WIP Looking for partners to create a W204 C63 AMG mod!

Discussion in 'Content Creation' started by TheExtraMile, Jan 29, 2019.

  1. TheExtraMile

    TheExtraMile
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    Hey guys!!

    So to make a long story short, I am looking for modder who would like to help me bring my 2009 C63 AMG into BeamNg.

    While I do have some experience in 3D modelling, the last time that I have done that is many, many moons ago so I would primarily look for someone who is a lot better at modelling than I am.

    I can provide all pictures and reference materials needed to make the job easier.

    I would love to dig into the physics and sound side of things. I have just recorded the car to create a sound mod for Assetto Corsa, and I am sure those samples would come in handy for a BeamNG mod as well.

    I hope that this is the right place to post this, and I am very much looking forward to any replies.

    If you want to check it out, here is the latest video I recorded with the car:
     
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  2. EDP445

    EDP445
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    Wrong section of the forums. Show progress first.
     
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  3. TheExtraMile

    TheExtraMile
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    Well sounds and physics, I think that is a pretty big part and nobody is forced to do anything. If anyone likes to 3d model and would like to help then that would be awesome, but if it doesn´t happen then I might give it a shot.

    We will see :)

    PS: Also currently checking fiverr and see if I can find a 3D modelling pro to do the work for a reasonable price. I am very much aware that modelling an entire car is a huge job and am not looking to rip anyone off.
     
    #3 TheExtraMile, Jan 29, 2019
    Last edited: Jan 29, 2019
  4. IAchievedBacon

    IAchievedBacon
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    So if you really want to try and do this it's going to take a bit of a learning curve to complete. The Wiki has everything you need to know for making it and implementing it into Beam. If you need any questions don't be afraid to ask around for help. Welcome to the forums btw.:D
     
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  5. TheExtraMile

    TheExtraMile
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    Well I have worked on a few other mods for Assetto Cora and creating the physics for the car is a pretty big job actually. Gearing, diffs, weight, spring rates, dampers etc all of that has to configured.

    I am not sure if beam is different in that way, but I don´t see how it could be?
     
  6. IAchievedBacon

    IAchievedBacon
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    The most difficult part about modding for Beam is the jbeam. So if you need any questions about it you could go to Content Creation and you'll get some answers there.:rolleyes:
     
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  7. TheExtraMile

    TheExtraMile
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    Thank you so much for the link! I don´t think that I will do the modelling myself, but I am currently in contact with a professional modeler on fiverr and I think I will go that route. I can then use the model for mods in other games as well. The wiki will still be very useful!

    I realize that asking someone else to do the hard work might be misinterpreted and I don´t want to step on anyones toes here haha.
     
  8. TheExtraMile

    TheExtraMile
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    Sweet!! Thank you!! :)
     
  9. SHOme1289

    SHOme1289
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    in order to get the "physics" to work, you need to work on the physics skeleton, or jbeam, of the car. If you have experience in AC modding (with those physics) then you will be in for a rude awakening when it comes time to opening up your first jbeam file. Every single detachable part of the car (hood, fenders, doors, trunklid, suspension components, engine, transmission/transaxle, glass, interior, the body itself, etc etc etc) all have their own dedicated .jbeam file that all needs to load up together and in harmony so the car can function properly. If there is even the smallest syntax error in the code, for example, it will break the car and it will not load. its very in depth and requires A SHIT LOAD of time to learn,/trial and error to get even the most basic of structures to show up. So that might be why you haven't been getting the warmest of replies, as very few people on this forum like to actually explain anything and would rather bash someone with 1 post count as if you were supposed to know everything top to bottom.

    That being said, welcome to the forum. If you poke around on the mods repo/mods threads in the forum, you will notice a ton of community created content, a lot of cars/maps. If you look closer, there really arent very many "top quality" mods, and even less that actually are not "broken or unsupported/not updated". Its because of how much work goes into each mod. |

    I would also suggest that you avoid paying anyone (at least anyone who doesnt know about the intricacies of this game and its modding workflow) to model you a car, because the way the polygons flow (their spacing/count/consistancy) has a lot to do with how well the car deforms visually. Also, someone you pay to model for you will probably not know how to model all the suspension/engine bits correctly so they display/move/deform in the correct manner.
    --- Post updated ---
    oh, and as a mercedes benz employee, I certainly can appreciate your yearning to have the C63 in the game. Id love one too. Heres hoping that someone might be in the slightest bit interested in picking up some blueprints for this car and starting to work on it.

    And also to kind of diffuse the feeling of defeat, there is a way to use an existing car's jbeam structure, and with some seriously heavy modifying, can somewhat be adjusted to fit the shape/weight/strength of the car's various parts, so theres at least a bit of a head start, but with little to no adjusting, that's considered a "mesh slap" meaning the physics of the car are the same as an original game car, which is super lame. The deformation sucks (because the 3d model doesnt match the jbeam skeleton and/or the polyflow is wrong) and it otherwise drives the same as the original car it was based on. Taking an ETK K series jbeam, for example, would be the best fit for the C63, but would require a ton of tweaking/tuning/changing for it to even remotely come close to mimicking a real life C63. Hope my reply was a bit informative at least :)
     
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  10. TheExtraMile

    TheExtraMile
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    Alright guys just to let you know, I found someone to do the 3D modelling. I will update this thread when the mod is closer to being finished. It will probably take a month or two, but it´s on its way now :)
    --- Post updated ---
    Holy crap, thank you for that!! :)

    I am eager to learn and not afraid of the challenge, but I this might be a "tad" more complicated than I initially thought since BeamNG does it right! I will keep you guys updated when I get the model and it´s time to start the process of making it work in game.
     
  11. Sithhy™

    Sithhy™
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    Whoever you found, tell them to not go overboard with the polycount for the car, as BeamNG doesn't like too much such cars & will often lead to some spiking of the mesh upon damaging it or will just totally glitch out & look like a hedgehog
     
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  12. Littleturdlet

    Littleturdlet
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    I would love to help you Alex, unfortunately I don't have much time. I could help with some smaller jobs though. I have some experience with modeling jbeaming and texture.
    --- Post updated ---
    Yes that is true, they should see this guide: https://wiki.beamng.com/Vehicle_Creation_Workflow
    Smaller details should be baked into normal maps.
     
  13. Spiicy

    Spiicy
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    Also make sure they get all the other small details such as the undercarriage, and behind the bumpers and all
     
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  14. EnjoyMyHItsYT

    EnjoyMyHItsYT
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    i would help with the 3d model and with jbeam - btw i'm learning but if i also would do skins for it..hit me up in pm!
     
  15. fufsgfen

    fufsgfen
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    Ok, but BeamNG complexity on those is like exponent 10 or more, you don't set weight of car anywhere, you place hundreds of nodes, thousands of beams to hold those nodes in place and then each of those nodes has their own weight which combined form total weight, weight distribution, cog, etc. you don't fake those like in other sims.

    In addition to that, whole skeleton's stiffness is defined by individual beams and nodes with their individual parameters.

    Chassis flex happens as whole structure is alive, calculated 2000 times per second, how complex and how impressive that is, that is jaw dropping when you get really get it.

    What you see is just reflection in haze, real stuff happens under the hood.

    So stress of each beam is simulated 2000 times per second, you can see it like this:


    This simulator is nothing like those others, much, much more impressive and it takes months if not years until one is enough good to make skeleton structure that is realistic and provides performance of real world chassis, even one would be really good modder in some other sims, it takes long time as only practice teaches relation of node weight, beam spring and beam damp, how many beams, total mass of structure, node density etc. all those affect to that, so it takes huge number of fails until one starts to really get it.

    There is no really much in terms of tutorials to that either, you pretty much reverse engineer official vehicles for ideas, there are documentation in Wiki, but it does not tell all.

    Now another thing, 3D model has to be made differently compared to other sims, you have to keep in mind vertex density in relation to node density.

    It will be really difficult, but results when you get your car done will be whole different level compared to any other sim, well that is just my opinion.

    Try to make mailbox or washing machine prop first, does not need fancy 3D model, but just to get familiar to these aspects, then you know better what is needed from 3D model too.
     
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