Re: Real-Time Vehicle Editor - UPDATE 0.0.0.10: Showing how to "jbeam" the Flip Ramp from scratch I had an empty flexbody section and for whatever reason the editor decided to delete it which borked my car temporarily. I mean, all I had to do was add it back (in a format that the editor liked) but it was a bit odd.
Re: Real-Time Vehicle Editor - UPDATE 0.0.0.10: Showing how to "jbeam" the Flip Ramp from scratch So basically this program is going to be the kingpin for any beamng modding. I mean your even making an alternative to blender lol. I mean I doubt it will be as advanced as blender but have that as an option is amazing man! Very interested in this software and i'll probably be using it for future mods.
Re: Real-Time Vehicle Editor - UPDATE 0.0.0.10: Showing how to "jbeam" the Flip Ramp from scratch where did he say he was making a 3d modeling program?
Re: Real-Time Vehicle Editor - UPDATE 0.0.0.10: Showing how to "jbeam" the Flip Ramp from scratch Well it does not allow you to create Collada meshes but it's true that you can create some kinds of meshes already as you can create triangles. The option to let you create real models and export them as so has crossed my mind already but if that was to be done don't expect that to be in a month or two as that will definitely not be my priority. But as I don't know how far I'll go with this...maybe in a not-too-far-away-future it could let you do so why not. As for the empty sections (I call them sections like node section, beam section, etc...) yes the editor doesn't create what I assume is a useless section if it is fully empty (no element and no property, a "node" / "beam" / "flexbody" being an element and "selfCollision" being a property for example). But if it broke your vehicle then I may have not fully understood the way it works. Maybe empty sections can still be useful in some cases. Could you provide me with some concrete example (like showing me what that flexbody section looks like) ? Maybe it doesn't define any flexbody but still defines some properties ? In which case if my editor removes the section it's wrong and I should fix it. - - - Updated - - - Upcoming Alpha 11 - More newsGood news everyone (sorry I like Futurama ) ! You should see what this is for when looking at thef following screenshots: Yes, this illustrates mirroring of nodes and beams. I'll point the fact that you can select the nodes in any order, the new beams will be correct. Also if you select for instance one unique node that is used for some beams those beams will be mirrored as well (as you can see here as I did with the beam linked to the flipramp). Only thing missing still is the mirroring of triangles. But I'll get that done as well. You can of course transform on any axis relative to the grid... ...and if the grid is transformed it will use the grid transformation to mirror. And here's the radial menu to do it. PS: I know some screenshots make it look like a mess but don't forget you can use a node prefix if you want.
Re: Real-Time Vehicle Editor - UPDATE 0.0.0.10: Showing how to "jbeam" the Flip Ramp from scratch Upcoming Alpha 11 - ThrustersToday after seeing the X18 jet from DrowsySam I decided to include support for thrusters in the tool which was not yet the case. Here's a screenshot of the stuff that looks pretty similar to others. "Control" is still a string because I hope we can use key combinations there (haven't tested yet personally). Thrusters control. Let me know if it needs more properties. Soon I will also add a way to define them like beams in the 3D editor. Upcoming Alpha 11 - JBeam format readyThe new indenting of the JBeam format is ready ! It will now be a lot more readable so I guess some of you will be happy to see this Flipramp example: Code: { "flipramp":{ "information":{ "name":null, "authors":""}, "slotType":"main", "refNodes":[ ["ref:", "back:", "left:", "up:"], ["4", "0", "5", "2"]], "flexbodies":[ ["mesh", "[group]:", "nonFlexMaterials"], {"rotation":{"x":0.0, "y":0.0, "z":0.0}, "translation":{"x":0.0, "y":0.0, "z":0.0}}, ["flipramp_01a", ["flipramp"]]], "nodes":[ ["id", "posX", "posY", "posZ"], {"nodeWeight":15.0, "nodeMaterial":"|NM_METAL", "group":"flipramp", "frictionCoef":1.0, "collision":true, "selfCollision":false}, ["0", -0.18, 1.46, 0.0], ["1", 0.18, 1.46, 0.0], ["2", -0.18, -1.44, 0.78], ["3", 0.18, -1.44, 0.78], ["4", -0.18, -1.44, 0.0], ["5", 0.18, -1.44, 0.0], ["6", -0.18, 0.0, 0.0], ["7", 0.18, 0.0, 0.0], ["8", -0.18, 0.0, 0.39], ["9", 0.18, 0.0, 0.39], {"group":""}], "beams":[ ["id1:", "id2:"], {"beamSpring":8001000, "beamDamp":300, "beamDeform":200000, "beamStrength":"FLT_MAX"}, ["0", "1"], ["0", "2"], ["0", "3"], ["0", "4"], ["0", "5"], ["1", "2"], ["1", "3"], ["1", "4"], ["1", "5"], ["2", "3"], ["2", "4"], ["2", "5"], ["3", "4"], ["3", "5"], ["4", "5"], ["6", "0"], ["6", "1"], ["6", "2"], ["6", "3"], ["6", "4"], ["6", "5"], ["6", "7"], ["7", "0"], ["7", "1"], ["7", "2"], ["7", "3"], ["7", "4"], ["7", "5"], ["8", "0"], ["8", "1"], ["8", "2"], ["8", "3"], ["8", "4"], ["8", "5"], ["8", "6"], ["8", "7"], ["9", "0"], ["9", "1"], ["9", "2"], ["9", "3"], ["9", "4"], ["9", "5"], ["9", "6"], ["9", "7"], ["9", "8"]], "triangles":[ ["id1:", "id2:", "id3:"], {"group":"ramp"}, ["2", "3", "9"], ["2", "9", "8"], ["9", "1", "0"], ["9", "0", "8"], ["3", "5", "7"], ["3", "7", "9"], ["9", "7", "1"], ["2", "6", "4"], ["2", "8", "6"], ["0", "6", "8"], ["2", "4", "5"], ["2", "5", "3"], ["5", "4", "6"], ["5", "6", "7"], ["7", "6", "0"], ["7", "0", "1"], {"group":""}]} } - - - Updated - - - Version Alpha 11 ReleasedPlease check this new thread from now on. This one was getting too messy with that huge first post . I'll probably put it all on the wiki when I'll get the time.
Wiki pageI have started working on a Wiki page to provide help content related to this tool. I will update it little by little until it covers everything and will also use it to give you some tutorials and tips. You can access it by using this link. In versions Alpha 12 of the tool and above you can click the help button in the upper-right corner (the blue button '?' next to the green '+'). Don't hesitate to let me know if you need more. And don't forget I'm always open to your great suggestions so don't keep them in your mind. Share them !
What for ? Do you have the verison Alpha 11 (0.0.0.11) ? Also you'd rather use the new thread now here.
Re: Real-Time Vehicle Editor So i downloaded it alpha 11 of the realtime editor beacuse i dont like spending hours typeing. So i tryed to load vehicles i get an error but i realy want to use this program. if you know of any ideas on how i can fix this please if you can.
can someone plese tell me how to make mod I feel like that there are less and less moder that make mods I don't know but could someone please show me how to make them so I can help and make mods
There's a "Content Creation" section for a reason. And don't bump threads that haven't been touched since July.
No matter what I do, I can't get the Real Time Vehicle Editor to find my vehicles? It looks like so much fun but I can't figure out how to get the program to see my vehicles. Help? I couldn't find any FAQ, maybe I'm the only one who can't figure it out?
This things long dead. i would be surprised it if even works now. Also the newest version(version 12) is in another thread, though that one doesnt work either i think version 12 just b/c http://www.beamng.com/threads/real-...ation-plenty-of-fixes.6223/page-6#post-131142
Doesn't work, file paths won't select, many errors when trying to do things, horrible window formatting, no, just no.
the editor is out dated as you can see for like 2 years now. Please do not bump the threads. If you new to beamng you would not know what the editor is doing anyways.