Unsolved General Mario Kart Help (Previously Mario Kart Failing to Spawn)

Discussion in 'Mod Support' started by Mario64iscool2, Oct 28, 2016.

  1. Mario64iscool2

    Mario64iscool2
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    I am making a Mario Kart mod that won't load properly. When working on it in the Jbeam stage, it loaded the JBeam itself and worked decently for physics. Now, it won't load and brings the camera to 0,0,0.
     
  2. meywue

    meywue
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    Hey,

    it is always helpful if you provide the current state of your mod. You can either upload it here or in a PM with us .
     
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  3. Mario64iscool2

    Mario64iscool2
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    I thought I included a zip, here it is.
     

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  4. meywue

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    Hey,

    with 'Jbeam stage' I assume you mean the BeamNodeEditor.

    Unfortunately your jbeam for now just contains Nodes, Beams and Triangles. But it also needs stuff like refNodes and camera(s).

    That's why the game is dropping a fatal lua error cause these stuff is missing. Please compare your file with a default vehicles one like the hatch_body.jbeam for example.
    Please check out the wiki.
     
  5. Mario64iscool2

    Mario64iscool2
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    Explain to me what this means, I put the camera in and now it gives me this error:
     

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    • Screenshot (62).png
    #5 Mario64iscool2, Nov 7, 2016
    Last edited: Nov 7, 2016
  6. meywue

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    Probably a parsing error. Please provide us your whole mod.
     
  7. Mario64iscool2

    Mario64iscool2
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  8. meywue

    meywue
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    Hey,

    I cleaned a bit your jbeam files and added the refNode section.

    Please please compare the files I attached to your previous version to see what I've changed to make it working.

    I separated your jbeam into two jbeams (a main kart jbeam and a kart_body jbeam).
     

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    #8 meywue, Nov 9, 2016
    Last edited: Nov 10, 2016
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  9. Mario64iscool2

    Mario64iscool2
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    Ummm... ???
     

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  10. CreasingCurve

    CreasingCurve
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    I just had a look at your kart using the file that Meywue provided. The first problem i can see if that the mesh of the kart doesn't match the position of the Jbeam, but this is an easy fix so I wouldn't worry about it too much. The main problem of it now is that some of the beams are not connected and reinforced properly, i believe this is due to the amount of beams the kart currently has which is on 180 something. This means that the flexbodies that are associated with nodes that are not reinforced enough are moving around from the gravity. If you try using it without gravity, i would be surprised if it stopped wobbling. The kart currently, i think it wieghs too much, 660kg seems a bit extreme even for a cartoon go-kart.
    Your problem seems to be solved though, if you need more help, you can contact me and i'll do my best to help you.
     
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  11. Mario64iscool2

    Mario64iscool2
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    What would an accurate weight be for the go-kart?
     
  12. CreasingCurve

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    I would say anything between 150-220kg for a go-kart, though i think your gokart should be around 300-400kg as a final weight with everything attached such as wheels, suspension and engine just so it handles a bit more predictably. Just like the karts in Mario Kart.
    rg.png
    I suggest doing some research about go karts just so you have a feel of what the end product should be like.
     
  13. Iro

    Iro
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    did some work:
    strengthened beams, to help out on the jiggling (still a little jiggly)
    added support beams, to also help the jiggling
    fixed your materials, textures now show up
    added engine (still can't drive, no suspension)
    stopped your model from going everywhere (with ctrl+a in blender, centered the "main point" of the model)

    oh, and by the way, its not drivable but fun to mess with.
    screenshot_00828.png
     

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  14. CreasingCurve

    CreasingCurve
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    Good job @Fen. @Mario64iscool2 if you want i could do the suspension for you? It will take a while but should be doable.
     
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  15. Mario64iscool2

    Mario64iscool2
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    Gladly.
    --- Post updated ---
    Also, is there a way to make the kart do a short hop while driving?
     
  16. SuperNoob05

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    With some lua code, it should be doable.
     
  17. Mario64iscool2

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    I set beamspring to zero. This happened.

    "with beamspring set to 1800600 this happened.
     
  18. Iro

    Iro
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    please upload your videos to some where (like youtube) it sucks to have to download and open a video.
     
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  19. Mario64iscool2

    Mario64iscool2
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    @SuperNoob05 do you know how to code in lua? I'm kinda bad with it. The BeamNG cars' lua look like a foreign language to me (unless you talking Spanish).
     
    #19 Mario64iscool2, Nov 11, 2016
    Last edited: Nov 11, 2016
  20. torsion

    torsion
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    Lots of people can help with the lua, but it sounds like you've still got a lot of work to do before worrying about making the kart hop.

    Do you really think that the karts in MarioKart have weights similar to real karts? I personally would have assumed that:
    • they weigh several times the amount of a real-life kart
    • the engine produces several times the HP of a real-life engine with the equivalent displacement running on pump gas
    Remember, these karts take a ton of abuse (jumping, landing, hopping, hit by missiles, etc) and still have strong performance characteristics.
     
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