Outdated Mercedes-Benz C Class W202

Discussion in 'Land' started by MitchellKnb, Mar 19, 2017.

  1. youdidwhat!!

    youdidwhat!!
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    thank you for bringing this here was one of the best mods on ror I was hoping you would bring it one day
     
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  2. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    Check the console. What does it says?
    Changing folder name may also requires some files to modified (if they still have paths that redirects to the original folder)
     
  3. NistingurA

    NistingurA
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    Looks very good so far! Finally I can crash my step dads car in the game :p He has a W202 too.
     
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  4. MitchellKnb

    MitchellKnb
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    Thanks for your help!

    I found out the "main slot" was missing. I have it copied from the original ETK800 folder (The BeamNG Wagon version) and it is working at the moment. Replacing meshes is the next step. Currently fighting with the steeringwheel to get it in the right place.
    --- Post updated ---
    At this point I'm getting stuck with textures. They refuse to show up at all, what am I doing wrong?
    screenshot_00064.png screenshot_00065.png
     

    Attached Files:

    #24 MitchellKnb, Mar 24, 2017
    Last edited: Mar 24, 2017
  5. MitchellKnb

    MitchellKnb
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    Not much just yet, but it is starting to get recognizable!
    screenshot_00068.png screenshot_00067.png

    The original ETK 800 is smaller than I expected, the W202 is even taller than the original ETK. The W202 is to actual real life size
     
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  6. Tesla66

    Tesla66
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    So, if Mercedes-Benz is MKNB, then we could get (kinda) the MKNB Mehrfachwagen.
     
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  7. MitchellKnb

    MitchellKnb
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    Not sure what you mean.

    -----
    Now that most of the bodyshape is visible I should start modifying the Jbeams. which tools are recommended? Still didn't work out why the steeringwheel doesn't get its textures though.I have included the file a few posts back for someone to maybe troubleshoot it for me?
    screenshot_00069.png screenshot_00070.png screenshot_00071.png
    The size of the car looks pretty accurate when compared to the slightly bigger ETK S Series
     
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  8. Bernd

    Bernd
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    The NBE is the only visual tool for jbeams: https://www.beamng.com/threads/nodebeam-editor-v-0-37.6103/ (there is another version in the game files, one of them works for most, for some poeple no version works¯\_(ツ)_/¯)
    It's a pain sometimes, and there is no undo, so I'd recommend saving copys often, but it's still a super helpful and timesaving tool for me. Others only use Notepad++.
    You can import reference meshes as obj to get your mesh into it.
     
  9. Tesla66

    Tesla66
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    Unimog knockoff
    German is my second language, it's probably wrong! :)
     
  10. DunnoHowTo

    DunnoHowTo
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    Looks nice. I cant wait!
    Keep up good work.
     
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  11. MitchellKnb

    MitchellKnb
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    So I have moved the suspension nodes to get the wheels in the correct place for the W202 and C208 body (these have the same wheelbase) however, the wheels didn't seem to have moved at all! Where are the wheelpositions defined in the Jbeam files?

    screenshot_00072.png screenshot_00074.png

    ----

    The interior of my W202 isn't quite the quality of the C208's yet.

    W202
    W20244.png

    C208
    C2081.png

    So there's quite a lot of work to do there. I am a kind of person with a short concentration period. So at times I will be working the Jbeam, then maybe some more mesh work, and then the engine. Yesterday I have tuned the engine to be roughly like the M111 2.0 n/a engine found in the C200 and CLK200.

    ----

    Anyways, any ideas on why the wheels are still in their old position after modifying the Jbeam? Thanks in advance!
     
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  12. Inertia

    Inertia
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    @torsion has updated the nodeOffset wiki page with some very useful info, detailing wheel slots as well :)
    NodeOffset
     
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  13. MitchellKnb

    MitchellKnb
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    Awesome, thanks!

    screenshot_00076.png

    However the hubs didn't move with it, so the disks and calipers are located in the old position. Is the positioning of these done in Blender?
     
    #33 MitchellKnb, Mar 29, 2017
    Last edited: Mar 29, 2017
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  14. Inertia

    Inertia
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    Yeah, the flexbodies will probably stay where they were meant to be for that specific vehicle. You can use a feature to move the flexbody where you want it, without opening blender and applying the location, since if you did that you would have to have your own hub mesh as part of your mod. It looks like at this stage you just want to use the one from whatever car you are using as a base, so look into the offset and positioning section of this wiki article:
    Flexbodies
     
  15. MitchellKnb

    MitchellKnb
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    I do have a diskbrake mesh I used for RoR Which looked ok.


    But as for now not a single texture on the car, including original ETK textures show up..
     
  16. Inertia

    Inertia
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    PM me your files if you like and I'll take a look for you tomorrow as it's currently 2:11AM and I should probably sleep now :p
     
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  17. torsion

    torsion
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    If the nodes which those flexbody mesh's are associated with moved via nodeOffset then the flexbody mesh's should move as well. I don't have any time to make sure at the moment but IIRC Bernd had a similar problem over here: Uncentered brakediscs (edited wheelbase)
     
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  18. MitchellKnb

    MitchellKnb
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    Functional exhaust and with the help of @Inertia I now have some textures!
    screenshot_00082.png
     
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  19. Alewyx

    Alewyx
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    Universal Wheels?
     
  20. MitchellKnb

    MitchellKnb
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    yea, from my wheelpack
     
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