Solved How to Incorporate a Steering Wheel Into a Car Mod?

Discussion in 'Mod Support' started by bluerider598, Jun 13, 2017.

  1. bluerider598

    bluerider598
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    Joined:
    Aug 13, 2016
    Messages:
    197
    I'm working on a vehicle mod and I couldn't find anything in the wiki about steering wheels. How would I go about setting that up? Any help is greatly appreciated.
     
    #1 bluerider598, Jun 13, 2017
    Last edited: Jun 13, 2017
  2. thomatoes50

    thomatoes50
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    BeamNG Team

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    the mesh and the jbeam file should be in /vehicle/common/yourwheelpack/......
     
  3. meywue

    meywue
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    BeamNG Team

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    Hey,

    Mesh-wise place the steering wheel whereever you want it to be.



    Unlike other parts do not reset the transformation values (= Blender: apply location, rotation, scale // Maya: freeze transforms).

    JBeam-wise add a props section to your steering wheel jeabm.

    e.g ETKi:

    Code:
    {
    "etki_steer_sport": {
        "information":{
            "authors":"BeamNG",
            "name":"Sport Steering Wheel",
            "value":150,
        }
        "slotType" : "etki_steer",
        "props": [
            ["func",     "mesh",             "idRef:", "idX:", "idY:", "baseRotation",            "rotation",            "translation", "min", "max", "offset", "multiplier"]
            //steering wheel
            ["steering", "etki_steer_sport", "f1l","f1r","f6l",        {"x":-76, "y":0, "z":180}, {"x":0, "y":0, "z":1}, {"x":0, "y":0, "z":0}, -1000, 1000, 0, 1],
         ],
    }
    Note: Modify the baseRotation corresponding to your mesh transformation values.


    Edit: You may have to move your steering wheel mesh to the scene's origin first and reset its transformation values.
     
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  4. bluerider598

    bluerider598
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    Aug 13, 2016
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    Awesome! Thanks for the detailed answer!
     
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