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Please help with 3d model invisible in game.

Discussion in 'General Discussion' started by j456796, Jan 21, 2018.

  1. j456796

    j456796
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    Joined:
    Jan 21, 2018
    Messages:
    3
    I am new to modeling, and I wanted to do something easy. I modeled up a terrible version of a bus addon for the Gavril H series Van. Everything looks perfect in blender, but when I put it into the game, the truck appears, but the wheels, back suspension, driveshaft, and frame are messed up. However, if I hold Control, I can play with the jbeam. I will attach some pictures of the issue. I have plenty of specs as well.

    Intel Core i5 - 7500
    16GB DDR4 RAM
    PNY GTX 1050 Ti 4GB Edition
    Windows 10 Pro
    500GB 850 EVO SSD


    (When I tried to upload them I don't think it worked. I uploaded them to my server just in case.
    Links:
    1. http://j456796.us/files/1.png
    2. http://j456796.us/files/2.png
    3. http://j456796.us/files/3.png
     

    Attached Files:

    • 1.png
    • 1.png
  2. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,697
    Do you have these parts defined in your JBEAM 'flexbody' section?
     
  3. j456796

    j456796
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    Joined:
    Jan 21, 2018
    Messages:
    3
    Thanks for your reply. No, I don't. How would I do that?
     
  4. CaptainZoll

    CaptainZoll
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    Joined:
    Nov 10, 2016
    Messages:
    3,137
    if you look in the JBeam section of most other parts, you will see a "flexbodies" section.
    for example, in the pickup body JBeam:
    Code:
        "flexbodies": [
             ["mesh", "[group]:", "nonFlexMaterials"],
             //bodywork
             ["pickup_body", ["pickup_framefront", "pickup_cab", "pickup_firewall", "pickup_frontmeat", "pickup_lowermounts", "pickup_uppermounts", "pickup_shocktop"]],
             ["pickup_tubs", ["pickup_framefront", "pickup_cab", "pickup_firewall", "pickup_frontmeat", "pickup_lowermounts", "pickup_uppermounts", "pickup_shocktop"]],
        ],
    as you can see, the "pickup_body" on the third line is the name of the mesh that is assigned. if you were to rename plane.001 to something like van_bus_roof in blender, then you were to replace "pickup_body" with "van_bus_roof" in the JBeam, the mesh would then appear.
    the [group] part in the square brackets is what breakgroups and deformgroups in the JBeam affect this mesh, mainly so that, for example, a door can be torn off a vehicle, and become fully separated from the vehicle., so in your case, unless you wanted the walls and roof to tear apart individually, you would just assign the side, front, and back walls, as well as the roof and floor all to "van_bus_body". the lines of code might end up looking something like this:
    Code:
        "flexbodies": [
             ["mesh", "[group]:", "nonFlexMaterials"],
             //bodywork
             ["van_bus_roof", ["van_bus_body"]],
             ["van_bus_wall_R", ["van_bus_body"]],
             ["van_bus_wall_L", ["van_bus_body"]],
             ["van_bus_floor", ["van_bus_body"]],
             ["van_bus_wall_back", ["van_bus_body"]],
             ["van_bus_wall_front", ["van_bus_body"]],
             ["van_bus_door", ["van_bus_door"]],
        ],
    (as you can see with the door, that would get its own breakgroup in the JBeam so it can open.)
     
  5. j456796

    j456796
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    Joined:
    Jan 21, 2018
    Messages:
    3
    THANKS A TON! One more question, when I do that the seats show up. But they are orange and they slide on sharp turns. How do I fix that?
     
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