*Unofficial* BeamNG Node Export Tool 3DSMax

Discussion in 'Content Creation' started by TADS421, Mar 20, 2014.

  1. TADS421

    TADS421
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    Joined:
    Aug 30, 2013
    Messages:
    12
    Hello all.
    I have been wanting to get a car into BeamNG for months now but couldn’t understand it all…. Manly the nodes n beams….. so I have wrote a little script to “add” and “export” nodes from 3dsmax…..

    Installation


    Please extract the zip file and place the BeamNG_node_export_Data.ms script file inside your…
    64 Bit: C:\Program Files (x86)\Autodesk\3ds Max 2010\Scripts\
    32 Bit: C:\Program Files\Autodesk\3ds Max 2010\Scripts\
    Once you do this… Start 3DSMax and click MAXScript at the top and then Run Script

    maxscript.jpg

    In the open file window that pops up navigate to your scripts folder (this is the default folder when running a script on most 3DSMax) and select BeamNG_node_export_Data.ms

    You will then see the tool pop up window.

    tool1.jpg

    So what can this tool do?

    1, Create Nodes


    We can use this tool to create nodes (we are creating dummys in place of nodes) all you need to do is name the node set its position and hit create Node
    IE:
    Name:1a
    X: 0.0
    Y: 0.0
    Z: 0.0
    This would place a “node” at position 0,0,0 size 0.5,0.5,0.5 (we only need something REAL SMALL and name it 1a. What I was doing is using my Verts to get positions I wanted my nodes to be at and copied the x,y,z
    xyz.jpg

    Repeat process until you have the nodes you need…

    box_nodes.jpg



    2, Export Nodes

    We can use this tool to Export all of the selected nodes (This tool ONLY exports what is selected so make sure you only have the nodes you want to export selected)

    jbeamsettings.jpg

    IE: If we have a front bumper…..

    File Name mycar_front_bumper
    Fill in your node weight, friction, Group, Material and collisions and hit Export selected Node Data CFG File

    This will then export the following for a box….

    Code:
    "nodes" : [
    ["id", "posX", "posY", "posZ"],
    ["0", "1", "2", "3"]
    {"nodeWeight":0.4},
    {"group":"test"},
    {"frictionCoef":0.7},
    {"nodeMaterial":"|NM_METAL"},
    {"collision":true},
    {"collision":true},
    //BNEG:Node Data from Node_data_tool tads421
    ["b1", -0.50,0.50,0.00],
    ["b2", -0.50,-0.50,0.00],
    ["b3", 0.50,-0.50,0.00],
    ["b4", 0.50,0.50,0.00],
    ["t1", -0.50,0.50,1.00],
    ["t2", -0.50,-0.50,1.00],
    ["t3", 0.50,-0.50,1.00],
    ["t4", 0.50,0.50,1.00],
    ],
    

    The reason I export each part of the car like this… if I have messed something up I only need to re-export say a door or a hood etc and not a whole car file. Plus you have each part of the car in single files for reference

    Hope you like this little tool and i hope it is useful you all.

    nodeexportmax.jpg

    Tads421

    PS: -- This script is copyright tadstools.co.uk & tads421 Please do not use this script in any other scripts or modify without consent.
     

    Attached Files:

    #1 TADS421, Mar 20, 2014
    Last edited: Mar 20, 2014
  2. sputnik_1

    sputnik_1
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    Joined:
    Aug 5, 2012
    Messages:
    30
    Nice! Would it be possible to implement an import function?
     
  3. daniel_j

    daniel_j
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    Joined:
    Aug 3, 2013
    Messages:
    334
    heh nice job tads ;)
     
  4. TADS421

    TADS421
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    Joined:
    Aug 30, 2013
    Messages:
    12
    Hi sputnik_1, i have not looked into a import tool.... maybe at some point i could look into it but atm i am real busy with work and learning beamNG format so i can add my own cars into the engine.

    Thanks
     
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