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Maluch JBeam rebuild

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by AdamPLGames, May 17, 2021.

  1. Agent_Y

    Agent_Y
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    BeamNG Team

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    Progress with fixing bugs:
    • Fixed mirrors being wobbly, was caused by wrong nodes being attached to the doors
    • Fixed seats breaking off too easy, this was actually caused by one misplaced line in Jbeam, the strength of the seats was realistic
    • Fixed doors opening backwards after several frontal collisions, was caused by the door hinge nodes being misplaced slightly and causing stress with the floor nodes after they get relocated on collision which would break the hinges when they shouldn't be broken
    • Fixed seatbelts on the dummy being practically non-existent, idk why but the beamSpring was 100 times lower than it should be lol
    • Fixed issues with starting the engine when you have turbo on the car which appeared in 0.23 and I didn't notice them initially
    So all current known issues fixed.
    --- Post updated ---
    No I won't add random engine swaps.
    --- Post updated ---
    Also added option to have bumper lights without bumper, as long as you have a license plate there
    sdsadasd.png
     
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  2. Xupaun

    Xupaun
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    Looks like it is a good candidate to a six speed manual swap, when released hehe
     
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  3. Agent_Y

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    Diesel air intakes (they are probably fake and just for styling irl)
    sdffsdsd.png
    Yes they work with skins, also they reduce the engine airflow because they are fake, so a powerful aircooled engine with them is a bad idea. With a turbo it's prone to overheating like this.
    sdfsddss.png
    I'll try to make the Diesel decklid now. Engine itself later because it will be the hardest.
     
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  4. Just Timepass

    Just Timepass
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    Gud
     
  5. Agent_Y

    Agent_Y
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    WIP Diesel decklid, will fix shading issues later
    saadas.png
     
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  6. SKB

    SKB
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    that looks pretty nice
     
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  7. Agent_Y

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    Finally finished the Diesel decklid. It has proper UV maps now and fixed all geometry and shading issues. Somehow deforms a bit better than the normal one because I guess it's lower poly.
    saasdasd.png
    Also added the latch as a separate part to get rid of duplicates in the model, there are 2 available designs, chrome (used until 1977) and black (used after 1977). Obviously removing the latch means that the decklid can open while driving lol.
    Also the Diesel decklid looks cool with the rally skin:
    dweasd.png
     
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  8. Agent_Y

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    I just made it so when you remove the door handles, the doors can open freely because there is no latch lol
    dddsffs.png
     
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  9. a plane guy

    a plane guy
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    Big brain
     
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  10. Turbo49>

    Turbo49>
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    The texture of the carpet really is awful, would it be possible to take one from a beamng car and slap it in there ?
     
  11. Agent_Y

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    I would have to redo all of the different colored variants then... I guess I could try improving the current textures instead, maybe reducing contrast will help...
     
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  12. fufsgfen

    fufsgfen
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    Attached is just the carpet, you need to probably resize it, also is PBR texture, just tell what sizes and colors you need, also if fabric pattern needs to be smaller or larger, it is only few minutes in Substance painter for me to do this and then you need to put other textures to top of these combine and setup in game.

    Other solution could be to export as middle gray color which you could then color, but because gauges etc are in same file it is bit annoying, maybe separate carpet to be own map completely and it should be easy to do colorable then in game.
     

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  13. Agent_Y

    Agent_Y
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    Thanks so much for this, it being PBR means that I can simply edit the base color to whatever I want without messing with the others and I'll get all the interior colors easily, will try as soon as I have time! Won't work on the dashboard so I'll use the old textures on it, I can separate the materials of the dash, door panels and the carpet, make them independently colorable, more customization... Thanks for doing all this work, you are the best!
     
  14. fufsgfen

    fufsgfen
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    For proper recoloring, I think I need to change color of this to middle gray as now it is quite blackish.

    Also being 2048x2048 it might be bit large, UV mapping might be messed up and resizing in Substance painter will make it just better resize.

    That file really is just an preview, if you can point me to some images of original carpets of IRL vehicle, then I could try to match it much closer, but I'm really just beginning to learn substance painter so can't do all the cool things that it can do yet.
     
  15. Agent_Y

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    On this forum, scroll to about almost the middle and you will find a post by Trefl with all the interiors the car ever had: http://forum.rezerwa126p.pl/printview.php?t=16746&start=0&sid=30528ae452f3db53ea844bf45b04a5dc
    That nerd knows everything about these interiors lol, it's in Polish but you don't have to read it, only the pictures matter. Each one is different interior, the export and Italian ones (you will figure out which ones are those) won't be in the mod, only the normal ones.
     
  16. fufsgfen

    fufsgfen
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    Thanks!

    Carpets are well shown in two images or so, but it shows that there was two kind, one with kinda hair/fur and another without. I see what I can manage to accomplish, have no idea how to get that fur kind of effect yet, but it is interesting to learn new things so I try :D
     
  17. Agent_Y

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    Yeah for the carpet there were 2 types, for the seats way more, but I'm not expecting you to do them obviously. Aside from material the only difference was color. Also sometimes the pieces that you place your feet on were just part of the carpet, sometimes different color, sometimes even made of a completely different material... Big mess lol.
     
  18. fufsgfen

    fufsgfen
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    Try with attached texture files, you should be able to make it colorable as attached ones are using gray color, also should be same size and place as original texture carpet so in theory should be smooth replacement, but needs just new carpet material to be set in blender for all body types.

    Then say if it looks ok or bad :D

    I could try to figure out making fur kind version, but it takes bit longer, also I'm not sure how swapping texture would work, wouldn't it need different body and material for that then?
    Of course there are different bodies already, so maybe that type of carpet would go to one of those bodies.
     

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  19. Agent_Y

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    I can just separate the carpet from the model by separating the body by material, and make an identical copy that will use different textures. I can also add a third one without any interior carpet that will just have body color. It would be a slot under interior. Already did some material replacements, will do that tomorrow. I need to overhaul the slots anyway, it's messy, I need to move the interior colors under interior slot, make separate selections for door panels and dashboard, etc. Thanks again for doing so much work to improve the mod!
     
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  20. fufsgfen

    fufsgfen
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    I wonder if separate carpet could be edited a bit, I noticed two things that might improve way how texture looks in game.

    First is sharp triangle, I changed left side to what I think might provide nicer look as there would be not so sharp angle:
    upload_2021-8-28_2-34-32.png
    On left side I changed how that edge between those two triangles selected on right side is set up, looking photos of the real car, I think carpet could be closer to what my edit on left is, but there might be better way to do it.

    upload_2021-8-28_2-34-5.png
    Related to that is sharp edge, arc where I did add another edge loop on left side to smoothen that transition as in game it looks bit sharp now compared to IRL photos.

    Way Substance Painter works is that it uses UV map, but such changes would change UV map, so I might need to redo texture if you make changes to UV of carpet mesh. Also as for baking I use game model as I don't have higher poly model to bake with, change like I suggest changes a bit of baked maps, here I think it might be improved looks then.

    Third point I noticed is that there is some stretch with UV map, in Blender there is possibility to minimize stretch of UV, but in practice that might require redoing UV map and whole texture of carpet, it is not huge amount of work though, but just something that is best to do when carpet mesh is final form.

    Here is test I made without modifying mesh or UV map, you can notice how that sharp edge is kinda jumping up, also at wheel well and floor nearer to seats there is difference in texture pattern size because of UV map stretch I believe.
    upload_2021-8-28_2-43-14.png

    It becomes more noticeable when one sticks nose to the floor, but of course we are talking about free mod for the game so I'm not sure how much trouble it really is worth as this really is some less important area of details, during normal driving I doubt quite few are even noticing it:
    upload_2021-8-28_2-47-19.png

    However if carpet is going to be separate model, then I guess it might be easier to adjust such detail if that is needed.
     
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