1. Trouble with the game?
    Try the troubleshooter!

    Dismiss Notice
  2. Issues with the game?
    Check the Known Issues list before reporting!

    Dismiss Notice
  3. Before reporting issues or bugs, please check the up-to-date Bug Reporting Thread for the current version.
    0.30 Bug Reporting thread
    Solutions and more information may already be available.

Maluch JBeam rebuild

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by AdamPLGames, May 17, 2021.

  1. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    I came up with a better idea, I'll just make that part of the floor body colored and put a new flat carpet model on top, this way it can be removable. So I'll maybe just separate it and put the dae file here, and I'm sure you can figure out a better UV map than me so I'll leave it to you, if it's not too much work of course. When the carpet is separate, you'll be able to make whatever UV map you want for it without worrying about messing up the rest of the interior.
    Also, wow, this is a really good texture judging from the pictures, amazing job!

    (Also it would be cool to have better textures for seats and door panels but they don't even have proper UV maps at all so I imagine you won't do them because that's too much work, I'm not expecting you to work on them or anything, just saying)
     
  2. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    With seats and doorpanels I think greatest challenge is the color pattern, as I'm not much of an artist, I can't draw at all, but as long as there is premade / configurable material in substance painter that gets close, it is fairly easy to make.

    Also handbrake handle and shifter might need some texturing, but shifter knob looks bit different from what I saw in pictures as in pictures it seems to be a ball shape.

    And yes, with separate model for carpet, UV and texture making should be somewhat easy, in theory at least!

    .Blend file for carpet might work better as .dae is triangulated and seams and sharps if needed are easier to work with quads, but then again with such small piece with low amount of polygons it does not matter too much I guess.

    Then actual dashboard might be something that could use improvement in texture, but for that I think highpoly model needs to be created and while it is small piece, my ability to model is kinda limited to square boxy shapes that are very low polygon counts, but I know that padding of dashboard would need to be modeled, then using substance fake leather / vinyl texture would need to be painted and whole thing then needs to be baked, with that it should work out fine.

    Although we might have trouble with highpoly model building, but let's see what we can build with these other bits first.

    For door cards / panels and seats, I guess similar method of creating all the shapes in 3d model would be needed for best results, with seats there is shape already so those might work out fine, will see :p
    Most basic door panels don't have much shape, so those should work fine with just texturing I believe, looks to me there was about 3 types of door panels, but one type was with quite some variation.

    Well, they did made quite lot of variations, so trying to learn what belongs to which version is learning process alone :D

    When UV mapping, I have found out that marking seams is really what makes it work or not, but figuring out where to put those seams is still under learning for me.
     
  3. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    I might as well give you the whole blend file of the mod and you will do what you want with it lol, then I'll add the changes to the mod
    About the shifter, that's a mistake in the current version of the mod, there were 3 versions of the shifter, one per facelift, but currently in the released version of the mod, all of them use the same model by mistake. In my version it's fixed. But still the first shifter is wrong for whatever reason, it's supposed to look like this:
    DSC_0639.jpg
    Maybe the one in the mod has an aftermarket gear knob. I could separate the gear knobs from shifter sticks in the parts selector.

    I think I'll just prepare a blend file for you with all the interior stuff and send you, it will take some time, I can't start yet, no time for now.
     
    #363 Agent_Y, Aug 28, 2021
    Last edited: Aug 28, 2021
  4. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Blender file sounds good, no hurry, I might be busy until evening or tomorrow now.

    I did try something with a seat:
    upload_2021-8-28_11-49-19.png

    Not sure if it is bit too luxurious though, might need bit more shine so it does not look quite so genuine leather, actual faux leather came out too shiny though, kinda fine outside of car, but inside weird shiny effect happened.
    upload_2021-8-28_11-58-47.png

    Although now this start to look like Austria export version.
    Also I did realize that I used wrong export earlier, there was few changes I forgot that had to be made to get also AO texture map which is kinda nice to have.

    Here you can see those red seams for UV mapping, kinda separating to 90 degree viewing angles is what I have found out working ok, after getting seams right, actual UV mapping happens with pretty much single click, but with bad seams or if there is something odd with the mesh only weird UV maps come out:
    upload_2021-8-28_11-56-52.png
     
    • Like Like x 2
  5. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    I can try to translate that post with interiors to English for you, and make it into a list of what kind of interior part needs what materials and what colors. I'll also have to double check what exactly is the color on TAN version supposed to be, still not sure if it's supposed to be very faded green or one of many inconsistent shades of cream. Also about the seats material, there were in fact some "luxury" material variants on highest trims, those trims were so rare that it's hard to even find pictures of them. 650K/650EK especially, also 650L and 650ES. Later there was the SX trim for everything which it appears was way more accessible than those, and interiors got more standarized towards the end.
    --- Post updated ---
    So here's the blend file with everything you need hopefully, if anything is missing let me know, uploading here because why not, nobody will steal it anyway. With the interior carpet, I just separated it from the model, and made a version with alternative material, as well as a body colored one called intfloor for when you don't want a carpet. The shifter I fixed myself, not included here, old gear knob is available as aftermarket version. I didn't edit the UV maps of anything, that's up to you. I'll soon post a list of all the interior materials irl separated by parts, with pictures, it will be on this thread as well.
    --- Post updated ---
    So here's my thing with the interior materials... There's a lot of versions lol
     

    Attached Files:

    • Like Like x 2
  6. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Thank you from those and especially taking time to explain all the variants, that is indeed quite a lot of different ones!

    Perhaps .blend file here can encourage someone with 3d modeling skills to join the good cause as definitely hipoly versions of dashboards and some door cards is needed to be able to create texture well.

    I can click buttons, drawing is whole another world as is modeling, but I think I can manage with basic colors, not sure about stripes and other patterns, but I see what I can manage with those.

    That black leather on pictures seem to be quite reflective, much more than I thought it would be, so I guess faux leather material will work after all.


    I'm unable to use new Blender versions, I can find my way around 2.78, but everything since 2.8 gets me staring the screen for eternity without things clicking in my head, however luckily copy paste from newer version to this old works just fine, hopefully newer ones read old version file ok.

    With seats there is also one more difference, there is that round plastic stripe between top and bottom halves of fabric, but not with all seats, I guess that was changed at some point of 90's so that earlier ones had that round strip and later ones omitted it.

    For colors I think that those basic ones without much of stripes or other patterns could be done with game engine with interior color setting, but also I think that there might be way to have pattern as an overlay/layer so that you could have colorable seat and then pattern on top of that, it would probably be much more manageable than having each color as texture.
    However that is area which requires lot of learning.

    Anyway I start with the carpet first, time and amount of work relation might mean it takes quite many days to get all these done, especially as I'm at the shore, looking at beautiful ship, trying to figure out how to get to ship as there is lot of sea to cross, that means lot of new stuff need to be learned.
     
    • Like Like x 1
  7. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    That plastic stripe is just a separator between 2 layers of leather, so would be only on the leather seats. And also I think most parts are already high-poly, just not very detailed, there would need to be different patterns in them. Also I thought about the idea of using the 2nd color slot in paint selector as interior color, in this case all you have to do is make the base color map green instead of the color you want, and do some changes to the materials file. But not sure how that would work with striped patterns and the interior options that need some separate colors. I think it would make more sense to do use diffuseColor in materials instead, this way you can make a white version and I can get whatever color I want from that, at least I hope it would work like this.

    EDT: Apparently the dashboard and door panels really are low poly.. They are like 10 triangles each lol, someone has to make better ones
     
    #367 Agent_Y, Aug 28, 2021
    Last edited: Aug 28, 2021
    • Agree Agree x 1
  8. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    I don't think that they ever made this kind, but maybe can have some fantasy versions too?
    upload_2021-8-28_21-36-2.png

    Creating that is just few clicks, if I just would know software better it could do some really incredible things, but found new buttons again, still long way to go though, but it is incredible what is possible with the rather expensive piece of software, I would say it is less than 10 clicks with a mouse to get that out from the program, no skills needed :p
    There is still some bugs with my setup though, clearly visible at center, not sure if it is uv or just fault with mirroring.

    I'm not sure if there is suitable ready to be used materials for all the seat patterns, but if I find suitable ones, then it should work out nicely.
     
    • Like Like x 3
  9. SKB

    SKB
    Expand Collapse

    Joined:
    Apr 22, 2017
    Messages:
    1,964
    looking at this nice carpet makes the rest of the car look meh xD
     
    • Agree Agree x 1
  10. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    Doesn't seem like there was ever any red interior, but wow, this looks so good and clean, I can include it as a custom carpet pattern that someone made out of their grandma's house carpet lol
    And the bug seems like it's something with the UV to me, I'm sure you can figure it out and fix it easily
     
    • Agree Agree x 2
    • Like Like x 1
  11. Turbo49>

    Turbo49>
    Expand Collapse

    Joined:
    Apr 1, 2021
    Messages:
    3,098
    :eek:
    Looks so good !
    Do you think you have time to fix other textures as well ?
     
  12. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Not sure about that easily part, but I try to fix issue, as that random experiment produced such a nice looking carpet, almost by accident.

    There is smart material function in Substance painter, with two clicks you can add smart fill layer and choose material, it is all automatic then, all the wear bits gets calculated automatically, then two clicks to bake maps which then gives you all the wrinkles and after that few clicks to export textures.

    In Blender though it has been more than hour of trying to get UV to work, also did some changes to carpet mesh.

    I also see there is option to do different kind of UV work directly in Substance painter, but not sure if that works with BeamNG then, but must try that, might give easier time with UV setup.

    Even Substance painter costs a lot, I start to think it was worth the cost, I would never be able to do something like this manually with gimp or something.
    --- Post updated ---
    There is no darker black than one which sits next to white!


    I don't know yet, but I hope that there is time, of course if there is no rush, then I might be able to find time during several months or so.

    Also I need to learn more about the program and how to get more out of it and doing Maluch texture as learning project is something I find interesting.

    My main project is Cannonball Run map and some undisclosed vehicles, but for those I still need to do same learning, so it is about same to spend time doing learning with Maluch and as it gives fun to people using this mod as well as preservation of history point, for me it makes lot of sense to do as much as I can for this project.

    Then there is always something about 70's and 80's vehicles that were not highly rated when new, for some reason I find those more interesting than anything modern :D
     
    • Like Like x 3
  13. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    To do the rest of the textures, you would have to remap all the UVs from scratch, including all the skins, because currently they are not set up to work with proper textures at all. And also remake all of the materials and this car literally has THOUSANDS of them for some reason, and most have weird names that are a mix of Polish and English with numbers that aren't self explanatory at all and idk what they are for. So idk if it's worth doing that. On a new model remade from scratch, maybe, but not here, and idk who would be willing to make such a model.
     
    • Like Like x 1
  14. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    I made it so when you remove the interior carpet, the interior is slightly lighter, and also won't burn:
    adadsasd.png
    Also big change to the hood, doors and decklid. Added a slot with panel material that changes the physical properties of the part:
    sddasasas.png
    Standard steel is the normal behavior. Steel with water-based varnish is what they used on the EL/ELX version, it was less resistent to rust so I made it deform easier because it's rusted, it's only available on parts that it makes sense on (so not on cut convertible doors and other non-stock stuff). Fiberglass is the physics that for example the D-Series cowl hood has, it behaves different overall and it's about half the weight of the steel equivalent. It deforms in a different way and you can break holes in it:
    sdfssfs.png
    I added this slot for 2 reasons. First, aftermarket fiberglass panels do exist in real life so I wanted them, but I didn't want to add fiberglass versions of everything which would make a mess in the selector. Second, all the decklids (except for the tilted one) use the same nodes and beams (not triangles because they have different aero properties), and all doors use almost the same Jbeams overall. I had the same code duplicated in many parts which made fixing stuff much more time consuming, now I have it all in a shared sub-slot so I only have to edit 1 file instead of 5 to fix something. I don't think the main body will have this slot, just the EL one will be weaker, I don't think there were aftermarket fiberglass bodys, that makes zero sense lol.

    And also I've been informed that all of EL facelift used unleaded fuel so I corrected it, now the EL carburetor also requires it, not just ELX.
     
    #374 Agent_Y, Aug 29, 2021
    Last edited: Aug 29, 2021
    • Like Like x 5
  15. ㅤㅤㅤ...

    ㅤㅤㅤ...
    Expand Collapse

    Joined:
    Nov 8, 2020
    Messages:
    565
    Are you planning to make Bosmal cabrio?
     
  16. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    Yes, it's already in the original mod but it uses the wrong parts so it looks wrong. It mainly uses ST parts but irl it's based on the FL, I'll use the correct parts when making the configs. The main body is correct in the mod, with the exception of the air intakes and lack of the folded convertible roof, that will be fixed too. And the sport version is also planned, the only differences in it are the seats and engine internals.
     
    • Like Like x 2
    • Agree Agree x 1
  17. Vapordude

    Vapordude
    Expand Collapse

    Joined:
    Aug 27, 2020
    Messages:
    26
    Did some new wheels for the 126p.

     
    • Like Like x 2
  18. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    After doing most of the colors, I then notice that if need to match real car perfectly, this interior carpet would need much more work, pedals would need to be moved and modeled again, wheel wells need to be made bigger and center tunnel thing would need to be higher and differently shaped, making UV work took many hours and I'm not sure if I should start over and remake whole interior carpet thing to real car shape?
    upload_2021-8-29_19-30-40.png upload_2021-8-29_19-31-40.png
    Not sure if that real picture is showing colors quite right, might be oversaturated quite a bit, in some other pics orange is not quite as strong.

    Those foot things, sometimes they are separate carpet, sometimes they are sewn into carpet, I think easiest is to have them as their own mesh, so you can then easily swap what you need?

    These are colors I have seen for carpet, also there is middle gray that can be used to make any color via color selector which might be better for performance compared to having texture files for all the colors. Anyway I made colors by picking colors from photos and trying to match to general appearance then.

    upload_2021-8-29_19-40-49.png upload_2021-8-29_19-41-5.png upload_2021-8-29_19-41-19.png upload_2021-8-29_19-41-30.png upload_2021-8-29_19-41-50.png upload_2021-8-29_19-42-3.png upload_2021-8-29_19-42-28.png upload_2021-8-29_19-42-41.png
     
    • Like Like x 6
  19. Agent_Y

    Agent_Y
    Expand Collapse
    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,058
    The whole car has an inaccurate model, editing the wheel wells would mean having to also redo the whole suspension and fenders... Either someone would redo the entire car or we'll keep all like this.
    The colors get desaturated over time due to wear so this is fine, doesn't need to match every photo. And yeah good idea to have the foot things separate (what are they even called? idk lol). This all looks really good, send the files and I'll put it in the mod. Also, the black is the "rhombus pattern" already, right? Can be made into a texture instead of a separate part.
     
    • Like Like x 1
  20. SKB

    SKB
    Expand Collapse

    Joined:
    Apr 22, 2017
    Messages:
    1,964
    the foot 'things' are probably called floor mats?
     
    • Like Like x 1
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice