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SOLVED Model doesnt show up

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by dkofen, Mar 29, 2024.

  1. dkofen

    dkofen
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    Joined:
    Mar 29, 2024
    Messages:
    11
    Hello, I tried to move from Assetto Corsa modding to here, and understands absolutely nothing.
    Ive created a .jbeam (for sure just stealed it from original 200BX bumper file), write my own names of mesh and group, attached material at blender, apllied location.
    Mod is visible in list
    upload_2024-3-29_16-30-7.png
    but model doesnt showing up
    upload_2024-3-29_16-30-28.png


    Code:
    {
    "coupe_bumper_F_signia": {
        "information":{
            "authors":"BeamNG",
            "name":"OG-CORP",
            "value":470,
        },
        "slotType" : "coupe_bumper_F",
        "slots": [
            ["type", "default", "description"],
            ["coupe_licenseplate_F_signia","coupe_licenseplate_F_signia", "Front License Plate"],
            ["coupe_lip_F_signia","", "Front Lip"],
        ],
        "flexbodies": [
             ["mesh", "[group]:", "fbonFlexMaterials"],
             ["gcorp_bumper", ["gcorp"]],
             {"deformGroup":""},
        ],
        "props": [
            ["func"      , "mesh"              , "idRef:", "idX:", "idY:"            , "baseRotation"        , "rotation"                 , "translation"        , "min", "max", "offset", "multiplier"],
            {
                "lightInnerAngle":0,
                "lightOuterAngle":150,
                "lightRange":8,
                "lightColor":{"r":255, "g":155, "b":0, "a":255},
                "lightAttenuation":{"x":0, "y":1, "z":1},
                "lightCastShadows":false,
                "flareName":"vehicleBrakeLightFlare",
                "cookieName":"art/special/BNG_light_cookie_headlight.dds"
                "texSize":512,
                "shadowSoftness":0.1,
            },
            //bumper signals
            ["signal_R" ,         "SPOTLIGHT"        , "fb3r", "fb3rr", "fb2r", {"x":0, "y":0, "z":0} , {"x":0, "y":0, "z":0}    , {"x":0, "y":0, "z":0}, 0, 0, 0, 1, {"baseTranslation":{"x":0.23, "y":0.44, "z":0.09},"flareScale":0.02,"lightBrightness":0.03,"deformGroup":"bumpersignal_R_break"}],
            ["signal_L" ,         "SPOTLIGHT"        , "fb3l", "fb3ll", "fb2l", {"x":180, "y":0, "z":0} , {"x":0, "y":0, "z":0}    , {"x":0, "y":0, "z":0}, 0, 0, 0, 1, {"baseTranslation":{"x":0.23, "y":0.44, "z":-0.09},"flareScale":0.02,"lightBrightness":0.03,"deformGroup":"bumpersignal_L_break"}],
            ["lowhighbeam" ,         "SPOTLIGHT"        , "fb3r", "fb3rr", "fb2r", {"x":0, "y":0, "z":0} , {"x":0, "y":0, "z":0}    , {"x":0, "y":0, "z":0}, 0, 0, 0, 1, {"baseTranslation":{"x":0.23, "y":0.44, "z":0.09},"flareScale":0.013,"lightBrightness":0.01,"deformGroup":"bumpersignal_R_break"}],
            ["lowhighbeam" ,         "SPOTLIGHT"        , "fb3l", "fb3ll", "fb2l", {"x":180, "y":0, "z":0} , {"x":0, "y":0, "z":0}    , {"x":0, "y":0, "z":0}, 0, 0, 0, 1, {"baseTranslation":{"x":0.23, "y":0.44, "z":-0.09},"flareScale":0.013,"lightBrightness":0.01,"deformGroup":"bumpersignal_L_break"}],
        ],
    here is my .jbeam code without nodes (i also attached whole mod)
    i ve tried a lot of different ways to get it work but still cant

    Hope someone can help with it, and yeah, I know there is countless amount of threards like this, Ive just done anything was is this threads
     

    Attached Files:

  2. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,353
    The group name in the nodes section must be exactly the same as the group name in flexbodies section.
     
    • Agree Agree x 1
  3. dkofen

    dkofen
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    Joined:
    Mar 29, 2024
    Messages:
    11
    ok ill try
    --- Post updated ---
    thx its appeared, but not how i want xd

    upload_2024-3-29_17-22-0.png

    it makes it workable
     
  4. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,353
  5. dkofen

    dkofen
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    Joined:
    Mar 29, 2024
    Messages:
    11
    i also tried to do a geometry centered origin at my bumper, same
     
  6. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,353
    Is this in face orientation view? If the bumper shows red in that view, it means the normals need to be flipped as they are inside out. Both sides of the bumper need to be modelled, if they aren't already. Also, the material needs to exist within the game for the bumper to be rendered. There are more model tips here: https://documentation.beamng.com/modding/modelling/vehicle_modeling/
     
  7. dkofen

    dkofen
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    Joined:
    Mar 29, 2024
    Messages:
    11
    got this on console
    upload_2024-3-29_18-32-26.png
     
  8. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,353
    That probably means the name in flexbodies is different than the name in Blender, it should be the same
     
  9. dkofen

    dkofen
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    Joined:
    Mar 29, 2024
    Messages:
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    it is the same, i just dont have any ideas what to do
    upload_2024-3-29_18-38-11.png
     
  10. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,353
    It's not the same, you set the geometry name, not the part name. It's the orange one you should change.
     
  11. dkofen

    dkofen
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    Joined:
    Mar 29, 2024
    Messages:
    11
    oh sry, in assetto corsa we names groups and meshes some different from there
    so its working! tysm
    upload_2024-3-29_18-50-53.png
     
    • Like Like x 1
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