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  1. marcusjoker44

    marcusjoker44
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    Joined:
    Jan 27, 2017
    Messages:
    23

    Is this Jbeam good or do i have to many nodes?
     
  2. Car8john

    Car8john
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    Joined:
    May 12, 2016
    Messages:
    6,395
    Jesus H Christ how many nodes are in that
     
  3. Jackets64

    Jackets64
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    Joined:
    Nov 26, 2017
    Messages:
    1,911
    I'm going to say that is not how you make a jbeam. Please study official jbeams and use them for reference, I can't even tell what you are trying to make. Also, I HIGHLY recommend not using the blender exporter for everything, I've heard it doesn't do an amazing job for a number of parts of a jbeam.
     
  4. RicardoTM

    RicardoTM
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    Joined:
    Sep 29, 2019
    Messages:
    44
    The nodes have to be like a shell for every part of your model. You don't have to literally copy every vertex and convert them to nodes.
    If you load a car or any object in beamng and press ctrl+N and ctrl+M you will see every node and beam, study how they are done and then do something similar.

    In short, imagine a box, a box can be very complex, you could do it very detailed, beveled with a good number of vertices, but the jbeam would still only consist of 1 node per corner (only 8 nodes).
     
  5. marcusjoker44

    marcusjoker44
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    Joined:
    Jan 27, 2017
    Messages:
    23
    yea i quickly realized i was doing it wrong it also looks a little worse than it was because i had blender on wireframe
    this is what im working with now still too much?
     
  6. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

    Joined:
    Jul 10, 2020
    Messages:
    10,410
    This is very hard to see because the mesh is over the Jbeam, but I would advise to just do this outside of Blender, use it only as a reference for the node coordinates and do all in game. Put a node in each spot where the bars end or intersect, then connect them with beams taking reference from the vanilla full cage vehicles, and should be good.
     
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