1_ instal the Plug In in blender 2_find workable .dae automation car like that A_, unpack your model in desktop , open blender go to import collada .dae, find your unpacked car file import your .dea car B_if blender not crash # blender "close programe return to desktop" _ is good , the model is see so workable ! NB: # Simplify your model just at essencial because any part of automation car import is merged to the body is all in one headlight rearlight hendler gaz trap ... ,so for cut all part easy and why not modify # dont charge your automation car model exemple _body_chassis_light_exhaust _engine_whells_miror_spoiler _no more ; c_ look the picture for exemple NB:# the props body : A_body.jbeam is _needle tacho speedo_node ... chassis : B_chassis.jbeam is node position view ... 3_ prepare the axe part for beam ng : look my gauge and needle is "props" # your car name_body.jbeam imported to civetta bollide very imortent not change the axe référence for needle and pedals and stearwheell just change position and scale if you want work in beam ng 4_export to beam ng the base of beam ng car is civetta bollidefor .jbeam ok now you have this part of automation model rename the objet like that.... A_ YourNameCar_nosecone YourNameCar_tailcone YourNameCar_body YourNameCar_windshield YourNameCar_tailgate YourNameCar_chassis YourNameCar_gauges YourNameCar_needle # tacho,speedo,amp,water,oil,fuel YourNameCar_engine YourNameCar__transaxle YourNameCar_seat_L#_R YourNameCar_headlight YourNameCar_rearlight YourNameCar__coilover_F#_R YourNameCar_hub_FL#_FR YourNameCar_hub_RL#_RR B_ Creat the origine of all new part 1_Select all NB: 2_Unselct the 6 needle the 3 pedal 1 seerwheel before 3_SET Origine to mass surface volume 4_"CTRL+A " set rotation and scale 5_"CTRL+A"set location 6_"CTRL"I inversse the selection to seclet the props "needle" dont change the origine 7_"CTRL+A"rotation&scale your model is ready to export in beam ng but is not finish --- Post updated --- 1_create copie off all .jbeam file of your beam ng official car base "#bolide,SRB,bus and paste in the newfile 2_ok open one.jbeam file with notepads and replace the official name car to YourNameCar and aplly to all subfolders 3_remplace the official name car .jbeam to YourNameCar_PartsName.jbeam for all .jbeam 4_build the beam ng files go to your document\Beam ng drive \mods\unpacked\ create a new folders rename to YourNameCar enter inside create a new folders rename to vehicles enter inside create a new folders rename to YourNameCar enter inside paste here all new .Jbeam renamed export here your .dae from blender the name of Dae is same to .jbeam name "YourNameCar"
damn, thats blows my mind,tbh i cant say anything else. im really interested to see what would you do next. i bet the devs would be proud keep it up!
thank you for doing the heart these a difficult work but I begin to better understand the physics engine of the game, and I am debutent with blender so I tested to see if my logic and consistent with the reality of the development of beam ng drive I test the mod with a g27 logitech steering wheel and I can guarantee that the feeling is exellent to a detail near the rear deck break with ultra tender tire because of the power of the engine and the ration of the box all is well if we do not not a burn at the beginning so if we do not make a burn at the start so all that well a road holding cut the breath perfect braking a rocket acceleration glued to the road with the active fin but there's still a but Exceed the bar of 378 or if you drive at 3 40; 50; 60 70 80 and that we give all the power of the engine to get the max speed of the bollide the rear train is disintegrated at the same time as the tire explodes is actual situation
damn, honestly when i read this, i feel like a windows XP shutdown sound played vaguely in my brain. as i had almost 0% experience on 3d modeling, XD
i think with polished interior,texture and slightly more polished exterior mesh. its ready to be a official content of BNG. is the sound custom?, i like how its sound(kinda remind me of LeMans cars), from my experience in automation i never encounter that exhaust notes. will you release it after its finished,i cant wait so see its released and try it myself.
yes is sound mod is ferrarie mod repack ans renamed in my vehicle file mod to work change in engine .jbeam the name samples default value i can modify or ,change ,blend _with fruity loops and export to .wav , .ogg .... file yes all .Jbeam personaliser _body, _engine, _chassis, _ my mod creation logic can include other mods examples & via the file YourNameCar.cs _custom engines _supercharger _Nitro _ wheel I advise you if you work on a big project like this and include other mod # unpack the mods you wanted added to your car to update the official mod
what i meant is a fully released content/mod in bng forum, sorry if you misunderstand,caused by my bad english skill(as english is not my native laguage)
is this a roots files of my new beam ng vehicles based to civetta bolide , look the add and modify jbeam i add custom supercharger oil cooler nos "nitro" & gear shift light look dazzarius .jbeam or in YourVehicleName.jbeam add the name part in slot section exemple to see new part add in beam ng section tuning vehicle .jbeam "slotType" : "main", "slots": [ ["type", "default", "description"] //bodywork ["dazzarius_chassis","dazzarius_chassis", "Chassis"{"coreSlot":true}], ["paint_design","", "Paint Design"], ["licenseplate_design_2_1","","License Plate Design"], ["dazzarius_mod", "", "Additional Modification"], ["n2o_system","", "Nitrous Oxide System"], ["dazzarius_rollcage","", "dazzarius_rollcage"], ["Customizable_Supercharger","Customizable_Supercharger","Supercharger Tuner"], //["soundscape_indicator", "soundscape_indicator4", "Soundscape"], //["soundscape_handbrake", "soundscape_handbrake1", "Soundscape"], //["soundscape_lights", "soundscape_lights1", "Soundscape"], ],