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Maluch JBeam rebuild

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

  1. HerbieTheRealBug

    HerbieTheRealBug
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  2. SKB

    SKB
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    Jbeamed floor mats. wow.
     
  3. fufsgfen

    fufsgfen
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    I see what I can do to floormats, also that Custom interior looks interesting, I have some ideas how to get it done, but need to learn bit more of this wonderfully crashy software :D

    I attach black fur type with floormats after I get them done.

    Might try that cooking thing if it goes easier on this end, but there is quite lot that I need to learn on that too, but I guess I just would need to place textures in folder and it should make dds automatically, or then not?

    Also learned how to make stiching, only problem with that is my hand which is refusing to make smooth arches, straight lines kinda work as there is tool for that, but I think arcs must be done on freehand or then there is more for me to learn.

    Well, there is always more to learn and we learn by doing I guess, I'm happy that carpet texture is working so nice, that is way nicer than I ever imagined being able to create in my life :)

    Door cards are something that I want to do together with seats, but there is few things to learn until I can get them to be nice.

    Also what if we swap seats in from Autobello? Modifying those might actually get better result than doing them by hand again and jbeam of old seats should still be good for them?
     
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  4. HerbieTheRealBug

    HerbieTheRealBug
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    not sure if its a good idea ;-;
    --- Post updated ---
    i dont think that autobello seats would look good in this thing ;-;
     
    • Agree Agree x 1
  5. Agent_Y

    Agent_Y
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    BeamNG Team

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    Vapordude's wheels in game (no center caps modelled yet):
    • 12x4 Fiat OEM (for Fiat wheel hubs only)
      1.png
    • 12x5 version of them
      2.png
    • 12x4 ATS Classic (this and the rest are on standard 4-lug hubs and can be used on all cars)
      3.png
    • 12x4 ATS-Fiat Sport (not sure if that's the proper name of them)
      4.png
    • Gold version of them
      5.png
    • Orange version
      6.png
    • Two-tone version
      7.png
    • 13x5 Cromodora CD91
      8.png
    • 13x5.5 Cromodora CD92 (very wide for this car lol)
      9.png

    Autobello seats have way different models, pretty sure it will be way harder to modify them than modify the ones we have now, and also my seats Jbeam is made for the dummy to sit in them well so idk.
     
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  6. fufsgfen

    fufsgfen
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    You have not seen them re-textured yet :p
    --- Post updated ---
    It is surprisingly similar to real car seats, but scale is off.

    Problem with current seats is that they have those grooves modeled in and I think flat seat surface with some texture and normal map work would do much better than just putting texture to it, similar way that dashboard with normal map changed to something completely different.

    Jbeam for seats might work despite what 3D model there is as it is quite simple?

    Idk really, it just kinda difficult to get any of those different patterns on current seats, imo.
     
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  7. Agent_Y

    Agent_Y
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    Well, if you think you can do better with Autobello seats, then go ahead and try, we'll see the result. Also send the new dashboard model and textures quickly because Vapordude already remodeled the gauges and idk how I'll merge these 2 models.
     
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  8. SKB

    SKB
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    holy crap those wheels look nice. 20/10 Vapordude
     
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  9. fufsgfen

    fufsgfen
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    New dashboard is probably not going to be ready until tomorrow or day after, not sure if I get floormats ready today, there is other life things like always.

    Technically dashboard part with padding would be different part from rest, also ashtray probably new model needed for that. But if gauge cluster needs to be together with dashboard, then I need to do textures with new gauges and modify what is with that dashboard, far easier than trying to merge part of old and new textures I guess.

    Radio and anything with detail like switches, gauges etc, I think put different texture map than rest of dashboard, anything that needs to be colored in dashboard in own texture as it is far easier to manage colors then, imo.
     
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  10. HerbieTheRealBug

    HerbieTheRealBug
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    yea they do!
    --- Post updated ---
    i dont think that autobello seats would look good in this thing
    --- Post updated ---
    omg idk what i just posted xd
     
  11. Agent_Y

    Agent_Y
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    Turns out that they exported to dae wrong, would be even better if exported correctly, we'll fix it tomorrow, there won't be random triangles and stuff anymore
     
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  12. ThatCarGuyDownTheStreet

    ThatCarGuyDownTheStreet
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    I must say, this is probably my favorite project on the forums. The sheer amount of documentation blows my mind, I could read it all for hours. Seeing other people help aswell really warms my heart. Seems to be that there is some good left in this community.
     
    #412 ThatCarGuyDownTheStreet, Aug 30, 2021
    Last edited: Aug 30, 2021
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  13. fufsgfen

    fufsgfen
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    I'm just grumpy old man who sees world quite negative place, but I guess community is what one makes it to be after end of the day and overall I guess BeamNG community has nicer nice parts than many other communities nice part :)

    -----------

    Now reason why I can't get floormats out today is not only my realworld duties, but amount of learning I need to do as I want to do these aftermarket types and skills I learn from these should help to do factory types that has rubber and fabric together.

    But as you can see I still have way to go, haven't figured out how to keep lines lining up other but manually pointing mouse enough accurately way, I'm sure there can be better way doing it:
    upload_2021-8-30_20-58-21.png

    Also for Agent_Y, I did fix mesh of these mats, but I also changed polycount, but I guess it should not matter for jbeam as jbeam is probably just few nodes anyway.

    It's like this in Blender now, but probably material name Rubber needs to be changed to floormat_rubber and floormat_fabric, maybe needs even third one so all variants can be assigned?:
    upload_2021-8-30_21-1-47.png
    Haven't gone trough all variants yet that needs to be done, but I try to figure out some material names for them, or then I'm doing bit more complex than I should :D
     
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  14. Agent_Y

    Agent_Y
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    Yeah I'm actually speechless due to the amount of help I'm getting unexpectedly, I thought I would have to make all the extra models and textures by myself, but now I have 2 people to help and I can just focus on the Jbeam, that will speed up the process by a lot. And about the documentation, I had been collecting info about the car way before even the first remaster happened, wasn't really deep research but just stuff found on Wikipedia and other mainstream websites, I was planning to make an addon or something to the mod at first, but seeing that it was getting remastered officially and they needed Jbeam help, I just had to join, and when making all the parts I would do more research, going on less attended but still trustworthy sites like fanclubs and stuff, and I learned way more than I expected. Technical stuff like weights of individual parts was always the hardest to get right, but EozCompanyCZ turned out to have a ton of technical knowledge on this matter and helped me estimate all the weights, and I think it turned out pretty realistic judging by how it drives and crashes. And I am still constantly adding improvements to it, correcting stuff that turns out to be wrong after more research, etc. Also I was really lucky that someone in the thread found a website where all the factory engine data was carefully documented with detailed torque curves and carburetor names, for all the factory models that differ in performance (which really isn't much surprisingly). I just had to get this 100% accurate in game. And it really works, combined with accurate transmission and final drive ratios and realistic weight (including added driver weight) and drag coef, it gets accurate 0-100 times and top speed! I wish there was more data like this for less common engines or some info about weight of less common parts, but I can always estimate it to be pretty close to real life. Also I had a ton of luck by randomly finding someone who had documented all the interior options, and it was accurate to some official catalogues I found. Generally, if I were to do the Jbeam rebuild all by myself, a lot of the coolest stuff would never happen, thanks to everyone getting involved in the mod!
    --- Post updated ---
    I haven't checked how many different floor mat variants there are, oddly enough that long post on that forum doesn't metion them anywhere. Yeah I put "rubber" there because it's my placeholder material for testing if stuff appears in game, change it. And yeah the floor mats have 6 nodes each so polycount doesn't matter at all. And the lines almost look straight enough now, good job so far!
     
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  15. SKB

    SKB
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    probably has, Carpet, the crappy felt/velvet type mat, cloth mat, and plastic/rubber mats i guess.


    rolls royce type mat? very fluffy one?
     
  16. fufsgfen

    fufsgfen
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    So this is what I think I'm okay with regarding aftermarket rubber floormats:
    upload_2021-8-30_21-45-1.png

    So I put my layer setup there in screenshot and here is my brush settings, in case someone someday wants to try to make better ones, maybe works as a starting point, I'm quite beginner myself, so I'm sure they can be improved. Rubber material is plastic rubber smart material with default settings really.
    Then I do heightmap painting with alpha brush to get that nice 3d look, it is shift clicking then to get straight lines, kinda easy and real artist probably can do much better, but for free mod by hobbyist I think this is working out fine :)
    upload_2021-8-30_21-46-27.png upload_2021-8-30_21-46-38.png

    What is cool thing is that this same technique can be used to create dashboard and door carpet shapes, also seat shapes, which is why I want to have more flat seat surface as I think this method can work better than 3d modeling of shapes, after all straight lines I just need to shift click so it is somewhat quick.

    Stiching of seats is also possible to do this way, just needs different shape brush and painting in color in addition to painting in heightmap.

    Now to do some research, then fabric versions and colors, might find something needs to be changed too as haven't tested ingame yet, so it all takes bit time.

    edit: Oh yes, can't forget backsides, everyone always forgets backside, but these fly off the car and you want to have non slip spikes on backside obviously...:
    upload_2021-8-30_22-1-44.png
     
    #416 fufsgfen, Aug 30, 2021
    Last edited: Aug 30, 2021
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  17. Agent_Y

    Agent_Y
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    These look straight and all good now, cool!
    So from what I can see, at first, base models came without the floormats and higher trims had the one you modelled. But the first facelift recieved a fur-like one, I will need different Jbeam for it:
    8022780800_1603995748.jpg
    Later base models had the rubber ones and higher trims the fur ones. It gets weirder on the second facelift, it appears that the base trims there had a single fur floor mat on the driver side, while higher trims had dual rubber ones with various patterns:
    6545527600_1603999161.jpg
    3192271600_1603999296.jpg
    8727429300_1603999653.jpg

    Also I'm noticing these cool "glowing" gear knobs on some higher trims, I want to know what's up with that but I haven't found anything about it anywhere
     
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  18. PowerstrokeHD

    PowerstrokeHD
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    Please tell me they dont have texture and it is just a no texture
     
  19. fufsgfen

    fufsgfen
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    That is cool info!

    I get lot of bugging out ingame, for example dds texture are randomly not made and when switching to dds file normals look wrong at times, like if opengl / directx version would be wrong, but it really does not matter how I set it up.

    Anyway I think tweaking AO should help with the issue where indention down is reversed when looked from certain angles, but tweaking that has to wait until tomorrow, haven't got more time right now.

    There is so much to learn when everything is new and doing practically first time, so these troubles of course are normal.
     
  20. Agent_Y

    Agent_Y
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    Their texture is just this color lol, idk maybe I should change it, but it's close to real life
    20210831_065629.jpg
    I should probably color the bolts on them steel and make the color more red-ish, the hole in the middle will be in the improved model
     
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