nodeoffset changes in 0.5.3+

Discussion in 'Content Creation' started by torsion, Jun 11, 2016.

  1. torsion

    torsion
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    The JBeam changelog for v0.5.3 shows some information which I do not understand. "Isolated the slot nodeoffsets, no need to set the nodeoffset to 0 anymore in other parts" http://wiki.beamng.com/JBeam_changelog#0.5.3

    At first I thought that this was adding a cascading nodeoffset feature like I asked about a few months ago. After re-reading it, I don't think that's what it's saying at all - I don't really know *what* it's telling me though. I'd appreciate any help in parsing the changelog entry.
     
  2. SixSixSevenSeven

    SixSixSevenSeven
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    as it says, parts that go into a slot with a nodeoffset no longer need to define a nodeoffset of 0 if they dont use the feature
     
  3. torsion

    torsion
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    I'm still lost. I'm looking at the pickup and common/pickup from v0.5 (according to my notes) and I don't see any parts with nodeoffset set to 0. I see plenty of slots with either a defined nodeoffset or {"nodeOffset":""}, but no parts with nodeoffset defined. I'm also looking at the pickup and common/pickup from v0.5.6.1 and I don't see nodeoffset used on a part, only slots.

    Is the changelog referring to {"pos":{}} ?

    An example of how this new feature is currently used in-game would probably help me understand.
     
  4. SixSixSevenSeven

    SixSixSevenSeven
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    nodeoffset is used to allow parts like the pickup bed to be moved, the slot had a nodeoffset of 0 defined in the short frame, it no longer does
     
  5. torsion

    torsion
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    So in other words there's now a default nodeoffset of zero?
     
  6. SixSixSevenSeven

    SixSixSevenSeven
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    thats pretty much what it says yeah
     
  7. torsion

    torsion
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    Thanks, that clarifies things for me.
     
  8. torsion

    torsion
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    Just to clarify this a bit for anyone who turns this thread up in Search... what the changelog is _actually_ referring to is a change in parsing behavior. Previously the game would parse this markup...
    Code:
        "slots": [
            ["type", "default", "description"]
            ["pickup_coilover_IFS","pickup_coilover_IFS","Front Struts"],
            ["pickup_transfercase","pickup_transfercase","Transfer Case"],
            ["pickup_hub_F","pickup_hub_F_6","Front Wheel Hubs", {"nodeOffset":{"x":"$trackwidth_F", "y":-1.463, "z":0.46}}],
            ["pickup_brake_F","pickup_brake_F","Front Brakes"],
            ["pickup_wheeldata_F","pickup_wheeldata_F", "Front Spindles",{"coreSlot":true}],
            ["pickup_swaybar_F","pickup_swaybar_F","Front Sway Bar"],
            ["pickup_steering","pickup_steering","Steering"],
        ],
    like this!
    Code:
        "slots": [
            ["type", "default", "description"]
            ["pickup_coilover_IFS","pickup_coilover_IFS","Front Struts"],
            ["pickup_transfercase","pickup_transfercase","Transfer Case"],
            ["pickup_hub_F","pickup_hub_F_6","Front Wheel Hubs", {"nodeOffset":{"x":"$trackwidth_F", "y":-1.463, "z":0.46}}],
            ["pickup_brake_F","pickup_brake_F","Front Brakes"], {"nodeOffset":{"x":"$trackwidth_F", "y":-1.463, "z":0.46}}],
            ["pickup_wheeldata_F","pickup_wheeldata_F", "Front Spindles",{"coreSlot":true}], {"nodeOffset":{"x":"$trackwidth_F", "y":-1.463, "z":0.46}}],
            ["pickup_swaybar_F","pickup_swaybar_F","Front Sway Bar"], {"nodeOffset":{"x":"$trackwidth_F", "y":-1.463, "z":0.46}}],
            ["pickup_steering","pickup_steering","Steering"], {"nodeOffset":{"x":"$trackwidth_F", "y":-1.463, "z":0.46}}],
        ],
    Currently (v0.5.3+) the game will parse the lines as they are written in the first code block. Before this change the nodeoffset would need to be "reset" back to zero or the game would just continue to apply it to subsequent slots. This is no longer necessary. IMO for anyone without knowledge of the old system or the way JBEAM is written the current way of parsing is much more natural.
     
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