either I'm really stupid or I'm doing it wrong but I cannot find it --- Post updated --- its working now it was just the mod I was using not wanting to convert tried another one and it works fine
Latest : wheels2, meshwheels, meshwheels2, flexbodywheels, axles, brakes, submesh (coltrI), rollon (wheel selfcollision), and flexbody support changed the parser up some, may fix parsing errors Use link in 1st post to get the latest version (commit)
Great tool, here is Stoat's F-250 N/B from RoR converted just for testing purposes. Awesome work DM !
@Dummiesman Is this a problem with the converter, or how the .truck file for RoR is setup? This is a fresh converted file. Videos below and files below. (Yes this is for testing purposes only and i'm just playing around with different files.)
The converter ports over wheel drive direction, Don't know why that happens Also BeamNG's engine code is different and most vehicles are only driveable in manual transmission.
I meant to make this a while ago Converting Flexbodies Step 1 Convert all .mesh files into .mesh.xml Step 2 for each .mesh.xml: a) Import .mesh.xml with your 3D application (plugins will be required) b) Merge all objects together c) Name this new object as the mesh name. E.g. mycar_bonnet if the mesh.xml file name is mycar_bonnet.mesh.xmlStep 3 Merge all of these models together into 1 file. Step 4 Export as a DAE inside the JBeam folder, name doesn't matter After this, your flexbodies may be offset due to the difference in Flexbodies from RoR to BeamNG. If this is the case, simply set rotation and position to 0 inside of the "flexbodies" section in jbeam.
As a test, I imported a NASCAR truck but using it in-game causes the physics to go supernova. I'm sure this is an mega-incomplete folder, so what else is needed?
In a lot of RoR vehicles, tires have a lot of damping, and BeamNG does not like this. If your physics are going weird, you may want to see if that's the case.
Thanks, that worked. Now I'm just gotta mess with the (invisible) transmission myself. (Basically it accelerates without input and Drive gear goes in reverse.)
Thanks for the time investments, I think this will really accelerate the development of vehicles in Beamng. Especially the fact that you did this in Python... I'm 50% through the codecademy course and I know it shouldn't be able to do this Dummiesman always finds a way! -update- I'm getting problems using a vehicle I made with this converter in-game. I converted the Gavril MV4 because I wanted to use it for myself, but there came an error. Here's the file with a screenshot of the issue. Hopefully you can take a look at that and figure it out. The wheel jbeam looks fine from what I've seen, but clearly the mesh and other parts are not acting properly. Also, I took out an extra section in the flexbodies section that was just an empty dictionary (for example this line: ["mv4", ["mv4"], [], {"pos":{"x":-0.6314, "y":0.27, "z":-1.3699999999999999}, "rot":{"x":0.0, "y":-90.0, "z":180.0}, "scale":{"x":1, "y":1, "z":1}}], ) Hopefully you can figure out what went wrong.