WIP nodeSnap: new jBeam editor

Discussion in 'Utilities and programming' started by Max98, Feb 3, 2021.

  1. Max98

    Max98
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    Some of you probably heard about nodeSnap on RoR.
    Since I released the first beta version over there, I decided to directly dive into BeamNG.

    nodeSnap is a nodes and beams editor based on rorEditorizer. A few people like me really do not like blender and we'd love something slightly easier and more straight forward like rorEditorizer (I actually used rorEditorizer with BeamNG a few years ago lol), so here it is!


    nodeSnap v0.1.1-beta (RoR: 777-300ER by Zephyr/Me)

    upload_2021-2-3_22-14-14.png
    nodeSnap dev (BeamNG: an12 by dummiesman, single jbeam)

    upload_2021-2-4_2-33-2.png
    nodeSnap dev (BeamNG: barstow, multiple jbeams)

    Today I managed to parse one jbeam file and load it into the editor, so it's kind of a milestone, which is why I made this thread.

    It will include basic functions such as (which are already on the ror version):

    • Read all jbeam files in a folder
    • Basic edit functions (new node, remove node, new group, remove group, rename group, add beam, remove beam)
    • Snap to grid nodes
    • N/b transform functions (scale/rotate/translate)
    • Render nodes id/names
    • View resizing
    • Fast performance while editing complex n/bs
    • Duplicating functions (Offset and Flip mirroring on selected axis, works on groups and visible nodes)
    • Import blueprints and move/scale/rotate
    • Import mesh wire frame as reference for working on N/B and move/scale/rotate
    • Saved project preferences (Blueprint's positions, grid size, etc)
    • Backups system
    • Undo system (ctrl+z)
    • Project watcher system: Edit your project on notepad and the editor will reload automatically

    This is made using Electron, VueJS, Bootstrap , three.js and typescript (and obviously Node.js).
    This project is opensource and published on github.
    Please use github for feature requests, etc..
    Github: https://github.com/Max98/project_nodeSnap

    Note: I'm not planning on making a version for RoR and an other for BeamNG, nodeSnap will support both out of the box, will also probably allow converting just nodes and beams between the two games.
     
    #1 Max98, Feb 3, 2021
    Last edited: Feb 4, 2021
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  2. DaddelZeit

    DaddelZeit
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    Very good work!
    I feel like a nice feature would be is importing a the mesh, so you actually know where to put the nodes.
     
  3. Max98

    Max98
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    It already does.
     
  4. EmizarPL

    EmizarPL
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    This should make everything much easier. I'm glad someone made alternative for BNE. :D
     
  5. atv_123

    atv_123
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    I seen that you released this over there... didn't think you would bring it over hear as well! Great job!
     
  6. Max98

    Max98
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    I did some clean up and some work and this is the result:
    upload_2021-2-3_22-16-15.png

    The idea here is you select which slot you want to work on and freeze the others..
     
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  7. Cincinnatus

    Cincinnatus
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    Oh man, this is looking interesting... I can't wait to try it out!
     
  8. silvermanblu

    silvermanblu
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    This looks awesome. It will do so much for the community!
     
  9. P_enta

    P_enta
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    Finally. Devs gave up on bne so this will be great!
     
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  10. Nacho Problem

    Nacho Problem
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    • Agree Agree x 9
  11. Deleted member 309054

    Deleted member 309054
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    Guest

    Any updates? This is going to be a big help because notepad++ isn't for me
     
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  12. Max98

    Max98
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    Not yet, I've got some other stuff to finish first, then I'll jump right back to this.
     
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  13. P_enta

    P_enta
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    cough cough
     
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  14. silvermanblu

    silvermanblu
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    God I need this.
     
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  15. Max98

    Max98
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    This is taking too long I know, but it's slowly progressing.. :)

    Simply, I'll be redesigning the core functions of the editor to be able to easily port beamng without a lot of hassle (unlike it is now), and it will be using webassembly (Like Figma does), aka native code, for much more performance (probably Rust, or C++). So yeah, there's a lot to be done under the hood.
     
    #15 Max98, Apr 26, 2021
    Last edited: Apr 26, 2021
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  16. i.want.to.mod

    i.want.to.mod
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    cant seem to get the program to open with node.js. it flashes a black screen then nothing opens, just shows my desktop from where i opened the file in node.js. no errors either just absoutely nothing opens.
     
  17. P_enta

    P_enta
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    I cant really figure out how to install it either. I have essentially no knowledge in programming.. but I tried. Downloaded from the git, got node.js, and typed npm install into cmd prompt (since node,js said I had to use something else). Both commands gave me errors. I know I'm obviously doing something wrong here.. but I cant figure out what I need to do exactly.
     
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  18. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    I don't think it's even in a usable state yet, making something like this must take a really long time. I could be wrong, I haven't tried.
     
  19. i.want.to.mod

    i.want.to.mod
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    o
    --- Post updated ---
    luckily i still have the utils files from bne editor from before it was taken down. Ill continue using that for now
     
  20. a plane guy

    a plane guy
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    I’m still trying to figure out what this actually is
     
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