WIP So I wanted to make an Automation car that behaves like a BeamNG vanilla car

Discussion in 'Content Creation' started by Angry_Bird, Mar 28, 2021.

  1. Angry_Bird

    Angry_Bird
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    Alright, in a nutshell I wanted to build a coupe based upon my automation mod Cardinal GT 3.0t to make it behave like an average BeamNG car not some Automation mod.

    However here comes the problem, I wanted a working gauge as well as BeamNG interior such as seats. I could bear to reuse the Official BeamNG content but I have to remove the badging.

    Here is the most important question, how do I set up the working Jbeam deformation and physics on an Automation car? What I am talking about is that making the Automation car behaves and damages like a BeamNG car.

    Not to mention that the engine model as well. It seems like most automation cars lacked the complete model of the whole engine, do I have to do it in Blender or anything since I have no experience with blender itself?

    So for the Jbeam node sample I could bear to reuse the ETK K series (but removing the Badging), anyone else could help out?

    I get it that @Inn0centJok3r made a Ford Focus SE and Gavrol Vertex, but my point is that I just only need a single config not tens of configs. Just a single working automation-based car that has the same behavior and deformation physics of BeamNG official cars.
     
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  2. MiniflyCanada

    MiniflyCanada
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    i know
    i do want one
     
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  3. SuperShep1

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    that would be difficult because automation bodies register as one big piece, unlike beamng cars that have doors and hatches and other stuff that comes out
     
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  4. Angry_Bird

    Angry_Bird
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    The thing is how could I install the nodes on the body lol, do I have to use Blender to do it? If so how? What about the interior? Do I have to erase the Automation interior and plant in the BeamNG ones?
     
  5. BryceSTP

    BryceSTP
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    Its pretty easy to separate the body panels in blender though, which is of course where you would edit the model too and shit.
     
  6. Sithhy™

    Sithhy™
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    If you know how to jbeam to a great extent, you might as well just make your own car from the ground-up instead of redoing Automation jbeams
     
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  7. SuperRaptor

    SuperRaptor
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    hes spitting facts
     
  8. Angry_Bird

    Angry_Bird
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    My plan was to port the body to Blender and change the nodes lol. I might need ppl to help me since I am very inexperienced in blender. My plan is to keep the body and install the interior and seats from ETK K Series and maybe customized tachometer and speedometer plus the steering wheel too.
     
  9. SuperShep1

    SuperShep1
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    something like this does exist
    https://www.beamng.com/resources/dodge-dart-super-stock.17273/
     
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  10. Angry_Bird

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    Hmmm will check it out, most likely i will need to remodel the interior as well as engine model (I might have to go to russian mods for the GT-R V6) lol
    --- Post updated ---
    @MiniflyCanada @SuperShep1 @BryceSTP @Sithhy™ @SuperRaptor I will keep bumping this thread. If anyone who has experience with similar kind of modding feel free to join me. However until April 22nd I will be having exams and I have to review stuff so I would not dive in Blender too much yet. Feel free to PM me to form collaboration.
    --- Post updated ---
    @Inn0centJok3r Any ideas to help out?
     
  11. Agent_Y

    Agent_Y
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    It does NOT work like that, if only it was so simple... changing nodes is only an improvement if the car was originally a terrible bootleg mod where the nodes don't fit the shape, which is not the case for Automation cars (at least not for the main body)... and you can't change them in Blender, there's an addon for generating new ones, but that would ruin all the suspension and stuff which Automation already sets up decently... It's way easier to make scratch Jbeam than to edit Automation Jbeam (except for the suspension I guess), and that's months of work anyway, and in Blender you would have to separate the car into pieces like cut out doors and stuff and change materials, that's what takes a long time, not adding all the crazy stuff the Vertex has... Adding crazy stuff is relatively simple because you don't have to worry too much about realism, the reason the Vertex took so long was the normal stuff, not that.
     
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  12. Angry_Bird

    Angry_Bird
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    @MiniflyCanada @SuperShep1 @BryceSTP @Sithhy™ @SuperRaptor I will keep bumping this thread. If anyone who has experience with similar kind of modding feel free to join me. However until April 22nd I will be having exams and I ha
    My plan is to just separate the parts. Adding a full engine model as well. Not to mention adding the interior as well.
     
  13. Agent_Y

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    Just separating the parts won't make it crash much better but if that's your plan then go ahead, also I've heard that adding interior is a pain even for experienced modders
     
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  14. Angry_Bird

    Angry_Bird
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    I was going to reuse interior except the steering wheel from Russian mod Nissan GT-R (since it's the car that my project is based on), as well as the engine model (because that is the engine which my project is going to be based on, a vehicle with strong Nissan basis). The lights however...
    --- Post updated ---
    And therefore I am going to need some help from it lol. I am experimenting on swapping engine models from one car to another, so if it works I could apply on it on my project.
     
  15. Agent_Y

    Agent_Y
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    You can't just reuse stuff from other mods like that, and almost certainly it won't fit the shape if it's from another mod...
     
  16. Angry_Bird

    Angry_Bird
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    And therefore I am going to need some help from it lol. I am trying t
    Hmm that means I have to cut the clipped out parts and move the parts in blender. The engine seems fine.
     
  17. Angry_Bird

    Angry_Bird
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    Currently I am working on a Civetta Bolide VR38DETT (with model!) swap as a prep for the Automation mod BeamNGization. For the sounds and materials, anyone has ideas?
     
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