I have been trying to create my own mod using the wiki article "introduction to vehicle creation" (this one: http://wiki.beamng.com/Introduction_to_Vehicle_Creation) . I have made it up to the step where you test it in game for the first time (when you can test the jbeam structure for the first time), but I put it into my mods folder and the game doesn't even recognise it. I tried zipping it up, and putting the regular and zipped folders into the content/vehicles folder, and none of them worked. Does anyone have any solutions? I realised every few game updates some if my mods would disappear, as if they were suddenly unsupported. If needed, I can upload what I have done so far. Cheers
Lots of things have changed since that tutorial, it probably needs a couple bits updated. Mods should now go in the "Documents>BeamNG.drive>mods" folder. When you zip your mod, it should be inside of a "vehicles" folder in the zip file. So make a folder named "vehicles" then put your mod in that folder, then zip the "vehicles" folder. Once its zipped you can rename the zip to the name of your mod. alternatively you can just put your mod folder, not zipped, directly into the "Documents>BeamNG.drive>vehicles" folder. if there isnt a vehicles folder there, make one. However there are countless other reasons that a mod might not load in game, there are a couple files needed and all of them could have issues so uploading your mod could help iff the above doesnt fix anything
Ah okay, got it to show in the mods menu in game, but still not in the actual vehicles menu. Still, an improvement! Thanks. I uploaded it, ignore the things I have done before the first stage of testing, as I was kind of bored and decided to go ahead and started on the textures.
You file structure is incorrect still. It should be your zip file, then a vehicles folder, then your project folder. Ive repaired it here so you can see. Ive also added an info.json file to it, which is needed now to show the brand and vehicle name, you can open it with notepad to edit it
So it is now visible in game, but when I try to load it my game crashes. Is there any way of viewing like a crash log that explains what caused the crash? Thanks a lot
You have a crash Report saved on document / BeamNG.drive / cache.0.6.1.0 / crashReports , look at the most recent folder , there a beamng.log file in there
I had a look in the file, and this is what it says. 45.87795|D|libbeamng.lua.V.prepare|- Preparing jbeam. main 45.87800|D|libbeamng.lua.V.prepare| - 1 flexbodies 45.94693|D|libbeamng.lua.V.prepare| - 11388 beams 45.98803|D|libbeamng.lua.V.prepare| - 5421 nodes 46.13654|D|libbeamng.lua.V.jbeam.postProcess| - scaled 0 entries 46.14898|D|libbeamng.lua.V.jbeam.pushToPhysics| ** pushing vehicle to physics: main 54.68220|E|Crashreport|*** Trying to get Lua callstack 54.68222|E|Crashreport|*** this is not the error, look above 54.68231|E|GameEngineLua|*** FATAL LUA ERROR: [string "line"]:1: Lua C++ CrashRpt stacktrace =============== Stack Traceback >> START >> (1) global C function 'error' (2) main chunk of [string "line"] at line 1 --------------- << END << 54.68233|E|GameEngineLua|*** while executing this line: error('Lua C++ CrashRpt stacktrace') 54.68236|E|GameEngineLua|*** in chunk: line I am gathering that it is trying to read a lua file that is not there? Please excuse me if I am 100% wrong, as I said I am completely new to this --- Post updated ---
No its running into an error when trying to simulate the vehicle. I was trying all sorts of things to get this fixed but could not figure it out. And then i realized you have 5000+ nodes and 11000+ beams. Did you try an export an entire vehicle mesh as a jbeam? You have to manually create a much much simpler version of the vehicle for the jbeam, they cant be that complex. No one would ever be able to run it even if you could get it to not crash. To give you a point of reference, non of the official vehicles have more than 1000 nodes, most of them are around 500-800 nodes max.