How to put my mod into beamng?

Discussion in 'Mod Support' started by ICECREAM, Jul 30, 2016.

  1. ICECREAM

    ICECREAM
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    Aug 16, 2013
    Messages:
    270
    so i have made some nice wheels in blender and i dont know what to do now. i have saved my wheel (i have the rim finished i dont think i need to make a tyre) as a .dae and as a .blend. i have no textures on the wheel at all.
    i need help with making the wheel work with the game.







    3005.png 30001.png
    i know that i have posted about this on other forum sections. (content creation)
     
  2. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    You used 'Subsurf' modifier to model the wheel?
    That modified is not suggest for game-models, as it ends up creating extremely high-poly models.

    Anyway,
    You need to have a .JBEAM.
    You can copy one from the BeamNG.Drive/content/vehicles/common/wheels folder.
    You just need to make a new part, which would be your wheel.

    In that Jbeam you have to change the name of the flexbody to match the object name of your 3D model (the name you see inside Blender).
    The wheel must be sized and positioned correctly aswell.

    I suggest to import the 'wheels.dae' file from the 'wheels' folder I said above and see how the wheels are setup and understand how the thing works.
     
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  3. synsol

    synsol
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    QA Lead
    BeamNG Team

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    How are your progress whith your wheels ingame ?
     
  4. ICECREAM

    ICECREAM
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    Aug 16, 2013
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    thanks. i will try to work on it :)
    --- Post updated ---
    also one question do i have to have uv wrapping/ unwrapped ? i want to try and get into the game without having to worry about the textures.
     
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