How do you change the physical object of a vehicle to another vehicle

Discussion in 'Content Creation' started by dadaraada, Jul 1, 2022.

  1. dadaraada

    dadaraada
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    So I have a custom 3D object.

    To see if I can import it at all and it shows up in the game the attempt was a success when placed in the levels folder. It appears with no editing but it only can be placed in the game via the Editor (F11 button). The issue with this is that it is a static, nodeless, weightless, and obviously characterless object with no physical properties.

    upload_2022-6-30_20-35-42.png
    upload_2022-6-30_20-41-3.png


    Yet when I try to say see if I can use this as a prop by replacing say for example Concrete Sphere by just copying this, pasting it Concrete Sphere prop vehicle folder and renaming this custom object.dae to :

    cosp.dae which is what the name of the 3D object that concrete sphere uses I still get a concrete sphere.

    Long story short, copying different .dae objects and deleting the actual original 3D file of a prop and renaming the new 3d object to match the original object is not producing the thing in the game.

    Yet we clearly have proof that the object can come into the game via F11 but only via editor and as a static, nodeless, weightless object.

    Any thoughts on how to bring it in as a vehicle or prop by merely replacing another vehicle or prop's folder this new object by deleting the old object of host property/vehicle file and replacing it with this ?
     
    #1 dadaraada, Jul 1, 2022
    Last edited: Jul 1, 2022
  2. CaptainZoll

    CaptainZoll
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    is the name of the mesh the same as the mesh you're replacing?
    upload_2022-7-1_12-42-30.png
    if you're making it into a Vehicle (or a prop with physics), the flexbody that it will use is referenced in the Jbeam file, under the "flexbodies" section.
    upload_2022-7-1_12-44-27.png
     
  3. dadaraada

    dadaraada
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    Thank you for the response. So it seems you were right about the meshing. I didn't reference the .dae parts/meshes in the .jbeam which really controls whether it appears in-game.

    I have attached the following:
    When I save my blend file they're all being saved separately and all get messed up in-game.

    Any idea how to save the whole thing properly in blend in one-go as one piece so you don't have to manually rearrange it ?
    https://www.beamng.com/resources/concrete-wall-block.22672/
     

    Attached Files:

    • howitactuallycomes.png
    • meshhierarchy.png
    • meshissues.png
    #3 dadaraada, Jul 1, 2022
    Last edited: Jul 1, 2022
  4. dadaraada

    dadaraada
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    It was 100% mesh issue. Thanks a lot captain Zoll !

    So next question (hehehe). If I used a small concrete block with its node and replaced its .dae with the meshes of this vastly bigger object, any idea how to efficiently get the nodes for this 3d object ?

    If it was a small object you can do it in node editor manually but an object this big ?!

    As you can see here its based on the nodes of the small block which is facing up but this is referencing the nodes and its facing the other way.

    Anyhow point is if I can get the nodes for this new object it I'm good.
     

    Attached Files:

    • upsidedown.png
  5. dadaraada

    dadaraada
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    Nvm figured it out. Key is meshes.
     
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