Solved node offset on V8 intake, invisible mesh, drivetrain not working

Discussion in 'Mod Support' started by SandwichesANDmilk, Apr 15, 2017.

  1. SandwichesANDmilk

    SandwichesANDmilk
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    2017-04-14_20-20-01.png 2017-04-14_20-20-33.png
    things i need help with:
    1. invisible model how do i make it show up
    2. the intake is not moving to where i want it how can i make it move
    3. when i try to drive the engine just revs how do i make it drive?
     
  2. torsion

    torsion
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    Please take a deep breath and post lots of details. As far as which details to post... here is what I suggest:
    • Specifically what have you done so far?
    • Specifically what did you start out with? (it does not appear that you started from scratch)
    • Were any of these things working when you started (eg was the mesh visible, did the drivetrain work, etc)
    • a zip with all of your files (OR a zip with a set of demo files which clearly show the problem... not applicable here)
    I also suggest that you tackle your problems (1) at a time rather than (3) at a time. IMO posting a laundry list of issues is off-putting.
     
  3. SandwichesANDmilk

    SandwichesANDmilk
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    sorry i was in a rush i had to go

    i attached the jbeam
    the engine revs to the power of a V8
    drivetrain never worked
    when i put the .dae that has the V8 engine the body diapered
    --- Post updated ---
    drivetrain working!!
    --- Post updated ---
    Code:
    {"pos":{"x":0, "y":0.5, "z":0.25}, "rot":{"x":0, "y":0, "z":0}, "scale":{"x":1, "y":1, "z":1}}
    can someone help me put this into the jbeam as node offset to the intake bits and engine?
     

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  4. torsion

    torsion
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    nodeOffset is applied to a slot. That's tricky for you here since you want to move the whole engine (right) but you are not in control of the engine slot (it's part of the official Hopper jbeam).

    I suggest that you make a brand new part which fits into the "hopper_engine" slot. Call it something like "V8 Swap Kit". This part should be empty except for a single slot. You can use whatever slotType you'd like, but I'd recommend either doing something like "sandwichesandmilk_hopper_engine" or maybe simply "fullsize_engine". Since the slot is in your jbeam you'll be able to add the desired nodeOffset on that slot. Then simply make the new engine parts fit into that slot.
     
  5. SandwichesANDmilk

    SandwichesANDmilk
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    how do i do that?
    --- Post updated ---
    2017-04-15_10-28-56.png
    drive-train works, position works... now how do i fix the body
    2017-04-15_10-31-53.png
    these are the errors causing it there's more, one error for each part in the mesh
    i attached the new jbeam
     

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  6. torsion

    torsion
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    Did you follow my instructions for nodeOffset? (I think the answer is no.) Just moving the flexbody around isn't really what you want... if you do that but don't move the nodes then it won't map nicely anymore (bad deform etc). NodeOffset is the correct tool for the job at hand.

    Look at how the body lifts work in D-up for an example of what you'd like to do. https://www.beamng.com/resources/d-up.1485/
     
  7. SandwichesANDmilk

    SandwichesANDmilk
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    i did it and it works!!
    my textures are broken though
    also the exhaust pide, and transmission stuff is being moved by the node offset how do i make it not?
    2017-04-15_12-10-11.png 2017-04-15_12-10-41.png 2017-04-15_12-10-57.png
     
    #7 SandwichesANDmilk, Apr 15, 2017
    Last edited: Apr 15, 2017
  8. torsion

    torsion
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    nodeOffset cascades down the parts tree. All sub-parts will use that nodeOffset unless you set a different one (setting a different nodeOffset simply replaces the previous nodeOffset for all child parts / sub-parts).

    The transmission obviously has to move since it attaches directly to the engine.

    I'm not sure how you're breaking the textures, I'd look at your log and/or console for errors. You could post all of your files if you want someone to look at it, but I'd check the log/console first.

    If you want to move everything manually to different places you can manually move the appropriate nodes (such as using the copy of Masa's BNEditor included with the game under BeamNG.drive\utils\editor\BNEditor.exe). Once the nodes are moved you can move the flexBody the same distance in the jbeam.

    Are you combining the engine from the fullsize with the exhaust from the hopper? If so I'd just set nodeOffset to zero on the engine sub-slots which contain hopper parts.
     
  9. SandwichesANDmilk

    SandwichesANDmilk
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    i made a V8 exhaust that its using
    i will send you files in PM
     
  10. torsion

    torsion
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    In that case you can simply position the v8 exhaust the same as the engine which you're offsetting. Or set the slot to zero nodeOffset, either way would work.
     
  11. SandwichesANDmilk

    SandwichesANDmilk
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    YAY ITS 100% WORKING!!!
     
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  12. torsion

    torsion
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    Good. Don't forget to mark you thread solved. :)
     
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