Hello, I am trying to import a custom hood into BeamNG. It worked fine at first. Then I went back into Blender for a small mesh edit and re-exported the model, and I got a material error. I didn't change anything in the jbeam file. I attached the DAE and the jbeam files below, any help is appreciated. @Awesomecarl Plays any ideas?
Looks like you accidentally changed the material in Blender when editing it. Revert it back to the original material.
Sorry to necro this, but I am needing some advice / guidance. I followed this guide exactly as described, and it did not work for me. Most likely because of my inexperience with Blender, as this mod is literally the first time I'm using it, but not the first time I have had to edit code. So, not saying it doesn't work, just that I couldn't get it to, for me. What I am creating is simply a black plastic version of the vanilla front valence for the prefacelift D-Series, using the existing black plastic texture or whatever it is. The prefacelift valence is essentially the normal D-Series valence, as noted in the game's original jbeam files. I've imported the pickup.dae to Blender, removed all the parts I don't need (all except front valence), applied the texture or UV shading or whatever as described in this guide, edited a copied jbeam as described in this guide, and it does not show on the truck in-game. To clarify, the option is selectable in the parts tree, in the correct slot. When the valence is selected however, it is invisible though the parts tree shows that the correct part is selected (ie, there was no bug or error that caused the change not to be applied to the vehicle.) dae and jbeam files attached, as well as a screenshot for additional clarity, if needed. Any help would be appreciated. Thanks.
You didn't rename the model name in Blender Double click it, and change it to pickup_valance_prefacelift_plastic
Thank you so much for responding. Of course, I figured it out three seconds after posting. I did all non-cut vanilla valences, and a couple from another D-Series mod, so maybe I'll put them on the repo once I figure out who needs cred. Thanks again! ETA: I just realised you're the person who made the SP Winch mod. I just made some changes to the vanilla offroad bumper so it can work with the utility bullbar and your winch. Seriously one of the best mods ever, thank you for making that.
Thank the modding for dummies guys, they set up the modding challenge, I wouldn't have made it otherwise lol
Anyone know a thing or two about duplicating flexbodies and mirroring them with the same functionality?
bump, what if the parts we are changing are in the vehicles/common folder such as frame/ engine/ suspension? do i put the jbeam and the common.dea in my unpacked/vehicles/myvehicle/?
If you want the part to be available to all vehicles, use unpacked/modname/vehicles/common, and if you only want a specific vehicle, use unpacked/modname/vehicles/vehiclename
I would like to make rear fender flares available for the Claria LHD Unibody. Originally they are only available in the RHD Unibody with cut fenders. Would the method described in this thread be the correct way to address this situation? Or would the fender flares just fall off or something? EDIT: There is no LHD body jbeam I am aware of (although you can definitely select a LHD unibody in the parts selector) … but I see that the "uncut" normal body jbeam does not list the rear fender flares under the bodywork section. So would I have to create an unibody mod that lists these already available parts? Feels weird to do that since claria_body.jbeam is the core slot as mentioned in claria.jbeam EDIT II: Or am I going about this completely wrong, should I add "claria_interiour_lhd.jbeam" to a new unibody mod with cut fenders which already has access to the rear fender flares? I tried the most basic steps following the advice in post 1 and created a LHD body jbeam that lists the rear fender flares under bodywork. They show up in parts selector and work!!! Thank you @AwesomeCarlPlays for taking the time to make this thread!!! Thanks to your kindness the community has just watched the birth of a new BeamNG modder!!! (Total silence. Crickets begin to chirp. Nobody saw this post) Now for the next step … bit more complicated. Hey cool … works with the cut Unibody too. I can configure both LHD and RHD steering wheels at the same time ideal for peaceful married couple weekend drives
in the dae file, how did you delete everything except for the rear bumper? i want to make a different rear bumper for the scintilla but the bumper has other subparts
Very useful tutorial, started me up with modding, but how do you make a fully custom model? I mean from like scratch in Blender, as I want to create a tray for the d series but every time I follow those steps it doesn’t work, when the only difference is that the tray has been modelled from the Blender cube, it isn’t a modified Beamng part. Please help me here
You may need to apply transforms to the model (Ctrl A), make sure it has the correct scale and correct name.
Good evening, everyone, I followed the instructions, but I don't know why it looks like this: The hood has an orange color (maybe a texture error), but my main problem is that it doesn't fit. I didn't change anything related to the size. I have attached the .jbeam and .dae files. Thank you for your help.