beams connections. Currently you still need to code the composition of the vehicle and must be aware of jbeam specifications, but that's what I am working on.
    MayaToJbeam-Visual-Jbeam-Editor-near-zero-typing

    But... keep in mind that, even if I produce a tool that handles the whole process visually, you will still need some extra technical thinking analogous to how you would need an engineer to put your cars on the streets.

    This technical work is something beyond of what the surface can tell. Just as a racing car performance has very little credit to it's shape even accounting for aerodinamics and center of mass, the simulation success will depend on the work put on the structural and mechanical configuration. In the end, similar designs can have very different performance depending only on the engineering work.

    Additionally :p, it's still 2013 and humanity's personal computing state of technology wouldn't be able to calculate soft bodies dynamics of a car in real time without some heavy simplifications. Some cheats are needed. Also there's no Santa Claus.

    Nice designs you have there. I hope you are one of those designers with enough enthusiasm to get their hands dirty. Those beauties deserve more than stay standing on a pedestal.

    PS: I'm noticing (elsewhere) a lot of expectation for a magic "make dynamic" button. I'm trying to approximate wishes and required user input, but for this union to happen in time, both ends will need to move towards each other. Reality can't fully comply to abstractions.
     
  16. Lutz G

    Lutz G
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    @Xuacu

    Fantastic work! Hope to see these beauties in BeamNG in the near future! :)
     
  17. moosedks

    moosedks
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    just fyi it's jbeam with an m
     
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