Crash test dummy available for download! This ragdoll humanoid weighs 75kg and will stand up until you hit it. The Jbeam is fairly light and allows multiple dummies to be spawned without FPS drop. 3D model by myself, although feel free to use it however you want. Drop test: (imported from here) Multiple sideswipe test: (imported from here) Enjoy! Spoiler: Extra Objects 15/9/2014 My second JBeam mod: a dynamic street light prop. Light on FPS and reasonably good collision. The object can be broken into 3 pieces. (imported from here) I believe this mod only works properly in the experimental build. 14/9/2014: With the new collision improvements in the experimental build, jbeamed props are suddenly super cool. I figured I'd learn how to jbeam by making something incredibly easy, like a dumpster. After 3 solid days of combing through node names, manually placing coltris, getting the flexbodies to work and wrestling with the material editor, I have a new found appreciation for people who mod actual cars from scratch. (imported from here)
Re: This mod is rubbish HA...thought this was going to be an extension of the material editor misery. Nice job. Will give her a shot and thanks!
Re: This mod is rubbish It'll deform, especially if crushed between a car and a wall, but usually it won't sustain much damage from rebound collisions since it's fairly light (200kg).
Re: This mod is rubbish I unzipped to both PRU and experimental vehicles files and it isn't showing up. Can it be packed as one folder like most zips instead of all the individual files?
Re: This mod is rubbish All good now. Those lids get all freaky when wrapped up deep in the front end of a D15. This will make for some inevitably insane alley shots here soon.
Re: This mod is rubbish Awesome to see that you got it working, great work! If you fix the directory structure inside the zip archive (as in put a 'vehicles' folder in there, look at the content/ zips) people would be able to just drop the zipfile into "My Documents/BeamNG.drive/mods" and it would work Also, you don't need to ship the *cached*.dts files. About the content creation part: what was your biggest problem on the way and how can we improve the content creation workflow for beginners in your opinion?
Re: This mod is rubbish Hi tdev, I found the workflow quite simple once I fully understood it, but the documentation in the wiki is lacking in places, which meant I had to discover some things by trial-and-error. For example, the Flexbodies documentation (http://wiki.beamng.com/Flexbodies) is very brief and doesn't mention that the meshes must all be exported into a single .DAE file with the same name as the vehicle. This caused me some confusion as I didn't understand why my incorrectly named .DAE meshes weren't appearing on the jbeam. Most of the material woes I encountered were caused by the latest exerimental build, so that was really my fault for not using the stable version. I'll take a look at changing the file paths to get it to work in the mods folder (haven't tried that yet).
Re: This mod is rubbish Glad you got your textures working Now that they are working, you could shift to the experimental build and enjoy the updated collisions, perfect for something like this. It will also allow you to make use of multi-dae, you won't need to have the dae's name the same as the vehicles, or have the whole model in a single dae file. I will update the Flexbodies wiki page soon
Re: This mod is rubbish I was kinda hoping the wheels would actually be functional, but hey ho, seems they dont even need to function, its slippy enough as is. Awesome to have some more functioning props
Re: This mod is rubbish Yeah, proper wheels would have been cool, but I had to balance it against a few limiting factors: 1.) I'm not sure if BeamNG.drive can handle wheels that small. 2.) It would add a lot of nodes and beams to what should be a simple prop. 3.) thinking about how to set up a jbeam for castoring wheels does my head in. So I ended up just turning the friction down to 0.1 for the 4 'wheel nodes'.
Re: This mod is rubbish BeamNG has no problem with adorable tiny wheels; the Pigeon's stabilisers are about the same size as these. IMO, you're correct- adding wheels to a prop like this is probably more trouble than it's worth. It behaves realistically enough as is. Great work!
Re: This mod is rubbish awesome glad you persevered and figured it all out. makes me want to start a small project just to get an idea of how to make things
Re: This mod is rubbish Ha, I get it. Rubbish, it's a dumpster, for rubbish. HA. Good joke, good joke. Oh, and nice work! I wanna stack a few of these up and bring them down on a pickup truck and see if one lands in the bed
Re: This mod is rubbish Nice work! May I suggest a heavy object with a pallet underneath it? Need some stuff to move around with the forklift.
Re: This mod is rubbish Gee, 100 downloads already? I'd better put up another mod I guess I just updated the OP with a streetlight prop. (imported from here)
Re: Props by B25Mitch - street light update I got a suggestion for this one. You should add a "headlight" so we can turn it on