I was wondering if anyone of sufficient skill could give me pointers as to aggregating two separate DAEs and jbeams into one so that both sets of parts are preserved. The reason I want to do this is because I plan on releasing an Automation-based mod vehicle in the future, and I aim to have one Automation vehicle with a few different configurations. Input of any kind is appreciated.
You can have two different dae files with different file names, game does not really care about that, all game cares about is name of the objects inside the dae file and names of materials you set in Blender, materials themselves don't matter at all. For Jbeam, you just take a part you want to merge to other jbeam, that is a section defined by curly brackets {} like: "Camso_liveaxle_4link_R": { "information":{ "authors":"BeamNG", "name":"Live Axle 4-link Rear Suspension", "value":150, }, "slotType" : "Camso_suspension_R", . . . } There "name" field is what is shown in game and "Camso_liveaxle_4link_R": { is what name game uses for the part. Do make sure you have slots setup properly https://wiki.beamng.com/JBeam_Reference#slots Also read more about how jbeam works from that wiki link.
Thanks! I'll go ahead with your outline and post an update later. --- Post updated --- What about extracting something integrated to the main jbeam (e.g. a wing)?
It is a part same way as any part, it really does not matter which file it is in as long as it is jbeam and in folder of the mod, game sees it as a part. Slots then define if parts will show up or not. You can take a wing and make it to be own file, then just make sure use slots to make it visible in mod of your choice.