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Announcing Automation & BeamNG.drive collaboration!

Discussion in 'General Discussion' started by Nadeox1, Jun 15, 2018.

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  1. Nadeox1

    Nadeox1
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    Yes, it works.
    If the mod uses some custom material that is not part of Automation, that material may look odd/wrong in BeamNG.drive.
    But if you know what you are doing, you can fix that manually.
     
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  2. MisterKenneth

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    Thank you for the response. :D

    I take it that by fixing it manually, you're talking about working in the material.cs file?
     
  3. fufsgfen

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    I'm poor salesman, but imagine how this will sound:
    upload_2018-6-17_23-51-49.png upload_2018-6-17_23-52-7.png

    I could find 1Nm more torque to that, but for under 3.5l I'm not sure if it is possible to squeeze more power out from it, it is not quite possible to make F1 engine, but I think that with this low engine weight and still having that power as well as sound, thing will be nice inside some of my creations :p
     
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  4. Michaelflat

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    Sorry if it has been posted before, but can you make say just an engine and export it to BeamNG? If no then that's a cool suggestion :)
     
  5. Sithhy™

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    There's an exporter on this forum just for engines
     
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  6. BombBoy4

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    Not for gearboxes, but yeah if you're only using it for engines the standalone exporter will do just fine.
    --- Post updated ---
    Interesting... I asked this just a month (roughly) before they started working on the prototype iirc from the video.
    http://discourse.automationgame.com/t/exporting-engines-as-lua/22207
     
  7. ktheminecraftfan

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    With this new feature would there be potential for occasional "make your own car for BeamNG" contests? maybe create some sort of prize pack to give to the winners.
     
  8. Daffyflyer

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    Pretty sure that doesnt' work with current versions.

    Also our exporter does more detail about engines than that one, and can do turbos etc.
     
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  9. TROPtastic

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    Not sure about the underside and engine bay, but from the FAQ: "The suspension types that are exported with unique geometries are double wishbone, struts, trailing arm, torsion beam, and solid axle coil."

    No skin support in the same way that official BeamNG cars have, since the latter have UVs that are designed to be unwrapped and reskinned.
     
  10. vmlinuz

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    This is great news! I own both Automation and BeamNG, so this means I'll finally get to drive my cars! My main concerns:
    • As Automation supports mods (body styles, fixtures, etc.), will I be able to import mod content to BeamNG?
    • Will the vehicles from the trailers be made available? Are they already on Steam Workshop?
    • Will I be able to use BeamNG's custom wheels with my Automation vehicles?

    Anyway, this is awesome. I gotta rev up Automation and start making cheapo Soviet hatchbacks again!
     
    #270 vmlinuz, Jun 18, 2018
    Last edited: Jun 18, 2018
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  11. Daffyflyer

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    Clear glass would like like absolute trash with what's inside, so no, but we'll at least make them shiny :p


    All cars will have modeled suspension, it works reasonably well, though ocassionally looks like it's not quite connected to it's mountings properly, as it's designed in a way that doesn't always work 100% right in Beam. Engine bay is pretty good, it'll have an engine and gearbox in it for one thing!
     
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  12. DriftinCovet1987

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    Right...I was hoping that maybe there would be an official Automation bus or semi down the pipes, but I guess my ideas for those vehicles will have to be scrapped.

    Hmmm...well, I was thinking about building something like this 1949 Crosley Hotshot in Automation, so if there are smaller older bodies in the works, I'd be delighted to use them.


    Right. I was planning on making a flat-8-powered hypercar, but I guess I'll be limited to either a flat-6 or a flat-12. Not the worst, mind you, and still preferable to having no flat engines at all.
     
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  13. Daffyflyer

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    The chassis and suspension stuff just can't cope with sizes that big, so it'd need a massive rework of a ton of art I'm afraid.
    --- Post updated ---
    Answered multiple times above ;) Yes, although if the mods use weird materials they may need some manual fixes.
    Probably not, though they're all made by community members, as listed in the end of the video, so you could ask if they'd share them!
    Probably not.
     
  14. Evandman12345

    Evandman12345
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    Will the brands from beamng be put in automation like (ETK,Hirochi ETC ETC


    and will the automation vehicles be exported as dae files?
     
  15. Daffyflyer

    Daffyflyer
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    No idea! If they Beam devs like the idea then we totally could put in badges for them.

    Yeah, they're DAEs, so you can do whatever (non-commercial) things you like with them.
     
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  16. Evandman12345

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    Ok thanks.

    were the cars original daes or does the exporter convert them to daes?
     
  17. Daffyflyer

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    They were definitely not DAEs, the exporter makes those. DAE is a horrifically slow and bloated format.

    In game they're whatever the hell Unreal converts stuff into, and we work on them as FBX ourselves.
     
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  18. Honest Nick

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    Asking secondly. Exported cars would be a colorable?
     
  19. Daffyflyer

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    They definitely take on the Automation paint colour you put on them. They're not recoulourable ingame yet, but likely will be.
     
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  20. JCX034

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    Thanks for this collaboration because I will introduce my future car company in BeamNG, PROSport Automotive Limited. Which is the performance oriented car company with the whole new level of over engineering.
     
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