So I'm building a private version of the 1980s F150 that was released and I made a crewcab version in blender that I want to get ingame to drive. But it wont show up in the game at all. I will leave the model at the bottom of the post. I can get past the first step of modding, getting the thing ingame!!
Hah... man that was a weird issue... you picked a rough one to start with I was in the mood for a riddle so... After removing ALL of the .dae from the mod - it still loaded the regular F-150 lol. True what they say about Fords... Couldn't kill that thing. Until finally I see "F150.cached.dts" file.... remove file from F150 mod, reload vehicle. Enjoy the future work that awaits you Also, you'll need to set your object positioning and scaling in blender to place everything correctly. To do so, select them in Blender, then press Ctrl-A, then L. Then Press Ctrl-A again, and press O. Re-Export
Do as suggested to apply transform to the wheel meshes, too. Also check that the wheel meshes aren't being repositioned in the flexbodies section of the JBeam file. Look for something like this in the wheel file: "flexbodies":[ ["mesh","[group]:","nonFlexMaterials"], ["WheelMesh",["GroupName"],[],{"pos":{"x":0.00,"y":0.00, "z":0.00}}], [...] ], The "pos" argument can used to move/reposition the mesh from the origin you set in Blender. Check if this is the case with your wheels.
I did apply it to the meshes, that's what started it. Now when I go to the rear tire file, all I see is...
Did you apply Transform (Location) to the wheels, too? Check the groupings. If you havent altered the JBeam yet, those wheels might be misplaced because of the nodegroup they belong to (in this case, wheelhub_RR and wheelhub_RL). The hubs are probably in their original location, and they're probably used as center nodes pressureWheels. Mind if I see your files?
Aye. If things still don't line up after setting Blender position, there are other places in jbeam where alignment can be set. Flexbodies using Pos, like @FLyInG 2 YoUr SoUL mentioned. Also in the "slots" section, where a nodeOffset can be set. Which is the case here. In the pickup_suspension_R.jbeam you'll see a node offset on the rear hubs. You'll wan't to set them all to 0, or remove it. Code: ["pickup_hub_R"," ","Rear Wheel Hubs", {"nodeOffset":{"x":0.35, "y":1.487, "z":0.4101}}],
I downloaded the F150 mod plus his DAE in first post. Should be able to get a look at what he is working with that way.
Thanks! Did the same, and I can confirm what I said before: you need to move the axles to fit the modified mesh. The pressureWheels for this vehicle are still in the original position (see screenshot), so the new location for the wheels you set in Blender doesn't match the structure designed for them.
No worries! Big truck / Ford fan here. Hope you get the hang of modding. It's a lot of fun when you start getting past the difficulty of learning. btw: My old truck IRL looks similar to the one in your avatar
Any time! To get it working, the nodes constituting the wheel hubs (and the whole axle) must be pushed back. That means, increasing their Y spacial coordinate. The center node of your wheel is Right: ["ax1r",-0.53,1.64,0.47], Left: ["ax1l",0.53,1.64,0.47], There's also the "outer", wheel part of the hub which is basically the center of your rim: Right: ["axwr",-0.79,1.64,0.47], Left: ["axwl",0.79,1.64,0.47], Since your wheel mesh is positioned in Blender, but grouped with these nodes in the JBeam, the game renders the wheel in the correct initial position, but then ties it to said nodes for animation. The result is an off-center wheel mesh that orbits around the center of the pressureWheel structure. Mind you that just pushing these nodes further back is likely not enough. You'll need to reposition all the nodes in the rear axle, too. This can be VERY tedious to do with all the nodes, one by one. You could use the {"nodeOffset":{"x":0.0,"y":0.0,"z":0.0}} argument to your flexbodies. Once you've found the correct Y offset for the rear axle, you can set it to all the rear axle components as needed. When the extended body you're designing it's selected, the game will automatically sum the offset to your existing nodes coordinates to adjust the position of the nodes correctly.
It's kind of similar to how I did stuff in Rigs of Rods then, I think I can get the hang of this --- Post updated --- Here is the updated dae file. Ive been working on moving the axle back, the farther it goes back, the lower and softer the suspension gets
You're doing it in the JBeam, right? Hard to say what's going on, the axle should shift backwards and work the same, but you literally need to move everything to the new position. Attachment points, mounts, all suspension parts. Can you press CTRL+B while in game, and post a screenshot of the visible JBeam structure?
Nevermind, I played around with the suspension in the jbeam file and it worked! --- Post updated --- Darn, it started getting goofy again. I put the original suspension file in it so could you take a look at it? Removed the file so this private mod can stay private.
I get it. Leaf springs...! The structure is getting a bit stretched. In F150_spring_R, increase this value (beamPrecompression) to compensate: Code: {"beamPrecompression":1.17, "beamType":"|BOUNDED", "beamLongBound":0.4, "beamShortBound":0.34}, 1.27 does it (see screenshot), but, mind you, this is merely a stop gap solution. I suggest you look into a more in-depth revision of nodes placements, to better fit the axle design.