Hello everyone, I haven't yet presented myself here other than having written in a single thread a few times. Someone might know me from the VStanced.com community, as I used to modify SLRR for years, but now I'm trying to modify beam just for the heck of it. lol So, short presentation done, I am here to ask if anyone has a clue why am I getting this little weird issue with a car I'm working on, where the deformMaterial line/s are acting up and modifying a second material other than the one I set them to. Pics for reference, code below: Spoiler: CODE HERE Code: "MODNAMELOL_bumper_F_revo_foglights": { "information":{ "authors":"", "name":"Fog Lights", "value":200, }, "slotType" : "MODNAMELOL_bumper_F_revo_fogs", "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], ["MODNAMELOL_bumper_F_revo_projectors", ["MODNAMELOL_bumper_F"]], {"deformGroup":"foglight_R_break", "deformMaterialBase":"MODNAMELOL_glass_headlights_eu", "deformMaterialDamaged":"MODNAMELOL_glass_headlights_eu_dmg"}, {"deformGroup":"foglight_L_break", "deformMaterialBase":"MODNAMELOL_glass_headlights_eu", "deformMaterialDamaged":"MODNAMELOL_glass_headlights_eu_dmg"}, ["MODNAMELOL_bumper_F_revo_glass", ["MODNAMELOL_bumper_F"]], ], "glowMap":{ //glass "MODNAMELOL_glass_headlights_eu_fogs": {"simpleFunction":{"fog":100}, "off":"MODNAMELOL_glass_headlights_eu", "on":"MODNAMELOL_glass_headlights_eu_on", "on_intense":"MODNAMELOL_glass_headlights_eu_on_intense"}, //internal "MODNAMELOL_headlights_eu_fogs": {"simpleFunction":{"fog":100}, "off":"MODNAMELOL_headlights_eu", "on":"MODNAMELOL_headlights_eu_on", "on_intense":"MODNAMELOL_headlights_eu_on_intense"}, }, "props": [ ["func" , "mesh" , "idRef:", "idX:", "idY:" , "baseRotation" , "rotation" , "translation" , "min", "max", "offset", "multiplier"], { "lightInnerAngle":20, "lightOuterAngle":179, "lightRange":60, "lightColor":{"r":255, "g":255, "b":140, "a":255}, "lightAttenuation":{"x":0, "y":1, "z":1}, "lightCastShadows":false, "flareName":"vehicleHeadLightFlare", "cookieName":"vehicles/MODNAMELOL/MODNAMELOL_foglight.dds", "texSize":512, "shadowSoftness":0.4, }, //foglights ["fog" , "SPOTLIGHT" , "fb3rr", "fb3r", "fb2rr", {"x":-161.549, "y":173.369, "z":-19.588} , {"x":0, "y":0, "z":0} , {"x":0, "y":0, "z":0}, 0, 0, 0, 1, {"baseTranslation":{"x":0.806, "y":0.863, "z":-0.063},"flareScale":0.00,"lightBrightness":12,"deformGroup":"bumpersignal_break"}], ["fog" , "SPOTLIGHT" , "fb3ll", "fb3l", "fb2ll", {"x":18, "y":-5.3, "z":-20} , {"x":0, "y":0, "z":0} , {"x":0, "y":0, "z":0}, 0, 0, 0, 1, {"baseTranslation":{"x":0.806, "y":0.863, "z":0.063},"flareScale":0.00,"lightBrightness":12,"deformGroup":"bumpersignal_break"}], ], }, I don't have a single reference to the mesh/grille material, anywhere, so I'm currently clueless about why this is happening. Any idea would be greatly appreciated. ps: please stick to this topic, I am aware that I still have to work on the nodes, but that's not what I'm currently focusing on, thanks <3
Nobody will want to help you with that attitude. Not sure what you are trying to do with the deform materials here but it's clear that you don't know how they work. Look at the vanilla cars for reference. Every mesh that you want to apply the deform material to needs to have only 1 material. That material you state in the deformGroup section above that mesh. You can apply it to several flexbodies with the same material, but if they have the same deformGroup they will break at the same time. And make sure to close the deform material section properly after you apply them to all the parts you want. I hope it's not too confusing, it's better to look at vanilla cars as reference.
I have done several parts with deformGroups, this is the first that is causing me issues and it's in a way that doesn't make any sense either, given the fog lights and the grille are two separate objects attached to the bumper, not just flexbodies into it. So far I've successfully made headlights, taillights, and windows, they all work perfectly. I have tried using single and double deform groups for the fog lights, as they're two separate meshes into a single 3d object(for 3d object I don't mean file, I literally mean the object in the 3d scene), either way, the game ends up changing the official grille material together with the lights, which is what is leaving me weird out given the lack of connection between the two objects and materials. Code: > Bumper > Fog lights(two pieces as a single object on the 3d scene) > Grille(a single object using the default grille material from the game) I'll add my grille jbeam down here; Spoiler: GRILLE JBEAM Code: "MODNAMELOL_bumper_F_revo_g": { "information":{ "authors":"", "name":"Front Bumper Mesh", "value":40, }, "slotType" : "MODNAMELOL_bumper_F_revo_g", "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], ["MODNAMELOL_bumper_F_revo_g", ["MODNAMELOL_bumper_F"]], ], }, This is how they were till now, grille and glass are two different objects, but I just tried making the fog glasses be two split objects and adding them separately to see how that won't change why the game is changing the material from an unrelated object with unrelated material. Now the jbeam looks like this: Spoiler: RENEWED FOGLIGHTS JBEAM Code: ["MODNAMELOL_bumper_F_revo_projectors", ["MODNAMELOL_bumper_F"]], {"deformGroup":"foglight_R_break", "deformMaterialBase":"MODNAMELOL_glass_headlights_eu", "deformMaterialDamaged":"MODNAMELOL_glass_headlights_eu_dmg"}, ["MODNAMELOL_bumper_F_revo_glass_R", ["MODNAMELOL_bumper_F"],[]{"deformSound":"event:>Destruction>Vehicle>Glass>glassbreaksound2", "deformVolume":0.3}], {"deformGroup":"foglight_L_break", "deformMaterialBase":"MODNAMELOL_glass_headlights_eu", "deformMaterialDamaged":"MODNAMELOL_glass_headlights_eu_dmg"}, ["MODNAMELOL_bumper_F_revo_glass_L", ["MODNAMELOL_bumper_F"],[]{"deformSound":"event:>Destruction>Vehicle>Glass>glassbreaksound1", "deformVolume":0.3}], And here's the result in game: I'll keep doing tests until I figure it out, I guess.
If all the other stuff you made works perfectly, then why don't you just replicate the same thing, what you are doing with the syntax here is still weird.
I will check it again, but I'm pretty sure I have used as base the bumper itself, stripping it of everything except information, slot type, and flex bodies, after which I added glow maps and props from headlights(adjusting where needed, such as coordinates, nodes used for the props, etc). Could you point out what part feels weird to you? I checked the foglights from covet and they look 1:1 like this.
I am, and it's 1:1 covet's(well, edited with my parts and textures names, and removing the exceeding bits). Covet's jbeam down here: Spoiler: COVET FOG LIGHTS JBEAM Code: "covet_foglights_fl": { "information":{ "authors":"BeamNG", "name":"Fog Lights", "value":30, }, "slotType" : "covet_foglights_fl", "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], {"deformGroup":"bumpersignal_L_break", "deformMaterialBase":"covet_glass", "deformMaterialDamaged":"covet_glass_dmg"}, ["covet_foglightglass_L_fl", ["covet_bumper_F"],[]{"deformSound":"event:>Destruction>Vehicle>Glass>glassbreaksound2", "deformVolume":0.3}], {"deformGroup":"bumpersignal_L_break", "deformMaterialBase":"covet_lights", "deformMaterialDamaged":"covet_lights_dmg"}, ["covet_foglight_L_fl", ["covet_bumper_F"],[]{"deformSound":"event:>Destruction>Vehicle>Glass>glassbreaksound1", "deformVolume":0.3}], {"deformGroup":"bumpersignal_R_break", "deformMaterialBase":"covet_glass", "deformMaterialDamaged":"covet_glass_dmg"}, ["covet_foglightglass_R_fl", ["covet_bumper_F"],[]{"deformSound":"event:>Destruction>Vehicle>Glass>glassbreaksound2", "deformVolume":0.3}], {"deformGroup":"bumpersignal_R_break", "deformMaterialBase":"covet_lights", "deformMaterialDamaged":"covet_lights_dmg"}, ["covet_foglight_R_fl", ["covet_bumper_F"],[]{"deformSound":"event:>Destruction>Vehicle>Glass>glassbreaksound1", "deformVolume":0.3}], {"deformGroup":""}, ], "props": [ ["func", "mesh", "idRef:", "idX:", "idY:", "baseRotation", "rotation", "translation", "min", "max", "offset", "multiplier"], { "lightInnerAngle":0, "lightOuterAngle":120, "lightBrightness":0.55, "lightRange":100, "lightColor":{"r":255, "g":255, "b":170, "a":255}, "lightAttenuation":{"x":0, "y":1, "z":1}, "lightCastShadows":false, "flareName":"vehicleHeadLightFlare", "flareScale":0.09, "cookieName":"art/special/BNG_light_cookie_headlight.dds" "texSize":512, "shadowSoftness":0.4, }, ["fog" , "SPOTLIGHT", "fb2rr", "fb2r", "fb1rr", {"x":180, "y":0, "z":0}, {"x":0, "y":0, "z":0}, {"x":0, "y":0, "z":0}, 0, 0, 0, 1, {"baseTranslation":{"x":0.2, "y":0.30, "z":0.05}"deformGroup":"bumpersignal_R_break"}], ["fog" , "SPOTLIGHT", "fb2ll", "fb2l", "fb1ll", {"x":0, "y":0, "z":0}, {"x":0, "y":0, "z":0}, {"x":0, "y":0, "z":0}, 0, 0, 0, 1, {"baseTranslation":{"x":0.2, "y":0.30, "z":-0.05}"deformGroup":"bumpersignal_L_break"}], ], },
I see, you copied the code from the Covet and deleted half of it. Now that I look at it, you have many issues including wrong deformGroups on the props and syntax issues in the flexbodies. Please pay close attention to what you are editing and deleting. In case you don't understand the syntax: https://documentation.beamng.com/modding/vehicle/intro_jbeam/jbeamsyntax/
The code above is not complete, so it's kinda difficult to see where the issue is exactly (though it's easier to just drop many issues everywhere and refuse to elaborate), but here's the solution (provided, arguably, that the rest of this code works). Code: "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], ["MODNAMELOL_bumper_F_revo_projectors", ["MODNAMELOL_bumper_F"]], {"deformGroup":"foglight_R_break", "deformMaterialBase":"MODNAMELOL_glass_headlights_eu", "deformMaterialDamaged":"MODNAMELOL_glass_headlights_eu_dmg"}, {"deformGroup":"foglight_L_break", "deformMaterialBase":"MODNAMELOL_glass_headlights_eu", "deformMaterialDamaged":"MODNAMELOL_glass_headlights_eu_dmg"}, ["MODNAMELOL_bumper_F_revo_glass", ["MODNAMELOL_bumper_F"]], {"deformGroup":""}, ], When you're using the "deformGroup" thingamajig to add damaged material, make sure to add an empty {"deformGroup":""} on the bottom of the flexbodies section. Otherwise the game will freak out and swap out materials on the consequent part. Cherrier Vivace SV Series has the same issue, I've already contacted the author.