Adding Parts to Existing Vehicles

Discussion in 'Content Creation' started by lightford, Sep 22, 2013.

  1. lightford

    lightford
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    I am trying to add a bed cover to the standard D-15 pickup. In Blender, I used the hood to create a new part (pickup_tonneau) and modeled it to fit the bed. I have exported the file into a new DAE, which I can view within BeamNG using the shape editor. However, when I try to load the new vehicle as an object in the map the game crashes. I assume this is because of improperly adding the new part into the jbeam files. Honestly, I cannot figure out how to do this. I have read through all the tutorials I can find in here and it is just not clear to me how to add new parts to an existing vehicle. Could someone give me a breakdown of what must be modified in which files to add a new part??? Thanks!!!

    I've attached the crash report that is generated...

    Update: It's amazing what a good night's sleep can do for you. It was a simple mistake of not having the vehicle folder and DAE file name match. Thanks Nadeox1!

    Update #2:Please see the embedded pic for what I was able to accomplish with the bed cover and rear wheel mods. If anyone is interested in a how-to, please reply to this thread. If I get some interest then I can put together a quick tutorial. :)
    BeamNG.drive.x86 2013-09-30 06-24-01-292.png
     
    #1 lightford, Sep 22, 2013
    Last edited: Sep 30, 2013
  2. lightford

    lightford
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    Bump due to good progress, IMO.
     
  3. Narwhal

    Narwhal
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    hello,
    how did you get the tires to work? when i modify the tires on the covet, they dont stay in one place. I have got the nodes lined up with the wheel and i moved the mesh in blender. can you help me?
    (the top is what i want it to be , the bottom is what happens)
    halllp.PNG
    halp.PNG
     
  4. gabester

    gabester
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    Completely broke the smoothing groups :( Please just wait for multi-DAE support or find a way to import/export the model that doesn't damage it.
     
  5. Narwhal

    Narwhal
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    ok ill wait, any estimated date on when multiple .daes is going to happen?
     
  6. gabester

    gabester
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    It's not up to me to code it, so no ETA, but it is in progress.
     
  7. lightford

    lightford
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    Just one more quick note about wheel sizing. The nodes for each wheel control what I would call the spinning axis or hub location and width. The hubWheels section contains various "hub" and "tire" settings that may also need to be changed to match your wheel remodel.

    Gabester,
    Does the hub width (controlled by the node positioning) have much influence on wheel strength or something else I'm not thinking of? Also, for "hubWidth" and "tireWidth", are these actual measurements of width? They don't seem to agree with the hub width according to the nodes.

    Thanks!
     
  8. gabester

    gabester
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    hubWidth controls the width of the wheel, while tireWidth controls the width of the tire tread. They are physical only - they do not affect the visual mesh. Moving the axis nodes will not change the width of the wheel.
     
  9. lightford

    lightford
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    Thanks gabester. So, just to be clear. Each "hubWheel" spins around a pair of nodes, the axis. The inner axis node sets the start point in 3D of what the hubWheel routine will build the wheel/tire structure off of. In other words, the inner node is the anchor for the hubWheel. The X-coord start position of the hubWheel can be modified using the wheelOffset property. From there, the hubWheel routine uses the radius, hubRadius and numRays properties to build the wheel and tire structure. Next, the hubWheel routine extrudes this structure out in X according to the hubWidth and tireWidth properties (making sure to keep the tire centered on the wheel width). The outer wheel nodes are also connected back to the outer axis node, which does not, in itself influence the position of the hubWheel. It only provides a structure for the spinning axis and contributes to the strength of the hubWheel.
     
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