Solved Modded car does not show up in the vehicle list

Discussion in 'Mod Support' started by GDUB, Jul 11, 2017.

  1. GDUB

    GDUB
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    Joined:
    Jul 3, 2017
    Messages:
    21
    HI,
    I've modded the Ibishu Hopper quite extensively (fenders, lights, hood, body, indicators, fascia etc.) so it seemed a lot more complicated to create modslots, than to rename it and have a separate model. Originally I saved it in a folder in content/vehicles/hopperM/vehicles/hopperM and it would show up but without the pictures. Then I thought I would do it properly, so I wrote some python code
    to replace the string 'hopper' to 'Modper':
    - in every object name in the .cdae
    - every filename in the folder
    - every reference in the jbeam,cs,json,pc files.
    - and all the modified files are in Documents/Beamng.drive/mods/Modper/vehicles/Modper
    I've even zipped it in the mod folder and it does show up among the mods as activated, but
    it doesn't show up in the vehicle list. The vehicle creation guide says the first 3 prerequisites are the info.json, the cdae and the <vehiclename>.jbeam. I perused these 3 over and over again, compared them to other mod cars' and I can't figure out, why the vehicle isn't showing up in the list.
    To clarify:
    my info.json has
    "Name":"Modper",
    "Brand":"Ibishu"
    the objects in the cdae are
    Modper_frame,
    Modper_body,
    Modper_hood,
    Modper_Fender_R etc.
    and the Modper.jbeam refers to each flexbody as Modper_hood,
    Modper_body, etc.
    The console in game started with <'> has no error message about this
    and that's what the Beamng.log has to say about it:

    "6.32952|D|GELua.modmanager.initDB|mountEntry -- mods/modper.zip. Mod: {
    active = true,
    dateAdded = 1499790000,
    dirname = "mods/",
    filename = "modper.zip",
    fullpath = "mods/modper.zip",
    hash = "wip",
    modType = "vehicle",
    modname = "modper",
    stat = {
    accesstime = 1499790000,
    createtime = 1499790000,
    filesize = 20968000,
    filetype = "file",
    modtime = 1499790000,
    readonly = false
    }
    }
    7.78866|D|GELua.modmanager.initDB|... finished"
    I see no error message and I don't know what's wrong!
    Please Help
     
  2. EruptionTyphlosion

    EruptionTyphlosion
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    Joined:
    Sep 24, 2016
    Messages:
    2,925
    Whoa, hold up. You've made the hopper completely broken because you tried to split it. Turn "modper" back to hopper for a start . It depends on hopper files, but you rewrote the paths and broke it.
     
  3. meywue

    meywue
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    BeamNG Team

    Joined:
    Nov 19, 2015
    Messages:
    346
    Do you mind to provide us the files so we can have a closer look at it?
     
  4. GDUB

    GDUB
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    Joined:
    Jul 3, 2017
    Messages:
    21
    The hopper works just fine. It's in the list and loads without issues. I made a copy of it's files, where I renamed every file, every 3d object and every reference to every file and 3d object.
    --- Post updated ---
    Here you go!
     

    Attached Files:

  5. GDUB

    GDUB
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    Joined:
    Jul 3, 2017
    Messages:
    21
    Thanks! I'll try moving the folder after work.
    And Good catch on materials! I did change the references in materials.cs, but only the object and mesh names in blender.
    Appreciate what you guys do! It's nice of you to help out all the mod noobs, like me!
     
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