[TUTORIAL]: How to do Engine Swaps (with pictures)

Discussion in 'Content Creation' started by workclock1©, Jul 13, 2018.

?

Useful?

  1. Yes!

    99 vote(s)
    55.9%
  2. Already knew how to do it :D

    6 vote(s)
    3.4%
  3. I don't understand jbeaming and blender enough.. still confused.

    72 vote(s)
    40.7%
  1. workclock1©

    workclock1©
    Expand Collapse

    Joined:
    Jan 5, 2016
    Messages:
    2,555
    Hello, today I will show you the detailed and basic process of swapping another engine into a car in BeamNG.drive, and a basic blender tutorial.

    NOTE: This does take quite a background of blender and jbeam knowledge, if you know how to rename and move stuff, and copy paste in notepad and blender, your good to go.

    Ok, onto the tutorial:




    STEP 1: Get the vehicle you want to put another engine in, I'm going to use @Stoat Muldoon 's 1970 Dodge Coronet, and I'm going to be swapping in a 6.4L HEMI Engine.


    STEP 2: Get the .dae file of the vehicle you want to swap another engine in, don't know how? It's simple!
    Open the .zip file (if your doing official vehicles, open Program Files (x86)/Steam/steamapps/common/BeamNG.drive. You should be to a page something like this:
    Capture-Copy.png

    STEP 3: Open up the folder "content" then "vehicles" and you should see a lot of zipped files with the vehicles name on them.

    NOTE: Some vehicles are named weird, here's the codes to what each .zip file name actually links to in the game:
    Code:
    sbr.zip- SBR4
    super.zip= Bolide
    legran.zip= LeGran
    barstow.zip= Barstow
    etkc.zip= ETK-K
    etk800.zip= ETK800
    etki.zip=ETK-I
    midsize.zip= New Pessima
    fullsize.zip Grand Marshal
    pickup.zip=D-Series
    roamer.zip= Roamer
    semi.zip= T-Series
    sunburst.zip= Sunburst
    van.zip= H-Series
    moonhawk.zip= Moonhawk
    burnside.zip= Burnside Special
    pessima.zip= old Pessima
    pigeon.zip- Pigeon
    hatch.zip= 200BX
    That should be a list of every single vehicle in BeamNG As a .ZIP, That should come in handy if your using official vehicles.

    STEP 4: Once you have found the folder the vehicle you want to put another engine in, copy and paste that folder to your desktop, so it's easier to assess. (DO NOT DRAG THE .ZIP OF YOUR VEHICLE TO YOUR DESKTOP, COPY AND PASTE IT. IF YOU DRAG THE FOLDER THAT VEHICLE WILL BE MISSING FROM THE VEHICLE SELECTOR)
    your desktop should look like this:
    Capture-Copy.png

    STEP 5: Open up the vehicle .zip and look for a file named .dae (if your using the sbr, it will be named sbr.dae, if your using the roamer, it will be named roamer.dae, get it?)

    it should look like this:
    Capture-Copy2.png

    STEP 6: Extract The folder to your desktop, afterward, it should look like this:
    Capture-Copy3.png

    STEP 7: keep the .zip somewhere safe just in case if you mess up, you have a backup, so don't delete it.

    STEP 8: Open the non compressed folder, look for the .dae again, and drag it to your desktop. Then open blender.

    STEP 9: This is when your going to need some basic blender knowledge, import your .dae into blender, like this:
    Capture-Copy4.png Capture1.png Capture2.png

    STEP 10: Delete everything but the engine bay. Here's how to do it with pictures:
    Capture.png Capture1.png

    Do that for all engine parts including intakes, headers, etc.
    Capture2.png
    then hit A, then delete, like you did the square, final output should be something like this:
    Capture.png

    STEP 11: get the engine you want to swap into the vehicle. redo steps 4, 5, 6,7 ,8, and 9.


    STEP 12: once you have found the .dae of the car with the engine you want to swap, import it like you did the first vehicle, go back to step 8 and 9 for that.

    STEP 13: Once you have imported the car you want to engine swap, it should look like this, very messy, but don't panic!
    Capture.png
    Once you have imported your vehicle into blender, delete everything but the intakes and engine. go back to step 10 if you can't remember.

    STEP 14: It should look like this now:
    Capture.png

    STEP 15: Drag over your imported engine over the original engine, then delete the original engine oce the imported engine is replaced.
    Capture.png
    should look like that.
    Capture.png
    click all of those to where there highlighted.
    Capture.png
    delete the original engine. should look like this now.


    STEP 16: rename the engine, by right clicking it in the mesh selector and replace "fullsize" with "coronet"
    like this with pictures:
    Capture.png
    same applies to any other vehicle, but if your using the legran and covet, replace "legran" with "covet", applies to any other vehicle.

    STEP 17: export the .dae, but first you must apply rotation location and scale to the engine, hit CTRL+A And then hit "rotation" then do this in the pictures:
    Capture.png
    hit those two unchecked boxes.
    Capture.png
    STEP 18: Export the .dae to your desktop, so you have the file ready to use. to export, click on "file" on top top left and corner, then "Export" Then Collada.DAE The click "desktop" on "System Bookmarks" then in the top right hand corner click "export". A file named untitled.dae will come up on your desktop, close you blender it's not needed anymore.

    STEP 19: Open up the file you unzipped a few minutes ago, so then you should have something open like this:
    Capture.png
    Look for "(vehicle name)_engine.jbeam" or type it in into the search bar, whatever you prefer.
    So you should have this:
    Capture.png

    STEP 20: open the .jbeam in notepad++, (if you don't have notepad++, download it here)

    STEP 21: When you open it, lots of numbers and letters will come up, dont panic! It's going to be easy, just highlight the entire first engine jbeam, like this:
    Capture.png
    All the way down to this:
    Capture.png


    STEP 22: right after the ], In the code under the engine, hit enter twice, then hit CTRL+V And it will paste. Go to the top of your pasted code and edit the top so it works.
    Capture.png

    STEP 23: Rename the engine. This is the most important part.
    do as is in these pictures:
    Capture.png
    Capture.png
    save the file, then exit.

    STEP 24: Make a new folder inside the unzipped mod folder. name it *vehiclename*_engine
    like this:
    Capture.png

    STEP 25: Remember that .dae we exported just a few minutes ago? We are going to need that. Rename the "untitled" to 6.4, or whatever you named the engine in blender.
    Here's an example:
    Capture.png

    STEP 26: Your going to need textures so it doesn't appear as "no material" in BeamNG. If you do not know the engine's texture file, reopen it in blender and check. (by clicking the plus until you get to the circles below the black and grey triangle)

    STEP 27: open the materials.cs. A bunch of letters will come up, don't freak out, this is simple.
    Just reopen the folder that you got the model from (the engine imported folder, for me, it's the dodge charger by @Dean Wang ) and type in "*vehiclename_engine" in the materials.cs by pressing CTRL+F

    you will find this:
    Capture.png
    copy and paste it into the materials.cs into the vehicle you engine swapped (in my case, the dodge coronet). then save it.

    STEP 28: you should be done, zip the folder and drag it into BeamNG. Then you should be done!

    28 steps later, you have a new engine inside another vehicle!

    Have any questions reply And someone will answer!


    P.S: You will have to select the engine in the vehicle customization for it to come up

    this took 4 hours to type and do, so i hope this helped you.
     

    Attached Files:

    • Capture.png
    • Like Like x 15
  2. Dean Wang

    Dean Wang
    Expand Collapse

    Joined:
    Sep 22, 2016
    Messages:
    2,177
    Nice ;D
     
  3. TheDiamondLord8

    TheDiamondLord8
    Expand Collapse

    Joined:
    Jan 2, 2017
    Messages:
    1,988
    Hatch = Covet
    Coupe = 200BX
     
    • Like Like x 3
    • Agree Agree x 3
  4. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Instead of deleting original engine you can hide it by pressing h-key, while original engine is selected. When exporting, select only parts you need and at export options choose only selection, so you will end up with only those parts you need in dae.
     
    • Like Like x 2
    • Agree Agree x 1
    • Informative Informative x 1
  5. alex hart

    alex hart
    Expand Collapse

    Joined:
    Jan 22, 2017
    Messages:
    1,177
    I find the best way is to have two blender windows open and copy and paste the parts I need from the original file into a new clean window. Less clutter that way.
     
    • Informative Informative x 1
  6. Raspytooth28

    Raspytooth28
    Expand Collapse

    Joined:
    Jun 17, 2017
    Messages:
    9
    Could this work with a car interior?
     
    • Like Like x 1
  7. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    It should, some filenames and locations would differ though, but flexmesh is a flexmesh. With Automation exports, there are few things though, meshes have offset defined and are rotated 180 degrees, but one should be able to adapt information in this tutorial to interiors.
     
    • Like Like x 2
  8. Raspytooth28

    Raspytooth28
    Expand Collapse

    Joined:
    Jun 17, 2017
    Messages:
    9
    Thank you.
     
    • Like Like x 1
  9. FrenchFreys

    FrenchFreys
    Expand Collapse

    Joined:
    Jul 16, 2018
    Messages:
    6
    Wow, thanks for the tutorial! I'll have to try this sometime :D
     
  10. Klutch

    Klutch
    Expand Collapse

    Joined:
    Dec 3, 2017
    Messages:
    21
    I've read this and I started to make V8 for T-series and I couldn't see the texture of V8. Is it because of the size? I made V8 more bigger...
     
  11. Need2000

    Need2000
    Expand Collapse

    Joined:
    May 22, 2018
    Messages:
    10
    I did this but when i copy paste the engine jbeam bit and rename and stuff, then when i try too load the vehicle in beamng it says it failed to load and error. I tried it many times, if i remove my engine config from the folder then the vehicle works again.
     
  12. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    Make sure you have all the {} and [] in place, for each that open [ or { there has to be one that closes } or ]

    Make sure you use 0.xx and not .xx

    Also use " and not ' make sure each " is closed with other "

    Also CAPITALS and lowercase are different, so Engine and engine are different, it has to be very exact and precisely right.

    Sometimes error is because using . instead of ,

    Those are common errors that I happen to remember right now.

    If going trough the file and fixing the issues you still can't get to work, you can post your file here and might get more help from community members.
     
  13. Need2000

    Need2000
    Expand Collapse

    Joined:
    May 22, 2018
    Messages:
    10
    Thanks ill give it a try
    --- Post updated ---
    I found the fault, so now i can get this car too load inn but its missing bumper and stuff. I havent removed anything in the material.cs file just added the other engine. But inn this beam ctrl B thing the jbeam of the other engine doesnt show up. Is it supposed too look like the other engines but just that is the materials that make it look different?
     

    Attached Files:

    • upload_2019-1-5_11-29-4.png
  14. fufsgfen

    fufsgfen
    Expand Collapse

    Joined:
    Jan 10, 2017
    Messages:
    6,782
    I think that there might still be some error in file.

    Materials.cs defines only textures etc. for models to use, not actual models.
     
  15. Lamzumi

    Lamzumi
    Expand Collapse

    Joined:
    Oct 2, 2015
    Messages:
    294
    Thanks for this tutorial. I have decided to try it out for myself and have encountered a problem. I have decided to port the 200BX I4 into the old Pessima, the engine, parts and textures are working fine. But when driving in game and taking corners, the engine moves in circles in the engine bay, clipping through the firewall and then out again. What can I do to stop the engine moving in the engine bay? I have used nodes and beam codes from both the pessima and the 200bx and it hasn't made any difference. Thanks.
     
  16. Russian cars

    Russian cars
    Expand Collapse

    Joined:
    Nov 27, 2018
    Messages:
    5
    Thanks for the tutorial.:D
     
  17. Kueso

    Kueso
    Expand Collapse

    Joined:
    Oct 14, 2016
    Messages:
    4,463
    select all of your parts in blender (use the A key)
    hit CTRL+A
    select 'Location' 'Rotation' and 'Scale'
    export as a .dae
    Done! :)
    (just for safe keeping, use Notepad++ to go into the .dae, press CTRL+H and a replace menu should come up. go to 'Replace All' and enter in '_001' in the TOP BOX, and enter NOTHING in the bottom box. Then hit replace and save it.
    doing this will prevent all of the textures from breaking, because when you open up the same file in blender twice it will add the'_001' to all of you mesh names, material maps, etc.)

    Hope this helps.
     
    • Like Like x 1
  18. SteelDst

    SteelDst
    Expand Collapse

    Joined:
    Sep 19, 2015
    Messages:
    152
    This tutorial has been very helpful! I successfully was able to transfer a new engine to a truck and the textures are all working for the most part. However for some reason its like the J Beam for the engine block is not on the actual engine except beside it on the ground. Does anyone have any idea how to fix this? Here are some pictures
     

    Attached Files:

    • BeamNGdriveScreenshot20190326-07404646.png
    • BeamNGdriveScreenshot20190326-07410269.png
  19. slowgergo

    slowgergo
    Expand Collapse

    Joined:
    May 3, 2017
    Messages:
    25
    Awesome tutoriaI! I transferred the 423 V8 engine from the Barstow into the Miramar. The problem is that the textures of the headers transmission and radtiator tubing is just orange. The engine block itself is hollow. What should i do?

    Thanks for help!

    upload_2019-7-3_10-27-28.png

    Update: Still no textures but the block is not hollow now...
     
    #19 slowgergo, Jul 3, 2019
    Last edited: Jul 3, 2019
  20. Klutch

    Klutch
    Expand Collapse

    Joined:
    Dec 3, 2017
    Messages:
    21
    This can be fixed by just dragging the .dds file to the file where .dae is located.

    For example: D-series engine texture is in the main .zip file. you can search up for .dds
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice