WIP Beta released Bohemia Interactive Studios HMMWV

Discussion in 'Land' started by oioioioo, Aug 30, 2023.

  1. oioioioo

    oioioioo
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    Hey guys, I'm back with another "high-class" meshslap I've been working on little-by-little since around May of 2023.

    This time it's the HMMWV (High Mobility Multipurpose Wheeled Vehicle)
    from the game ArmA2, by Bohemia Interactive Studios.

    The mod actually really isn't a meshslap in the traditional sense. Only a couple .jbeams are adjusted vanilla, as I discovered it was actually easier to scratch-make my own than to re-use vanilla in most cases, as this vehicle isn't that close to any existing vanilla vehicles.





    List of re-used .jbeams: in case anyone cares lol

    -Frame
    (Slightly edited D-Series heavy duty crew frame)

    -Engine
    (Moderately edited D-Series diesel and gas V8s, I wanted to simply use node-offset on the vanilla D-Series engines, but it created a rats' nest of issues I really couldn't fix without "making" my own engines.... it still uses the D-Series transmission and transfer-case)

    -Suspension
    (Slightly edited/adjusted/scaled pre-runner IFS, mirrored on the Y-axis to make the rear. I looked up the real geometry this time, and it's as close as I can get it to reality)

    -Tailgate
    (Basically just scaled vanilla)

    -Body Tub
    (HEAVILY edited D-Series crew body mixed with the standard bed. Making this piece made me realize I should scratch-make the rest... lol)

    Basically everything from here-on is scratch made, and then any time I ran into something I didn't know how to do, I'd go back and "borrow" a section or two from a vanilla .jbeam if needed. It's mostly my own work.





    Features:

    -WHEELS! That's right, I fudged the ArmA2 wheels into BeamNG. (it was a little harder than I expected lol)

    -Complete .jbeam structure, mostly scratch-made. Passable fitment-quality.
    screenshot_2023-08-29_18-22-00.png

    -"Torsen" front and rear differentials.
    (They're basically a limited slip with no cross-torque, but from a behavior standpoint they work okay)
    screenshot_2023-08-29_18-41-09.png

    -An AWD Hi/Lo transfer-case with a locking center differential. It can be equipped on the D-Series as well.
    screenshot_2023-08-29_18-40-15.png

    -1.92:1 Gearing built into the wheel hubs (It's not a selectable part, nor is it adjustable [YET])

    -Openable pretty-much-everything:
    screenshot_2023-08-29_18-20-17.png
    screenshot_2023-08-29_18-20-08.png

    -Way too many detachable parts

    -Once again, this mod is compatible with @Agent_Y 's "Universal Dummy Mod"
    ( https://www.beamng.com/resources/un...oads-read-description-for-instructions.25824/ )
    screenshot_2023-08-29_18-34-26.png
    (The dapper fellow in the turret was placed using world-editor, but don't worry... there will be a gunner eventually)

    -Working flares for once

    -At least semi-realistic weights for everything. I researched as extensively as I could to acquire correct information on component weights and then matched them as closely as I could in the .jbeams.

    -Fairly-realistic suspension and steering geometry, featuring an asymetrical recirculating-ball linkage.
    (Geometry based on this research study:
    https://www.researchgate.net/public...int_Embedding_for_Vehicle_Suspension_Dynamics
    ...then refined by comparing their model to real-life images)

    -Build your rig up or down for your specific mission!

    -Halfway-decent deformation: (enjoy the working textures lol)
    screenshot_2024-05-29_16-46-11.png

    -Working tuning-menu variables for once lol

    -A pintle hitch that is now AcTUaLLY a pintle hitch

    -3 Configs to start with. (M1025A2, ECV base, SOV base)

    -More stuff I can't think of right now lol... I'm tired and sick right now





    Known issues/bugs: (Sort-of in severity order)

    -No materials... I don't know how. If anyone DOES know how, I'd greatly appreciate any assistance. (sort of fixed)

    -Lots of "squat/dive" in the suspension. It's the coilovers' fault, but I don't know why yet.

    -If you equip the roof-turret frame without the roll-hoop or windshield-frame, it'll just fold up and fall.

    -The roof-turret itself is not the most stable thing out there. In really serious wrecks it can cause instability in the vehicle and make it reset itself.

    -The roof-turret does not currently have a latch, there is one in-progress, but it's VERY buggy.
    (just added the latch, bugs and all... will attempt to make it work right at a later date)
    -The hood doesn't open by itself, you have to "drag" it open with the node-grabber, no plans to change this at the moment. The hood latches do work though.

    -The firewall wobbles a bit without the engine-cover in place, this will be fixed eventually. (fixed)

    -Detachables don't behave well as I couldn't really keep "selfCollision" enabled in many cases... stuff will tend to fall back through the vehicle.

    -Suspension is pretty much unbreakable at this point, I will address this in a future update.

    -Muffler doesn't actually muffle, I still need to figure out why.

    -Automatic shifter is a manual shifter... I'll make a cosmetic update to fix this at some point lol

    -No parking brake lever (Just forgot to add it lol)

    -More stuff I can't think of right now lol... I'm tired and sick right now times two lolol

    NOTE: You will NOT NEED this mod anymore ( https://www.beamng.com/resources/cnvy-hmmwv-wheels.16267/ )
    (But get it anyway because it's a good mod lol)





    Why did I make this mod?
    Capture2.png
    Capture.png





    Credits/Special Thanks to:

    -Models
    Mechanical: The BeamNG Team, some models edited by me
    Body: Bohemia Interactive Studios, some models slightly edited or refined by me

    -Jbeams
    The BeamNG Team
    &
    Me lol

    -Textures
    Mechanical: The BeamNG Team, unedited
    Body: Bohemia Interactive Studios, some slight edits by me

    -This forum for info on simulating Torsen differentials
    ( https://www.beamng.com/threads/torsen-differential.52065/ )

    -NASA or whatever for the article on Constraint Embedding from which I partially-derived the suspension geometry

    - @Sithhy™ & @atv_123 for working so hard on The Brutus for years and tHEN NEVER RELEASING IT. lol
    (As much as I am legitimately clowning on them, I am also actually unironically thanking them. If they had released the brutus, I never would've bothered making this mod, and I've learned SO much in the process, it was well worth the frustration)

    - @4x4convoy for being my crutches while I learned how to make my own wheels, and for liking that I used his wheels mod lolol

    - @JoshD for initially fixing my damaged-glass materials, I'm still currently using a barely-edited version of his glass fix from a few posts down. This means you no longer need to download his glass fix, and it may actually cause issues, idk



    Future Plans:

    -A Turbo-Hydramatic 400 (3-speed automatic transmission) with no park gear (M998 and older)

    -Parking brake handle

    -Engine bay decorations

    -More radiators as the stock one is a little under-powered

    -Full woodland/desert/olive/whatever-else skins, maybe individually skinnable parts if I can figure out how

    -Fording equipment

    -Controllable turret with a bit of bearing-drag so it doesn't flop around so much.

    -Compatibility with @Agent_Y 's Universal Machine Gun.

    -More armaments, may jerry-rig @Stoat Muldoon 's old destabilizer on there idk.

    -Windshield turret as seen on the SOV variants

    -More ECV and Up-armored parts (I have the models already, but textures got broken somehow{I'll get this figured out as soon as I can lol})

    -All HMMWV variants from ArmA2: (And their associated parts... duh)
    M997a2 with ambulance upfit
    M998 soft-top transport
    M1025a2
    M1025a2 with supplemental armor, fording equipment, and a mounted M240 with a chicken plate
    M1025a2 with mounted M2
    M1025a2 with mounted Mk19
    M1036a2 with mounted TOW launcher
    M1097a2 open-top troop carrier
    M1097a2 with Avenger ADS upfit
    M1151a1 with a GPK and mounted M2
    M1151a1 with a GPK and mounted Mk19
    M1151a1 with a GPK and mounted TOW launcher
    ...more I can't think of right now lol

    -Hub-gear whine

    -Tunable hub-gear ratios???

    -Tunable T-Case ratios???

    -Taillight housing models???

    -Rear sway bar???

    -Model upgrades (improving poly-flow/topology etc, just so they deform a little smoother. Not really adding detail)





    Stretch Goals:(don't hold your breath)

    -Working gauges

    -Maybe a "civillianized" version, H1 or similar. There is already a 5.7L gas engine adjusted to be close-ish in power and torque to the H1.

    -Some vanilla BeamNG pre-runner/off-road parts? (Already have the models, just gotta jbeam them)



    Mod should just drop in your mods folder and work. If it doesn't, or if you run into any other bugs I haven't mentioned here, please tell me by replying to this thread and I'll try to get them fixed.


    Changelog V0.2, 5/29/2024:


    -Fixed and "cleaned up" materials.json. Most of my problem was inconsistent naming throughout the model and .json file, and .json errors causing parts of the file to be ignored. It may require further cleaning, but it works for now. I also implemented and re-fixed JoshD's glass fix, so you no longer need a separate download.

    -Mapped a higher-res chunk of texture to the dashboard mesh. The texture was supplied with the model, but left unmapped. It'll make adding working gauges a little easier in the future as I won't HAVE to make my own gauge models and textures, just needles

    -Fixed firewall wobble when engine-cover is removed. Node was simply left out of the "rigidifier" beam-section and as such it was only loosely supported without the cover in place

    -Added wheels using vanilla ArmA2 mesh, rescaled as it was WAY out of scale. Changed wheel location to "common" so they can mount vanilla 8-lug hubs

    -Found out why engine randomly starves for oil, why oil pan randomly breaks; Oil pan ref nodes were incorrectly placed and tilted

    -Fixed that weird broken texture on the radiator

    -Fixed a bunch of console errors related to beams not being optional when they should've been, fixed a 0-length beam (both end-nodes were the same node)

    -Fixed jbeam "slots" section to point at correct part-names so "default" parts will actually auto-spawn as they should

    -Sort-of fixed ugly antenna deformation (Kinking at the antenna base)

    -Put "mirror" material on the side mirrors, I still need to experiment with the new phyiscal mirrors

    -Re-centered the orbit camera (I did the "Chase" camera too)

    -Made brake discs spin again, but the way it's done is fundamentally flawed so they don't spin the way they ought to (They're not "fixed" to the wheels' rotation but at 1.92x the speed, instead they behave like brake-shaped speedo-needles... The optical illusion works well enough to make them appear to spin for now)

    -The standard hitch now actually functions as a pintle hitch, since the mesh looks like a pintle hitch. It's a little jello-y, I'll fix it later if it causes anyone any problems

    -Configs should now have the appropriate parts equipped (taillights, inner fenders, no reverse beeper on the SOV lol, etc.)



    Changelog V0.2.1, 5/30/2024:

    -Removed an extra materials.json that somehow made its way into my .ZIP....

    -Added the freaking wheels that I just added AGAIN because I somehow left them OUT of the .ZIP...... bruh



    Changelog V0.2.2, 8/10/2024:

    -Changed tire pressure variables to be realistic to the Goodyear Wrangler MT (50 PSI max)

    -Added 4-litter ambulance shell with opening rear doors and a folding rear step

    -Attempted to address ride-height and over-travel issues in front and rear suspensions (It was merely a precompression issue, if you dramatically increase ride-height you'll still get weird squat issues)

    -Attempted to address ridiculous levels of squat/dive (This was caused by the same precompression issue as above)

    -Tuned springs to be realistic rates and changed tuning menu variables to reflect a realistic rate-range (I believe I'll need to re-tune them in the default configs, but at least the available range is now somewhat realistic)

    -Changed suspension alignment variables so they all appear together in the tuning menu ("category" in variables was not all the same, now they're ALL "wheel alignment")


    -Verified that the alignment-center changes did not ruin the alignment tuning menu (Only rear camber was ruined, it is now fixed decently well[simply changed the order of operations in the precompression function])

    -Changed position of tailgate nodes to match new hinge model

    -Fixed missing material on 5m antenna

    -Fixed new pedestal model being under the car and sideways (Simply didn't apply transfroms in blender)

    -Changed trigger box positions on the ambulance shell doors and steps so they're usable

    -Fixed bizarre shadows caused by Blender 4.1 issue/skill issue (Mesh/Normals/Reset vectors)

    -Fixed tailgate coupler "closeForce" magnitude (Changed from 160 to 200)

    -Added taillight models (They were part of the ambulance shell, so I didn't make them... just got them in-game)

    -Addressed jbeam instability in steering (Causes the FFB shake mentioned in the forums[the REAL cause was the torsion hydro had too low a beamSpring, only 6000 vs vanilla pickups' 300000])

    -Fixed slight jbeam instability in the tailgate

    -Fixed pedestal jbeam node position since new model is lower

    -Fixed a typo in the race oil pan node positions which caused erratic oil starvation issues

    -Adjusted prop mesh names since I changed the naming convention in my newer blender files

    -Changed coilovers damping variable range, I need to fine-tune it so you can't break the coilovers with too much damping...

    -Added tiny detail-meshes to dashboard

    -Fixed signal stalk position

    -Deleted most of the attached images as I am not allowed to put more than 10 files on a given post now....???!!!! (Honestly, wtf?)



    Early Preview, unfinished V0.2.3, 12/25/2024:

    -Releasing the unfinished WIP of 0.2.3 here as an unanounced, late, lame Christmas gift to you nerds. Enjoy!

    -Detailed changelog is mostly-present in the "TO DO.txt," but I'll be adding the complete V0.2.3 changelog here once it's actually complete and I upload it.


     

    Attached Files:

    #1 oioioioo, Aug 30, 2023
    Last edited: Dec 25, 2024
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  2. Covalence

    Covalence
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    I don't know much about how the real thing behaves but the mod is cool :D It's nice to have something like this in-game that's better then modland quality.

    The "no material" seems to be confined to broken windows, and the other things I've noticed are that the gauges/rear lights don't work yet and (with the sounds) Horn 2 and the transmission whine from the Wentward would probably be more accurate.
     
    #2 Covalence, Aug 30, 2023
    Last edited: Aug 30, 2023
  3. Puzzle

    Puzzle
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    You know, when someone got impatient on the forums and wanted an early release people would just tell them to make it themselves if they wanted it that badly. I think this is the first time I have seen it actually happen lmao

    Honestly, I don't really have anything negative to say about this mod. I like it.
     
    • Agree Agree x 3
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  4. JF9

    JF9
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    Will it in the future have a H1 version?
     
    • Agree Agree x 1
  5. JoshD

    JoshD
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    Windshield damage is an easy fix:
    screenshot_2023-08-30_02-25-17.png

    In the materials file, change:
    Code:
    "mapTo": "hmmwv_glass_dmg",
    to:
    Code:
    "mapTo": "BIShummy_glass_dmg",
     
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  6. Kleer

    Kleer
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    cool, cool but now we gonna have 2 mods because the brutus is probably gonna get released soon
     
  7. atv_123

    atv_123
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    Still working on it. I realize it’s not done yet but life really likes to suck sometimes (not going into detail… this is not the place). Regardless over 100 new JBeams have been added in the last 2 month alone so I am definitely still working on it.

    Congrats on releasing your mod though ;)
     
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  8. Fy42145

    Fy42145
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    deleted
     
    #8 Fy42145, Aug 30, 2023
    Last edited: Aug 30, 2023
  9. Kleer

    Kleer
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    i knew you whould be doing progress even if you are not showing it on the forums,also congrats to you to for doing work on the brutus mod for 6 years now !
    --- Post updated ---
    did you read the big NOTE part ?
     
  10. night155712

    night155712
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    are you planning on adding more configs? because there are a lot of different variants of the Humvee that would be cool to have.
     
  11. Mikah 01

    Mikah 01
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    What makes you think it will be soon ?
     
  12. Kleer

    Kleer
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    well i dont know that it will be soon but i think its getting very close to being done
     
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  13. Kaizer07102010

    Kaizer07102010
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    the car doesnt have wheels
     
  14. Mikah 01

    Mikah 01
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    Do you read description or do you directly download ?
     
  15. oioioioo

    oioioioo
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    The body shell, (unbroken) glass and interior are the only materials I could figure out how to get in-game, and the interior actually only worked intermittently during testing. I don't know enough about material files to make them to my liking. As for the gauges, that's a stretch-goal as they don't work in ArmA2 either so I'll have to make them from the ground up, which I CAN, I just haven't YET. lol
    Idk which one Horn 2 is off the top of my head, and the transmission is a 4L80E in the m1025 and up, which don't really whine.... now the straight-cut portal gears SHOULD whine, you're right. If I can figure out how, I'll add that sometime.
    ALSO, the taillights might not be equipped. Check your body tub sub-sections in the vehicle editor... I may have saved the config without the taillights... I'll check that and fix sometime soonish. lolollo

    Thank you lol

    There is not an H1 in ArmA2, which is where I've been stealing borrowing the models from. If there is ever an H1 it'll be a stretch-goal.

    Please bless me with your materials wizardry! I am DYING for a half-way decent tutorial, the documentation is still SOOO vague and incomplete.

    upload_2023-8-30_14-42-18.jpeg

    I'm glad to know it's still being worked on. Honestly it's probably better that the thread is locked because it was getting out of hand. I'll keep impatiently waiting lol

    I got way too tired putting the post together last night, I think I spent like an hour or more on it before I went to bed... I meant to write future plans for the mod. Basically, all variants that are available in ArmA2 are goals, then every variant I can figure out how to make is a stretch goal. I'll update the main post with a list eventually.

     

    Attached Files:

    • wink.png
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  16. ZakBax

    ZakBax
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    While it's still got a ways to go, this is by far one of the better mods for the Humvee that I've come across that's publicly available. Hope you keep working on it, you've done good so far.
     
  17. Danny the Sniper

    Danny the Sniper
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    Nice to see a Humvee in BeamNG.drive! Soldier would be very happy.
     
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  18. Wassup487

    Wassup487
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  19. JoshD

    JoshD
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    Sorry, I know very little about materials & what I do know I either figured out or asked someone but if you need help I'll try to help as best I can.
     
  20. bitelaserkhalif

    bitelaserkhalif
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    I can offer you my unreleased automation humvee civ mod as the base of repo capable version of this mod (you can extract the 3d model, it's not that good but yeah)
     
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