Well I've managed to move the seats a little bit back but not by much..I added to much detail early on and if I change something this huge, I'll have to redo most of the car what I don't want to do. I've also cleaned the mesh here and there so I can show you some prettier pics with some basic materials The car has no textures these are some basic materials as stated before..this means that the i.e. the underbody/floor won't remain red. The mesh is still not complete. Missing pieces I am aware of: Foglights, Shelby badge on the front grille and on the trunk lid, the fuel cap(if this is how it's called) on the rear with the tube leading to the fuel tank, the rollcage, the steering wheel+components and the stick. I want to bring the unibody ingame next and practice some jbeaming...We'll see where that goes..wish me luck.
It looks really pretty now ^_^ The front looks way better now, though around the rear arches could use some work. Overall, it's a really good model Good luck with jbeaming, it makes a lot more sense once you make some structures. The bodyshell would be a good place to start with that.
Oh boy...I am still even struggling to bring the car into the game with the cube Jbeam tutorial made by Nadeox1..still can't move the camera around without pressing J to freeze the physics..This will take some time :/ What am I doing wrong? Code: { "Mustang": { "information":{ "authors":"me", "name":"MFrame", } "refNodes":[ ["ref:", "back:", "left:", "up:"] ["0", "1", "2", "3"] ], "flexbodies": [ ["mesh", "[group]:"], ["Frame", ["Gee"]] ], "nodes": [ ["id", "posX", "posY", "posZ"], {"nodeWeight":70}, {"group":"Gee"}, {"frictionCoef":0.7}, {"nodeMaterial":"|NM_METAL"}, {"collision":true} {"selfCollision":false} ["1a", 1, 1, 0], ["1b", 0, 1, 0], ["1c", 1, 0, 0], ["1d", 0, 0, 0], ["1e", 1, 1, 1], ["1f", 0, 1, 1], ["2a", 1, 0, 1], ["2b", 0, 0, 1], ], "beams": [ ["id1:", "id2:"], {"beamSpring":500000,"beamDamp":800}, {"beamDeform":75000,"beamStrength":"FLT_MAX"}, // bottom ["1a","1b"], ["1c","1d"], ["1a","1c"], ["1b","1d"], // top ["1e","2a"], ["1f","2b"], ["1e","2b"], ["1f","2a"], // support ["1a","1e"], ["1b","1f"], ["1c","2a"], ["1d","2b"], // diagonals ["1a","1d"], ["1b","1c"], ["1e","1f"], ["2a","2b"], ["1f","1a"], ["1b","1e"], ["1e","1c"], ["2a","1a"], ["2b","1b"], ["1f","1d"], ["1d","2a"], ["1c","2b"], ], } } - - - Updated - - - Nope...sorry my head just exploded..Nothing makes sense at the moment....either the wiki doesn't show all I need or I am extremly stupid...probably the 2nd case :/ I am looking tomorrow again into this...maybe I'll need a babysitter at least for the beginning and basics...
trying to fix your jbeam now. its the reference nodes that are the problem i think 2ND EDIT to explain what i did, your reference nodes(the things cameras are based on) was using nodes that were not actually there, so i changed them to nodes that were on you cube EDIT got it here it is things i changed are in red { "Mustang": { "information":{ "authors":"me", "name":"MFrame", } "refNodes":[ ["ref:", "back:", "left:", "up:"] ["1a", "1b", "1c", "1d"] ], "flexbodies": [ ["mesh", "[group]:"], ["Frame", ["Gee"]] ], "nodes": [ ["id", "posX", "posY", "posZ"], {"nodeWeight":70}, {"group":"Gee"}, {"frictionCoef":0.7}, {"nodeMaterial":"|NM_METAL"}, {"collision":true} {"selfCollision":false} ["1a", 1, 1, 0], ["1b", 0, 1, 0], ["1c", 1, 0, 0], ["1d", 0, 0, 0], ["1e", 1, 1, 1], ["1f", 0, 1, 1], ["2a", 1, 0, 1], ["2b", 0, 0, 1], ], "beams": [ ["id1:", "id2:"], {"beamSpring":500000,"beamDamp":800}, {"beamDeform":75000,"beamStrength":"FLT_MAX"}, // bottom ["1a","1b"], ["1c","1d"], ["1a","1c"], ["1b","1d"], // top ["1e","2a"], ["1f","2b"], ["1e","2b"], ["1f","2a"], // support ["1a","1e"], ["1b","1f"], ["1c","2a"], ["1d","2b"], // diagonals ["1a","1d"], ["1b","1c"], ["1e","1f"], ["2a","2b"], ["1f","1a"], ["1b","1e"], ["1e","1c"], ["2a","1a"], ["2b","1b"], ["1f","1d"], ["1d","2a"], ["1c","2b"], ],
Still not working. I only can move the camera if I turn off the physics by pressing J. The vehicle also appears backwards even though I placed it facing the same direction as the grand marshal: If that tells you something...also by pressing L/K nothing happens.
i wonder why it works fine for me. you guys should try commenting out the flexbody section. like this "flexbodies": [ ["mesh", "[group]:"], // ["Frame", ["Gee"]] here is mine
yes, but if it works without the model, then your flexbody section is to blame. edit also make sure that the the red part (down below) is the name of the mesh that you are trying to get into the game(no the .dae name but the object inside the .dae) "flexbodies": [ ["mesh", "[group]:"], ["Frame", ["Gee"]]
Nope.. Code: { "Mustang": { "information":{ "authors":"me", "name":"MFrame", } "refNodes":[ ["ref:", "back:", "left:", "up:"] ["1a", "1b", "1c", "1d"] ], "flexbodies": [["mesh", "[group]:"], //["Frame", ["Gee"]] ], "nodes": [ ["id", "posX", "posY", "posZ"], {"nodeWeight":70}, {"group":"Gee"}, {"frictionCoef":0.7}, {"nodeMaterial":"|NM_METAL"}, {"collision":true} {"selfCollision":false} ["1a", 1, 1, 0], ["1b", 0, 1, 0], ["1c", 1, 0, 0], ["1d", 0, 0, 0], ["1e", 1, 1, 1], ["1f", 0, 1, 1], ["2a", 1, 0, 1], ["2b", 0, 0, 1], ], "beams": [ ["id1:", "id2:"], {"beamSpring":500000,"beamDamp":800}, {"beamDeform":75000,"beamStrength":"FLT_MAX"}, // bottom ["1a","1b"], ["1c","1d"], ["1a","1c"], ["1b","1d"], // top ["1e","2a"], ["1f","2b"], ["1e","2b"], ["1f","2a"], // support ["1a","1e"], ["1b","1f"], ["1c","2a"], ["1d","2b"], // diagonals ["1a","1d"], ["1b","1c"], ["1e","1f"], ["2a","2b"], ["1f","1a"], ["1b","1e"], ["1e","1c"], ["2a","1a"], ["2b","1b"], ["1f","1d"], ["1d","2a"], ["1c","2b"], ], Here's the most recent code.
it is your node section, that what the console is telling me. line 18. i have to go right now but will hopefully be back
It is: :/ I also translated the pivot to 0 0 0 like I red on many posts.. - - - Updated - - - Well it works but the model dissapears...or better yet is not apearing at all or is invisible..A step forward anyways
Yes thanks. Sorry for quality :/ In red: BEAMNG WARN Lua tried to read env variables: LUA_PATH BEAMNG WARN Lua tried to read env variables: LUA_CPATH Everything else seems normal..As I said, I now get the jbeam ingame but not the model...the camera moves now with physics on.