Re: NodeBeam Editor v 0.3 v 0.33 Update New features: 3D Editing tools Scaling, rotating and moving of nodes with a new 3D cursor 3D rectangle selection tool and ability to add to existing selection Lua scripting Add nodes, beams and comments to JBEAM from Lua script. Views and camera Quad view Mouse wheel zoom Easier camera movement in a 3D view Highlighting of selected nodes Open files by dragging and dropping them on the editor. Keyboard shortcuts Download https://github.com/RORMasa/NodeBeamEditor/releases
Re: NodeBeam Editor v 0.33 Yes! This will help me make vehicles and the way they crash. This is very simple and easy to use. Thanks
Re: NodeBeam Editor v 0.33 Just gave the latest version a shot. It won't load some of my Corolla's jbeam files. The jbeam shows up, but none of the nodes and beams. No error msg. Maybe I've done something odd in my files, though BeamNG gives no errors. The standard vehicles load fine. Anyways, I love the layout, the viewport, and the colored beams. The workflow seems quite fast too. I will certainly be using this for some props in the future.
Re: NodeBeam Editor v 0.33 Can anybody give me a hint on how to solve the obj importing problem? Everything is projected in a plane, people in this thread are indicating they fixed it but not how :/
Re: NodeBeam Editor v 0.33 Can you post one of your OBJ files doing that, so I could troubleshoot the problem. The JBEAM load errors appear in right down corner.
Re: NodeBeam Editor v 0.33 zip attached with the plain exported obj, which caused a long hang, and a modified obj containing only the vertices, which loaded with the x coordinate at 0 as shown above.
Re: NodeBeam Editor v 0.33 Thanks, now I see the problem. It is in the editors OBJ parser, I haven't taken in account the texture coordinates. But your exporter seems to have an option for texture coordinates, so easiest temporary workaround is to export the OBJ without texture coordinates, and test again. I will fix that thing later. Yes the import seems to be very slow ATM with big files, because of the JBEAM textbox updating slowly. I have to optimize that at some point, but I recommend to lower the node amount of the file. 4620 nodes is very high amount of nodes. The game won't run very smoothly if one vehicle has this many nodes. I suppose node amount without wheels that the game is able to run nicely is around 100 - 400 for one vehicle.
Re: NodeBeam Editor v 0.33 Yes my aim isn't to use all these nodes, I figured I could import the mesh then just pick a few of them to actually use, using the mesh more like a guide. But I have figured out a pretty fast workflow now, I add the nodes by hand using the game to check position in referennce to the mesh, then I add the beams in your program with the drag and drop add beam feature. I can put them where I want in the jbeam and add comments as I go. It's a great feature!
Re: NodeBeam Editor v 0.33 Oh yes, of course, my bad. Your corolla jbeam and model looks very well done, great work! Using the model as a guide is a good idea. I am planning to add a DAE import feature later for this purpose. All improvement ideas for the workflow are welcome.
Re: NodeBeam Editor v 0.33 i have a question and (in my opinion) a very big one. could this software be used to convert RoR vehicles to BeamNG vehicles? with expressed and writen permission of course.
Re: NodeBeam Editor v 0.33 Yes it can be used. The program only converts nodes and beams, so there still remains quite a bit of hand work to do, you have to add node and beam arguments, node weights, wheels, meshes, shocks etc. manually. Easiest workflow might be to convert the RoR shocks and hydros to beams before importing in the editor. Then after importing it into the editor you can just copy them from the beams section and add missing values to make them shocks or hydros in BeamNG.
Re: NodeBeam Editor v 0.33 Here is a new beta version for test. There is a new tool to place triangles. There is also a new tool that can be used to place anything that is stored as a jbeam array and depends of nodes. The definitions for this tool are in the subfolder called jbeam. Currently there is hydros, triangles, thrusters, cameraInternal and hubWheels. Only hydros and triangles are visualized at the moment, but later the plan is to add also drawing of wheels. When adding features with these new tools, you have to first position the textcurosr there where you want the output to appear in your JBEAM. Later I will add same kind of markers/placeholders as there are now for nodes and beams so that the output can't go in a wrong position in jbeam. Another new tool is node picking. When this tool is enabled and you click a node, it outputs the nodename in the JBEAM textbox at textcursor position. Can be used for example when making rails for slidenodes. These new tools aren't completely finished yet, but I thought I would share it as they already should make it much easier to place triangles for example.
Re: NodeBeam Editor v 0.33 Looking forward to these new tools They are extremly helpful! But there is a funny bug, maybe you already catched it: When I add collision triangles or open a jbeam file with collision triangles the beams change their color everytime I move my mouse .
Re: NodeBeam Editor v 0.33 It should also say on which line number the error is. Try adding } bracket there, and hit refresh.
Re: NodeBeam Editor v 0.33 Here is a new version of the editor for test. A few improvements since last version: Double sided triangle drawing and ability to toggle triangle drawing on/off, fixed bug causing editor to crash if removing nodes that were connected to triangle Possibility to use a 3D reference mesh in the main 3D view. Currently only OBJ file is supported and the normals drawing does not work yet but it already should help to position nodes. There is also opacity slider that can be used to adjust visibility of the reference mesh. Increased camera clipping distances Mirror tool Fixed jbeam comment bug to approve multiline C style comments Small bugfixes https://github.com/RORMasa/NodeBeamEditor/releases/tag/v0.35 Well you will need a 3D modelng application for making the mesh, but you can use this utility when constructing the jbeam file.
Re: NodeBeam Editor v 0.35 Importing an obj to nodes/beams seems to work well! Importing as a reference mesh works with these obj exporter settings in max (triangles, scale = 1)! Also, it chokes on my ke17.jbeam because of the use of numbers in names within the slots, props, flexbodies etc? Not a big deal but the game can handle the jbeam fine as long as the names dont start with a number. Also, a few versions back it was possible to load multiple jbeams, thus allowing one to see the beams that connect between nodes in different jbeams. Any plans on making this possible again? - - - Updated - - - er, something is wrong with the axes
Re: NodeBeam Editor v 0.35 Thanks for testing. Very helpful findings. The release version in Github is now updated. Now it should support both triangles and quads and UV coordinates aren't necessary anymore. Also the direction problem should be fixed. I have to investigate that number problem more. Yes, the multiple files feature will be added again if you consider it's useful. I disabled it temporarily when making the jbeam textbox.