WIP Civetta Bolide - VR38 swapped

Discussion in 'Content Creation' started by Angry_Bird, Apr 5, 2021.

  1. Angry_Bird

    Angry_Bird
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    Currently before making any progress into making an Automation mod that behaves like a BeamNG vehicle (ex. having multiple parts and nodes), I must be able to swap engines. So for now I am trying to follow the thread about engine swaps (Link:https://www.beamng.com/threads/tutorial-how-to-do-engine-swaps-with-pictures.56000/ ), however when I tried to import the .dae file of the Nissan GT-R (as well as the Mazda RX-7) mod (sorry can only found in Russian sites), Blender suddenly said "parsing error" stuff, can any experienced lads help me out? If I truly can't swap engine models in my next BeamNG mod I might have to switch other engines....

    Sorry I am a beginner in Blender :p
     
    #1 Angry_Bird, Apr 5, 2021
    Last edited: Apr 16, 2021
  2. Sithhy™

    Sithhy™
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    I think that to mitigate this issue, you would need to use an older Blender version, like 2.79
     
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  3. Angry_Bird

    Angry_Bird
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    Will take notes.
     
  4. umustbeloggedintododat

    umustbeloggedintododat
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    I can help you. Mind sending the dae?
     
  5. Cincinnatus

    Cincinnatus
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    Some official daes do this too. Find an online converter and convert the dae to obj and import the obj into blender. Make sure to check the "Split by Group" box when importing.
    Blender4_5_20218_51_11PM_LI.jpg
     
  6. Angry_Bird

    Angry_Bird
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    Sure, here is the dae for the Super (Civetta Bolide) and the Nissan GT-R
    --- Post updated ---
    @umustbeloggedintododat for the bolide:

    Also can you help me about the materials one as well as the sounds too?
     

    Attached Files:

  7. umustbeloggedintododat

    umustbeloggedintododat
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    use 2.79
    (ignore the weird hot wheels car thing, I was using that for testing)
    yep.png
     
  8. Angry_Bird

    Angry_Bird
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    I used 2.79 and it managed to load up, but when I tried to load the engine there is simply no transmission or even the engine model. I pmed you on convo.
     
  9. Angry_Bird

    Angry_Bird
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    For anyone to reference my situation is, here is the pic for proof

    20210407004250_1.jpg

    @umustbeloggedintododat PM me in the convo to help me fix the car please. When I release the working mod along with the enhanced radiator as well as ESC and ABS, I will make sure to tag you to give you massive credit to help me fixing the files.
     
  10. Angry_Bird

    Angry_Bird
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    The engine (without model of course) would also spit some flames in the front part instead of the rear, anyone having ideas?

    I plan to release it as a config along with ESC as well as an upgraded radiator when the model and transmission are working.
     
  11. Angry_Bird

    Angry_Bird
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    So recently, I somehow managed to get the engine and transmission to work together in the Bolide and I managed to around 207 mph for top speed. However the engine model just would not appear in the mid engine bay of the Bolide. This mod here is a WIP and has ZERO driver assistances (drive at your own risk, massive wheelspin warning). If anyone here could make the engine model spawn in the Bolide's mid engine bay, I will release the mod on Resources along with a set of driver assistance as well as giving credit to the ones that helped me.

    @umustbeloggedintododat Any Ideas regarding the issue of the engine model itself not spawning?
     

    Attached Files:

  12. Agent_Y

    Agent_Y
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    There are many things wrong in the mod:
    1. Literally all of the node group names are wrong.
    2. The engine doesn't even connect to the car, it falls off, but due to the lack of breakgroups the car still drives with a disconnected engine.
    3. For whatever reason you copied the Jbeam from the ETK 800 instead of the Bolide, it has a ton of stuff left from the ETK 800 that isn't compatible with the Bolide.
    4. The engine starter sound file you used doesn't even exist.
    5. This mod file is zipped in a way that it's impossible to edit the content which makes it impossible to fix the mod without unpacking.
    6. You used materials.cs instead of main.materials.json
    7. To make it worse, it appears that you stole the entire materials file from some Russian meshslap of the GTR on the K-Series, and there are no materials for the engine in it.
    8. There are no textures in the mod so the engine has no texture either.
    9. The engine model is not only bad, it's also not even finished, see-through from most angles, and completely off-center, not to mention it's not animated either.
    10. The Jbeam file shouldn't even technically work as it's missing many brackets, how it even works is a mystery to me.
    Sorry for being harsh but this mod is literally unfixable and the best idea is to delete most of it and starting from scratch, the only thing that works here is sounds.
     
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  13. Angry_Bird

    Angry_Bird
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    Regarding 7. and 9., the only reason why I did reuse the GTR engine from a Russian site was to avoid remodelling the engine in Blender since I have like no experience in Blender. The other parts we could make a convo to work on that. I could make a folder to unzip the file to fox the issues.

    Tbh you are correct since I have little experience on the beamng content creation after being done with Automation mods. The VR38 Bolide is a practice for me to make a similiar Automation bodied (but with BeamNG physics and deformation) like the Gavril Vertex one.

    In the original post I said I followed this guide here so I have no experience with engine model swaps.
    https://www.beamng.com/threads/tutorial-how-to-do-engine-swaps-with-pictures.56000/
     
    #13 Angry_Bird, Apr 10, 2021
    Last edited: Apr 10, 2021
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