WIP Beta released 94-98 Ford Mustang SN95

Discussion in 'Land' started by Citybuild122, Jul 29, 2022.

  1. sheldond07

    sheldond07
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    i have a question when it does come out will it have custom engine sounds
     
  2. oioioioo

    oioioioo
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    That's gonna be a no for me, dawg. JK, seriously though, it definitely WON'T for initial re-release. I can't say it'll NEVER have custom sounds.

    Haven't had any time to work on game stuff lately, again, I'm hoping that'll get a little better after Christmas... but who knows?
     
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  3. sheldond07

    sheldond07
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    right i understand
     
  4. Serfma

    Serfma
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    Signed up just because I found this while Googling as I have a 96 Cobra and I am HYPED. I have a modified k member + control arms (tubular) so I can't be used as a reference point unless you really want. I do have a bone stock 96 Cobra that I have access to, so if I can be of any help do let me know. :)
     
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  5. oioioioo

    oioioioo
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    Welcome to the forums! lol

    I DO want to add some of those type of things, like the tubular engine-bay/shock-tower + K-member mods, but that's down the road a good long ways... I mainly just want to get this thing finished and released in stock form first.

    The main things I need MODELLING references for is the front subframe, the backsides (insides) of the bumpers, the bottom (underside) of the floor, engine-bay stuff like battery tub, intake hoses, wires and electrical boxes, etc. and finally convertible bits; latches, linkages, seals, etc...



    Now on the progress side of things, I'm currently busy completely redoing the entire vehicles' materials because I found out through trying to salvage what was there that it was

    A: harder to save the old than to just make new...

    B: the finished product looked bAD...



    I'm gonna say the biggest obstacles to initial re-release are as follows:

    #1: MATERIALS and textures... (May need help if I hit a wall, I'll make a post whining about that as I come to it)

    #2: Some big-ish models need to be redone... (Front subframe, OHV engine is WIP, transmission, driveshaft, IRS CV axles, etc.)

    #3: Fine-tuning suspension geometry (need measurements listed a few posts ago)

    #4: Still some small and medium model fixes (Missing backfaces, BAD geometry, etc. mostly minor stuff, but some not-so-minor)

    #5: Adding small-potato .Jbeam stuff like real exhausts and animated shifters, meaningless stuff that makes it feel more vanilla-quality.
     
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  6. chelsea.daley

    chelsea.daley
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    --- Post updated ---
    this is realy funny i watch him to be fair it does look like his car looll hhaa
     
  7. goldeneye36

    goldeneye36
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    I'm really excited to see someone is working on this! I have a 1994 Cobra and would love to rip around in-game in a 90's Mustang. If you are in need of any reference photos or specs feel free to let me know.
     
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  8. oioioioo

    oioioioo
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    OOOOoooooohhhhkaaaaaayyyyyy......



    @goldeneye36 was kind enough to provide me with some suspension measurements and I plugged them in and they seem to clean up a few issues I was having quite nicely....

    NOW....

    I WANTED to load up the new suspension in-game and test it for bugs and handling etc, but now I can't even load the SN95 anymore. I get these console errors (below) and the vehicle breaks and flies away diagonally for all eternity. The parts selector is empty and there's no way to interact with the vehicle.

    galsdkgjhasdgkjh.png
    helpmeeeee.png

    The first bit always says "Failed to load vehicle, missing stage 1 data" and a bunch of seemingly-random numbers. They're always different. I have not loaded the SN95 into 0.31 before today so I don't know if my suspension changes broke something today, or if migrating to 0.31 in the first place is what broke it. It said the data was missing from all the config (.PC) files, so I deleted them and loaded a "blank" .PC, no joy, same result.


    EDIT: Upon further inspection it appears that the issue is purely "unable to read x.jbeam" and "cannot read x.jbeam" alternating through the whole vehicle folder. Also NONE of my unpacked or user-folder mods will work anymore, it's not just the SN95. I reloaded the unedited original SN95 by Citybuild and it WORKS...?!
    Did something change in 0.31 that I didn't see in the changelog?????

    If ANYONE knows ANYTHING about what happened or how I can fix it PLEASE tell me because I don't have the time to completely de-bug my entire game to try and find out what broke before I can even test stuff in-game!



    Thanks in advance.........................
     
    #128 oioioioo, Jan 10, 2024
    Last edited: Jan 10, 2024
  9. JustSomeArabGuy

    JustSomeArabGuy
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    Uh oh, I really hope this doesn't pose a big problem.
     
  10. JlnPrssnr

    JlnPrssnr
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    What if you pack it from the ingame mod manager?
     
  11. oioioioo

    oioioioo
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    Yeah, me too! lol


    I'll give that a try ASAP, I did find out that my .ZIP-packed mods which have the EXACT same files as my unpacked mods still work properly, so I think maybe they just removed support for unpacked mods and user-folder mods??? If they did that's SUPER annoying for me because my entire "workflow" basically relies on the quick-edit-ability of such unpacked mods and having to repack everything into a .ZIP EVERY time I change ANYTHING will slow me down exponentially!



    EDIT: I tried it out and all my other unpacked mods will work now, I'm not sure what was up with them... but with the SN95 I still get the "failed to spawn vehicle, missing stage 1 data" thing. I've been digging around to try and find out why. Another weird issue is when I remove ALL the SN95 files from EVERYWHERE in the game it still shows up in the vehicle selector for some reason. I think this may be at least part of the problem, but I've searched my whole game folder and user folder for any relevant file names and there are none. My other unpacked mods (once I could get the mod manager to see them anyway...) totally disappear when deactivated, so there's definitely something fishy going on....

    Will post updates when I have updates to post lol....
     
    #131 oioioioo, Jan 12, 2024
    Last edited: Jan 13, 2024
  12. goldeneye36

    goldeneye36
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    Probably silly to ask but did you try clearing your cache? Or do you have a different version of the same car but maybe under another file name that might be conflicting with it?
     
  13. oioioioo

    oioioioo
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    Funnily enough, no I didn't yet lol.... I'll give that a try later today.

    No, the original is called "Mustang93" (even though it's a 94+ ???) and I never changed that. I went through my folder for the SN95 and searched my game-versions user-folders for all the different file names and at first it said there were some but when I delete them it says it couldn't find them to delete them and when I double-checked they were all gone. My BeamNG is a fresh installation of 0.31.2 from Humble Bundle, and I never modify stuff in the actual game files.

    I don't know what the "missing stage 1 data" refers to, but if I did I think I could figure this whole thing out much quicker lol.... also my unpacked-mod-workflow will still work, it was just broken when I first migrated to 0.31 for some reason... idk why.

    EDIT: I cleared my cache, and it fixed the ghost SN95 in the vehicle selector, but it DID NOT fix the mod itself. Still "spawning vehicle failed, missing stage 1 data".... Strangely enough, it showed me the "unknown" cache files that it cleared, there were hardly any, and NONE of them were related to the SN95! Whacky stuff.
    I'll try to take a whack and some .jbeam things I'm suspicious of next opportunity I get. Hopefully that's my issue?

    EDIT 2: K, so the issue turned out to be something in my node-position-based strut-mount-relocation .Jbeam got messed up somehow. When I removed that, the thing spawned in "properly," albeit without a working front suspension anymore..... :/
    screenshot_2024-01-17_16-55-15.png (Don't mind the Orange Juicemobile in the background)
    Anyway, this screenshot showcases how much more there is to do still lol. I'm hoping to fix materials next, and then once everything is back to looking decent I'll begin again on the .Jbeams.
     
    #133 oioioioo, Jan 14, 2024
    Last edited: Jan 17, 2024
  14. goldeneye36

    goldeneye36
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    Glad you were able to figure out the issue! Now if I could only figure out the issue with my car I could finally get you those rear suspension measurements but it's being frustratingly stubborn.
     
  15. oioioioo

    oioioioo
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    I'm snowed in currently, so I've been grinding on BeamNG mods again. I managed to work out some semblance of a proper UV map, I'll try getting it in-game ASAP.

    Capture.png

    Will post updates when I have updates to post.
     
  16. oioioioo

    oioioioo
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    OKAY. It took like 3 hours this afternoon, but I THINK I've got materials on-lock. (Meaning, I now know what I have to do, but I don't know if I have the strength to do it lol)

    I've got the general idea now, but I've got to do a TON of work to do in order to get these where I want them. I also think I may need to do some edge-splitting on the model as I had some weird smudging on the corners when I baked the normals. (I'll probably totally re-bake everything multiple times before I like the results lol)

    baked.png



    I'm seein' the light at the end of the tunnel, guys!

    Will post more when I have more. (duh)


    EDIT: I'm not snowed-in anymore, but now it's raining buckets so I still can't do anything outside... soooo that means I'm cranking out BeamNG stuff. I got the materials more-or-less figured out (NOT finalized, just sorted) And I also couldn't stand not being able to drive the vehicle so I fixed my couplers. Again, they're not finished, just working.

    screenshot_2024-01-25_17-10-15.png

    I'll keep at it lol
     
    #136 oioioioo, Jan 25, 2024
    Last edited: Jan 25, 2024
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  17. JohnChargerbr1996's

    JohnChargerbr1996's
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    Police Cruiser Variant please
     

    Attached Files:

    • Mustanggtcruiser.jpg
  18. oioioioo

    oioioioo
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    Well, since you asked so nicely..... lol
    (Also, based taste. I just reverse-image-searched the picture you attached and realized it's from NFSHP2, one of my all-time favorite games lol... I need to buy another copy of it, it's been so long since I've played it)[Yeah. Wah- wa- wa- wa-... Uhh!]

    The pictured mustang is a "New Edge" and not technically an SN95 (even though they're mechanically identical), but now that I've got a proper skin UV I'll see what I can do anyway.

    I haven't made any real progress on the mod lately since I've had good weather and I haven't been sick lol. I'll post updates... again... once I have some to post.
     
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  19. PrestonLK

    PrestonLK
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    “New Edge” is just the nickname for the face lift. They’re still SN95’s, not technically something else. It’s completely understandable to say they’re outside the scope of the mod though. Here’s a chart from LMR cropped to only show relevant information.
    IMG_9390.jpeg IMG_9390.jpeg

    I am still meaning to get photos of the suspension of my ‘94, just haven’t gotten around to it.
     
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  20. Psychotic_Kazu

    Psychotic_Kazu
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    It kind of feels like the whole foxbody situation. Y'know how they are technically a foxbody because they were built of the fox chassis like the typical foxbody evey one thinks of.
     
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