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On Hold 1967 Ford Mustang Shelby G.T.500

Discussion in 'Land' started by SoHigh00, Jan 3, 2014.

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  1. SoHigh00

    SoHigh00
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    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 :)
    7.JPG 8.JPG 2.JPG 5.JPG 4.JPG
    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.
     
  2. Bakasan

    Bakasan
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    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.
     
  3. SoHigh00

    SoHigh00
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    Thanks for the constructive feedback. Yes you are tottaly right! I have to do something about them.
     
  4. Blockman

    Blockman
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    I like it!


    Sent from my iPhone using Tapatalk
     
  5. SoHigh00

    SoHigh00
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    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...
     
  6. Blockman

    Blockman
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    Take your time, no one wants a really good model with bad code
     
  7. SoHigh00

    SoHigh00
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    The thing is I can't take time when I don't know how to start :/
     
  8. Narwhal

    Narwhal
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    1,720
    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"],

    ],
     
    #128 Narwhal, Apr 20, 2014
    Last edited: Apr 20, 2014
  9. SoHigh00

    SoHigh00
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    Messages:
    507
    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:
    1.JPG
    If that tells you something...also by pressing L/K nothing happens.
     
  10. Narwhal

    Narwhal
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    1,720
    intresting. open up console by pressing ~ key and post a picture of what it says
     
  11. chris_lucas

    chris_lucas
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    1,428
    I'm still fixing it the only problem I have is that game crashes.
     
  12. SoHigh00

    SoHigh00
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    507
    I umm..can't.. I pressed every key on my keyboard... even with a working vehicle.
     
  13. Narwhal

    Narwhal
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    1,720
    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
     

    Attached Files:

  14. SoHigh00

    SoHigh00
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    Don't you need the model to fix it?
     
  15. Narwhal

    Narwhal
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    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"]]
     
  16. SoHigh00

    SoHigh00
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    Messages:
    507
    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.
     
  17. Narwhal

    Narwhal
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    1,720
    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
     
  18. SoHigh00

    SoHigh00
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    Messages:
    507
    It is:
    1.JPG
    :/

    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 :)
     
  19. SixSixSevenSeven

    SixSixSevenSeven
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    Sep 13, 2013
    Messages:
    7,032
    I think in another thread someone mentioned having to use the ö key on a german keyboard
     
  20. SoHigh00

    SoHigh00
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    Nov 11, 2013
    Messages:
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    Yes thanks.
    1.JPG
    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.
     
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