Well guys this is the first time I post here, I had this model laying around since ten years or so so I tried porting it on BeamNG. I have a decent experience at 3D modelling but I'm bad and dumb at coding, I managed to get it to float pretty well and the hull behaves like a boat for real, right now it's just an hulk and the only animated thing is the rudder. Now I'm really sorry for the question but even searching I can't find a tutorial or a guide on how the steering wheel/helm should be centred to its rotational axis, I even tried looking into other mods but I'm too inexperienced to understand the translations etc on my own, anybody willing to help? I can share any screenshot or file needed, right now the beam section of the helm is in place with the three reference nodes but the mesh is always either in the wrong position or rotating with an offset whatever I try lol, thanks in advance! I'm attaching a couple if screenshots, I don't know how fast I can progress with this mod so don't have expectations too high but if it turns into something decent enough I'd be glad to share it. --- Post updated --- P. S. Does a method to block the rendering of water inside coltris/pressure group exist? I'd love to model the interiors too and make them walkable
To center a prop's rotation you just simply put its origin in Blender in the point where you want the center to be, in this case probably in the center of geometry
Thanks man! It's really logical too, I wish I thought about that before posting --- Post updated --- Sad but my sleeping schedule is saved
Haven't seen a boat mod or even a W.I.P. boat mod in a while.... I do not know any blender or anything to do with this so all I have to say is good luck!
Appreciated, luck's never enough! --- Post updated --- Ily, it's working, now I need to understand custom key bindings and I guess the most boring part is over. For your knowledge the way wind pressure is simulated it should allow tacking (aka rotating the hull by having the sails per mast facing the wind in an opposite direction resulting in opposing vectors bow to stern), am I right?
Great progress there! I know you aren't that experienced in modding right now, but do you plan on making the cannons fire-able?
Thanks man! I can tell you I'm trying to make her feel "alive" creating certain breaking points on the hull, right now I'm studying on how to mix couplers and hydros to lower the anchor, release it and take it back maybe having the capstan spinning on the while. I'd love to get guns working too and last night I looked a little in the Pembroke code to adapt it, probably it would be easier with carronades though, let's see, I guess the roadmap is hull->rigging->guns->additional cool stuff and personalisation --- Post updated --- Yeah I was thinking on something like that, I need to find an easy way to control the recoil, aka need to look into slidenodes I guess lol
Thanks, I'd love the devs to show some (more) love to water simulation so bad it's unreal. Another little update, redid the jbeam with an eye to (future) functional guns and lids, and going on on the side with the damaged parts, the last pictures are a reference from the last USS Constitution restoration.
Another update: lower masts and carronades are done, plus a cool screenshot sinking, in a while she's gonna be able to move on her own too and then it's gonna be a tuning nightmare to make her sail right.
Thanks man! I can't wait to start on the rigging but this thing is infinite lol She comes with 24 30 pounders! Have you heard about that time a French crew managed to win a battle by surrendering and getting drunk though?