Alright, thank you for your help! I really appreciate it! I will give it a go. I will come back to you if I have any other issues! Thanks again and I hope you did not got into any problems at work!
I got to the Hydros part. Everything works good but when I add the Hydro lines i get this error. Can someone help me please?
You almost had it. Very close. What you have right now is... Code: ["b8","a128"], ["b8","a203"], ["b8","a143"], ["b8","a216"], "hydros": [ ["id1:","id2:"], ["b0","b7",{"factor":0.05,"steeringWheelLock":460,"lockDegrees":25}], ] ], } } which is wrong in only one spot. The ] that is directly under the "hydros" section should be at the end of the "beams" section, like this... Code: ["b8","a128"], ["b8","a203"], ["b8","a143"], ["b8","a216"], ], "hydros": [ ["id1:","id2:"], ["b0","b7",{"factor":0.05,"steeringWheelLock":460,"lockDegrees":25}], ], } } This way, the "beams" section is closed out before the "hydros" section begins. That should fix your error.
I can't seem to figure out why my model loads upside down... I applied location/rotation/scale as described in the tutorial, and it loads upright in BNEditor.exe beam editor, but loading it in game loads upside and then pressing K does nothing, and the game shows the beams and nodes by default. Can anyone tell me where I've gone wrong? Pics and Jbeam attached below.
Hmmm... Well, to answer one question, the game shows nodes and beams for your by default because you have no mesh's on the vehicle yet. Since there are no mesh's, there would be nothing to show for you to know whether your JBeam worked or not. So until you get a mesh in game, it will do that just so you can see what your doing. Don't worry, that's completely normal. As for why your vehicle is spawning upside down... that one I am not 100% sure on. Reading through your JBeam, I don't see anything wrong. All your Z coordinates are positive. It should be working... My best guess is that your game has decided that it just doesn't want anything to do with spawning stuff normally... dunno why... so try skipping to this step: https://wiki.beamng.com/Introduction_to_Vehicle_Creation#Reference_Nodes This step gives the game something to orient around... again, it shouldn't have had any problem doing that in the first place, but for some reason, yours is. If anyone else knows why his game is doing this, post something because as far as I can tell, he did nothing wrong.
I was expecting it to be invisible as the tutorial stated, and thought I'd need to press K. I guess some changes have been made since this was written. Thanks for your help, I'll give the refnodes a shot later today and hopefully that helps. EDIT: @atv_123 Thanks for the help, the reference nodes re-oriented it and it's loading properly now! Much appreciated!
Alright, while we probably can help, we are going to need a little more information than that. Did you make your own mod, or did you try making the mod that this tutorial teaches you how to create? Reason being is because if it's the tutorial, there are only so many spots that there can be a mistake in. If its your own 100% custom mod then it can be literally anything. Also, a good first step is to try checking the console (If I remember right you hit O to bring it up?) and look for errors that the mod might be throwing... more than likely, it is a misplaced/missing/extra bracket, a double typed character, or a misplaced/missing/extra comma. By opening the console to see what errors your mod is throwing though, you can usually narrow down the issues that are causing the problem even if it doesn't directly tell you exactly what's wrong.
Indeed. I tried making a vehicle yesterday and I got stuck on the texture part. I'm not sure what I did wrong. At the current moment, I'm not at my computer to figure out what went wrong, but I'm fairly sure that what the tutorial said to do was outdated. I did everything that the tutorial had said, but when I spawned in my vehicle, it was completely invisible. Usually, if there are no materials/textures, the vehicle will appear with visible nodes and beams, thanks to a recent update (I think). This time, none of that showed up. It was completely invisible.
~ key opens console, you might see something there about why it does not show up, or open beamng.log from documents/beamng.drive folder. If nothing is shown, then check that nodegroup is set and your flexbody nodegroup is same. Try .dds texture instead of .png and make sure texture size is power of two. Also check this https://wiki.beamng.com/Vehicle_Modding_Common_Problems
Is it possible to make a single component that goes on every vehicle? Instead of having to instance it, can it be made once, and then added to every vehicle?
Folder vehicle resides is in kind of isolation, but there is vehicles/common which you can use, check for example how tires are handled in game. However when using common folder, one needs to be very careful of having such names for materials and pretty much everything that there is zero chances of someone else using same name or there will be conflicts like no texture on all cars etc.
Can I add a slot to all cars at once with vehicles/common? I know there isn't a slot that exists like the one I'm planning to make, at least not for all vehicles. It's a vehicle "Toppers" slot. For various accessories such as a little Inkling Squid.
No, I don't think so, but then again I'm not entirely sure. However positioning would need to be different for all vehicles. Use modslot and add modslot to modslot, you can make extra slots that way, however you still need to make it per vehicle basis. https://wiki.beamng.com/Simple_Mod_Slot_Tutorial