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#11\2014-02-13 18:54

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Yeah no kidding

When the chassis spawns it drops to the floor and the jbeams aren't correct yet so it bends a little, so don't mind that if u notice the bends in the roof and other places lol



Added 2 hours later:



I've put slots on the chassis for front suspension now


and I've copied the gavrils front suspension jbeam file and renamed and made changes as needed so far, but haven't deleted any existing nodes...

I think the nodes / beams are messing up the position of my controls, in max the control arms are in the proper position on the chassis, but in the game they are off to the driver side and pushed back away from the front of the car..


I have confidence in being able to get all the parts in correct heiarchy as well as getting them to all textured and in game, but i need a little help with the jbeams

Added 3 hours later:

Okay well now , for whatever reason, not sure what made them appear in the correct place but now the control arms are correct mesh wise, but the nodes and beams I made for them, jsut two simple triangles that I am assuming need a TON of help, are behind the vehicle.. so in the editor I obviously somehow had the orientation wrong.

The editor worked good but exporting and using the jbeam file it made means i have to manually input the flexbodies and other sections every time i do so, i might just export to a dummy file and copy the node and beam values over to the real suspension jbeam file.


I think I might take a break from the suspension though and actually get the chassis figured out first since its badly deforming now and acting like jelly haha



Added 5 hours later:

this had me stumped for HOURS and misleading info on the forums made it worse, the mesh was not lining up with its jbeam structure, think of it like in slrr if the mesh of the car wasn't lining up with its "phys_" mesh but much more difficult



heres what happened, due to lack of information (again) i realized what "node ref" is for, now that i know it seems like comon sense.. but before,i had no idea.


The ref nodes line up the mesh with the beam structure, i saw in the tutorial Nadeox told people to just move it in 3ds max.

WRONG. I knew it was a bad idea so i spent the last hour thinking about it and finally decided to mess with it and thats when it hit me.


Now they are lined up, my exporter so far works fine for me, the whole time the mesh alignment was messed up due to the ref nodes.


I'm learning a lot really fast i hope it continues, I can't wait to make a damn tutorial to END ALL of this bs. at least something good enough for beginners to take front to back and not run into problems due to me leaving out shit.



Added 13 hours later:



I decided to box model where I want the nodes to be on the car , i left gaps between boxes because I'm hoping IF i am able to import these boxes as OBJ into the node editor that I can just connect the dots , wishful dreaming I know.
This post was edited by Singh (2014-02-14 17:00, 4 years ago)
CPU: Xeon X5690 Hexacore / Mobo: Gigabyte Intel X58 / RAM: 12GB DDR3 1600 Tri Channel config / GPU:nVidia GeForce GTX 770 / HDD: 120GB Corsair SSD - 2TB Western Digital - 500GB Western Digital External USB 3.0 / PSU: 1300W Tagan
#12\2014-02-14 19:45

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maan.. modding this game really seems like such a pain in the ass..

May God have mercy upon my enemies, because i wont.
#13\2014-02-14 19:57

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no its not bad, give me a chance to make some tutorials, remember how bad modding SLRR was before we had sources ? but we still did it.


This is fine, u can use any modeling program u want to export, graphics are, physics are the best, its all fine.


I need someone to texture the model with / for me, i would appreciate it, at least the interior / chassis, I can handle small stuff, I have my head tied up in the physics files too much to worry about texturing :S

Added 20 hours later:

Okay so heres where im at



I'm very happy and very relieved that I have a way to box model my nodes and some of the beams in place, heres what I did.


Modeled in Max, exported to OBJ and imported the OBJ to Blender, had to rotate 180deg and then export via the excellent and awesome blender jbeam export script here on the forums.. saved my life.

Take the jbeam file exported by this script, which is just a list of the nodes and the beams...

copy the nodes and the beams into the bmw's main jbeam file and then after setting the right names for the ref nodes above in the file,

Optional: to connect nodes with beams I import the jbeam into Node Editor, another awesome program available in the forums here.... connect the nodes with beams and export to beamNG jbeam file, then again the same process, copy the nodes and beam cords out of that temp file and into the bmw's original main jbeam.

go in game and see this




For the 1 or two people who actually follow this thread , you're thinking.. OMG that is a horrible beam structure...

I know but this was just a test, I realized its too cluttered and difficult to use the node editors interface to properly build beams between all the nodes when they all show at once...

So first I'll build the chassis jbeam in structures, and then import all the sctructures at once to node editor and connect them all together for one solid structure.

Really excited about this, very happy.

Drowsysam may be able to help with the suspension jbeams, i really hope so.

This post was edited by Singh (2014-02-15 15:47, 4 years ago)
CPU: Xeon X5690 Hexacore / Mobo: Gigabyte Intel X58 / RAM: 12GB DDR3 1600 Tri Channel config / GPU:nVidia GeForce GTX 770 / HDD: 120GB Corsair SSD - 2TB Western Digital - 500GB Western Digital External USB 3.0 / PSU: 1300W Tagan
#14\2014-02-16 11:29

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A bit out of the topic question, but where did you get the project CARS model from? :)
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#15\2014-02-16 11:46

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#16\2014-02-16 22:22

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^ yes

Added 10 minutes later:

Mythbuster;81853:
Wayyyyyyyy too many nodes man! Look at the amount of nodes on the Grand Marshal or another car!


For the 1 or two people who actually follow this thread , you're thinking.. OMG that is a horrible beam structure...

I know but this was just a test, I realized its too cluttered and difficult to use the node editors interface to properly build beams between all the nodes when they all show at once...



For sure man, I built this before I looked at the pickups nodes, this next structure im doing will not be like that, promise !


[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

I would like to know if there was a way to connect edges to vertices the same way u can can connect nodes with beams in the editor program.

If I could completely build my jbeam structure in max, and then export to blender then to jbeam and be done with it, that would be awesome.

The most tedious process right now is connecting the nodes with beams because of its under developed interface.


hmmm

[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

if this works then this is much easier than making the beams in the node editor... pray for me here



[COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR]

sweet !!!



That entire structure was made in 3ds max only with minimal effort !

Crashing my game though, don't know why but i'll figure it out


Right now though im feeling a little overwhelmed... just gotta take it slow and one thing at a time i guess, i don't know enough about these beams as I would like, and I see the marshall does have a lot of nodes, but the way they are ... ugh killin me to understand why.

[SIZE=1]- - - Updated - - -[/SIZE]

what i shown above doesn't work, because I can't weld those vertices all together in the corners, they are like 10 vertices each. so never mind, was a great idea but oh well.


Okay now, heres what it looks like in max, when I import this to blender and then to the node editor im going to make a bunch of beams.


I thought this out as i was modeling it, so if you think it looks crazy or wrong, just give me the benefit of the doubt, im trynig to the find the easiest / efficient / n00b friendly way to do this, i think i got something



[SIZE=1](imported from [URL="http://upload.streetlegalmods.com/images/2014/02/16/step1.jpg"]here[/URL])[/SIZE]
[SIZE=1](imported from [URL="http://upload.streetlegalmods.com/images/2014/02/16/step2.jpg"]here[/URL])[/SIZE]
[SIZE=1](imported from [URL="http://upload.streetlegalmods.com/images/2014/02/16/step3.jpg"]here[/URL])[/SIZE]

[SIZE=1]- - - Updated - - -[/SIZE]

starting to develop a workflow

this is how it looked imported

[SIZE=1](imported from [URL="http://upload.streetlegalmods.com/images/2014/02/16/nodesbefore.png"]here[/URL])[/SIZE]

now its finished

[SIZE=1](imported from [URL="http://upload.streetlegalmods.com/images/2014/02/16/nodesafter.png"]here[/URL])[/SIZE]


importing the a pillars and dash and rear deck pieces now to connect the chassis

and then going for the roof

doing engine bay seperate and connecting it to chassis when all done.


This is mostly all because its hard to navigate and deal with the node editors view, i cannot find a way to pan and properly zoom and it doesn't seem possible to have 4 views open at once.

[SIZE=1]- - - Updated - - -[/SIZE]

My idea is going well , importing piece by piece and tying it all together :D


[SIZE=1](imported from [URL="http://upload.streetlegalmods.com/images/2014/02/16/rooffinished.png"]here[/URL])[/SIZE]
[SIZE=1](imported from [URL="http://upload.streetlegalmods.com/images/2014/02/16/uppdeckafter2.png"]here[/URL])[/SIZE]
[SIZE=1](imported from [URL="http://upload.streetlegalmods.com/images/2014/02/16/upperdeckbefore.png"]here[/URL])[/SIZE]
[SIZE=1](imported from [URL="http://upload.streetlegalmods.com/images/2014/02/16/upperdeskafter.png"]here[/URL])[/SIZE]


Taking a lot of screenshots because I'll be using these in my upcoming tutorial "jbeaming for n00bs"

but I can't be a n00b to do that so I'll have to keep pushing with this and hopefully learn more

[SIZE=1]- - - Updated - - -[/SIZE]

Really feeling good right now.

[SIZE=1](imported from [URL="http://upload.streetlegalmods.com/images/2014/02/16/ingamephys.png"]here[/URL])[/SIZE]
The only issue I see , but im sure it can be fixed, is when the car hits the ground after spawning it gets completely annihilated , I guess beam strength etc and the fact the whole structure isn't done/covering the car yet.

-----------

Jbeams are done for now, they need some tuning and probably some more beams to make it stronger but the chassis doesn't flip out like it did in the video above anymore.


[SIZE=1](imported from [URL="http://upload.streetlegalmods.com/images/2014/02/16/jbeamdone.png"]here[/URL])[/SIZE]


sending the files to drowsy sam now hopefully he can help with running gear


This post was edited by Singh (2014-02-16 22:32, 4 years ago)
CPU: Xeon X5690 Hexacore / Mobo: Gigabyte Intel X58 / RAM: 12GB DDR3 1600 Tri Channel config / GPU:nVidia GeForce GTX 770 / HDD: 120GB Corsair SSD - 2TB Western Digital - 500GB Western Digital External USB 3.0 / PSU: 1300W Tagan
#17\2014-03-20 18:51

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Decided to stop this build / mod thread for now. Turned off from the beam forums and the community in general. I'll return sometime later. Wanted to focus on Objective C programming for a while since iOS apps are in my future. LOL.
CPU: Xeon X5690 Hexacore / Mobo: Gigabyte Intel X58 / RAM: 12GB DDR3 1600 Tri Channel config / GPU:nVidia GeForce GTX 770 / HDD: 120GB Corsair SSD - 2TB Western Digital - 500GB Western Digital External USB 3.0 / PSU: 1300W Tagan
#18\2014-07-15 21:51

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hey Singh. Just wanted to shout out a quick thing that may help. There is a program called "editorizer" (made for Rigs of Rods). It's a very simples nodes/ beam editor that exports the model into a list of the points in space for each node into basically a txt file, as well as the associated traits of that node/beam. A great tool for noobs (like myself) to start on. I made my first working vechicle in game model with this program.

Nothing too special, but it was something, And it worked in game. I just don't have the skills to form meshes yet.
Looks like something that may come in handy for BeamNG? :/

WIP Early Access: https://www.dropbox.com/sh/dpf0smr4p8p0t76/AADqGTmgyy7o7umfMAx7Q3Lta?dl=0
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https://1drv.ms/u/s!AvJ3pVScknZFguRb2PRIutYny8asOQ


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#19\2014-10-14 16:34

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Nice BMW 3 series (E30), will there be an M3 version? I'd like to see that if you can do it. Good job! :D
t h e b r o t h a ' s g o n n a w o r k i t o u t . . .
#20\2014-10-14 20:02

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Razor, that is the M3, its a different chassis than normal E30 chassis because of roof line / trunk / rear box fender flares.

I had to stop work on this project to focus on other things including this website and other new upcoming projects. Sorry.
CPU: Xeon X5690 Hexacore / Mobo: Gigabyte Intel X58 / RAM: 12GB DDR3 1600 Tri Channel config / GPU:nVidia GeForce GTX 770 / HDD: 120GB Corsair SSD - 2TB Western Digital - 500GB Western Digital External USB 3.0 / PSU: 1300W Tagan

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