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How do make a GTA SA vehicle to work in BeamNG?

Discussion in 'General Discussion' started by Deleted member 509752, Jan 15, 2023.

  1. Deleted member 509752

    Deleted member 509752
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    Now im trying to make a car mod for the first time and i wanted to choose a GTA SA vehicle, But there is one thing, How do you JBEAM them? Do you got to grab the col mesh or the chassis_vlo for the jbeam or just have the chassis_hi to jbeam?

    I am trying to make my very first car mod for the first time.
     
  2. CaptainZoll

    CaptainZoll
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    you will have to make a jbeam completely from scratch, or make a copy and modify one of the vanilla vehicles, Jbeam systems work completely differently to GTA's Colmesh system.

    As far as I know, GTA uses basically a set of cubes that don't change shape, to define when the car should "hit" something.
    But beamNG uses the "nodes & beams" system, where each little part of the car has its own structure made up of corner points or "Nodes" which can hit stuff.
    They are connected together by "beams" which can be stretched and squashed when you push them hard enough, and they are what allow the cars to crumple, bend, and crash.

    If you open up BeamNG, pick a car, then press ctrl+B, all the green lines that come up are the beams. mess around with that for a bit, and you'll figure out how the basic system works.

    To summarise modding in a GTA car, you would have to:
    -find a way to convert the visual mesh to a ".DAE" format, so beamNG can understand it,
    -then, make a jbeam structure that matches the car, by typing in co-ordinates for nodes, then making beams that go from one node to another.
    you can see how these are written, as an example, by going in your computer's files to
    C:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\content\vehicles\
    then open a car's .ZIP file, then open one of the .jbeam files.

    If you want more help, and you have a discord account, you can join the "modding for dummies" discord group here:
    https://discord.gg/5NK3mNyC
     
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  3. Deleted member 509752

    Deleted member 509752
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    OK, I know what do to, Now the same for GTA V and GTA IV and others?

    I got DragonDFF to import the SA models.
     
  4. CaptainZoll

    CaptainZoll
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    yes, you'd use pretty much the same system for that
     
  5. Deleted member 509752

    Deleted member 509752
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    Alright, Tomorrow I will try and get this out tomorrow.
     
  6. Turbo49>

    Turbo49>
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    You can start tomorrow but you won't finish it in a day that's for sure
    You're better off either taking a vanilla car's jbeam and modifying it to fit the shape or modyfing the 3D model of a vanilla car to make it resemble more the GTA car.
     
  7. Deleted member 509752

    Deleted member 509752
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    I guess I would grab a official car and get the model of a gta and edit the jbeam to fit it.
     
  8. Turbo49>

    Turbo49>
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    Yes, make sure you take very similar cars, for example the legran and the gta wagon, that way you will have to edit the jbeam less. Maybe you could even only change the bumper and fascias for better results and less work
     
  9. Deleted member 509752

    Deleted member 509752
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    Alright, Now if I use the colmesh or chassis_vlo or the high poly.

    Which one is better to jbeam?
     
  10. CaptainZoll

    CaptainZoll
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    The high poly mesh would be the only thing you need
     
  11. Deleted member 509752

    Deleted member 509752
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    Like this?

    This is the Buffalo and let's say I want to convert this in BeamNG and the thing I either want to jbeam is the high poly.

    Now if I want to use a official car to use for a scratch made JBEAM, Which one should be perfect for the Buffalo?
     

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  12. shinchanf1

    shinchanf1
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    The San Andreas buffalo would be perfect for a soliad Wendover JBEAM.
     
    • Agree Agree x 1
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