Unsolved Adding Props to cars

Discussion in 'Mod Support' started by quadhelix, Nov 10, 2016.

  1. quadhelix

    quadhelix
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    Is there a tutorial to add lets say a Minigun prop or a shovel front on a car in blender? I am making a Mod
    Wasteland Warriors I need Madd Maxx style cars.
     
  2. torsion

    torsion
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    No tutorial, but it doesn't sound like you want a prop anyway. Props do not deform or interact closely with the jbeam. Unlike normal flexbody items [which typically associate with many nodes] the only ties between a prop and the jbeam are the 4 refnodes assigned to the prop.

    Mostly the prop system is used to provide either animated meshes or SPOTLIGHT light sources. For example if you really wanted the minigun to spin but not bend/deform... you'd use a prop. You simply would not use a prop for a shovel on the front of the car. In the official content props are used for things like engine fans, gas/brake pedals, steering wheels, gauge needles, etc. If you've ever seen any of those items fail to behave in the expected fashion... that's why.
     
  3. quadhelix

    quadhelix
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    So what would happen to a gun that was attached without jbeam?
     
  4. torsion

    torsion
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    I gave examples of several official props which aren't jbeamed. If you look at those in-game you'll see.
     
  5. Deleted member 160369

    Deleted member 160369
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    Said prop would deform as if it was integral with the mesh it's grouped with.
     
  6. torsion

    torsion
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    Huh? (your statement is not correct)
     
  7. Deleted member 160369

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    No?

    Flexbodies need belong to a group to show up in game. If no nodes/beams structure is defined, said mesh would spike/glitch out uncontrolled if the meshes it's grouped with deform.

    That's how I thought it worked. If not, sorry for spreading misinformation.
     
  8. torsion

    torsion
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    Props are not flexbodies.
     
  9. Deleted member 160369

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    I know, he asked what would happen if a "prop" (not strictly in the JBeam syntax meaning of the term) such as a gun is attached to the body of a vehicle without a beam structure mapped to it.
     
  10. torsion

    torsion
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    If we're going to use technical jargon which is relevant to the game in the sense of it's 'common' meaning... we should probably say so. It didn't occur to me that @quadhelix might mean prop in the theatrical sense since that term has it's own meaning in the game. It's quite possibly that that's what quadhelix meant, but there's no reason to give misinformation. A "prop" type object in BeamNG does not deform. Period.

    Your answer still isn't correct even if we're talking about flexbodies rather than props. Anything not "mapped to a jbeam" will not work/deform correctly. If a flexbody doesn't map to any nodes (no jbeam) it won't show up at all.

    @quadhelix - if @FLyInG 2 YoUr SoUL has interpreted you correctly then you just want to get things into the game. I don't think that there's a tutorial to get you from point A to point B (no knowledge to "I can put shovels on the front of cars"). You'll need to create the assets in 3D (typically using Blender or 3ds Max), texture them (any number of typical or esoteric tools from Photoshop to Substance Painter), and then create a JBEAM structure for them (typically using Notepad++ and the NodeBEAM Editor). There are a few other small steps, but those are the big ones.

    ... if you are a beginner with no significant experience in any of those products, that's usually a big pill to swallow. IMO it's better to start with some easier, but still rewarding mods. Please take a look at the conversation over here, starting with Post #6 and continuing to the end of the thread. Several suggestions are made for fruit that's closer to being within reach as well as the finer points of actually turning work into a mod.
     
  11. quadhelix

    quadhelix
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    HAHA yes I mean props as in the Theatrical term, Guns , iron etc.. Thank you , you have helped alot!! I understand now.
     
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  12. Deleted member 160369

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    A flexbody will show up as long as it is mapped with a group of nodes, but that doesn't mean the structure described by the nodegroup is designed around said flexbody. Without dedicated nodes and beams in a structure, the additional flexbody can't deform properly, it's behaviour entirely controlled by the main structure it is attached to.

    That's how licence plates work, for example. They have no structure of their own, but they are attached to vehicle parts, they show up once they belong to a group and will basically deform as if they were integral with the body part they are attached to.

    @quadhelix asked:
    I interpreted it like "What would happen to the gun mesh if I simply added a new entry in the flexbodies section for it in the same group of *insert existing body part* without providing additional nodes and beam to manage it?".
     
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