Need help with textures on my d15

Discussion in 'Content Creation' started by moosedks, Nov 10, 2013.

  1. moosedks

    moosedks
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    this is the problem. The texture for the hood is wrong and tires also
    screenshot_00001.png
    blender is adding _001 and things like that onto the material names, but deleting the extra numbers just causes more problems it seems. Also sometimes there is a .001 onto the tire material (tire.001) and I can't delete the .001
    ex)

    screenshot_00015.png
    renaming the hood texture name it blender to pickup from pickup_001 fucks everything else up.
     

    Attached Files:

    #1 moosedks, Nov 10, 2013
    Last edited: Dec 15, 2013
  2. SleepyPickup

    SleepyPickup
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    Re: How do I make a copy of a car that wont crash the game?

    Is the .DAE the same name as the folder?
     
  3. moosedks

    moosedks
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    Re: How do I make a copy of a car that wont crash the game?

    yay it works now :D

    - - - Updated - - -

    screenshot_00006.png
    I figured out how to get the steelies on finally

    - - - Updated - - -

    screenshot_00007.png
    Anyone know why my hood and front wheels turned white? I didn't even touch the wheels. :x

    oh and yes, I know, smoothing groups and stuff. Just before anyone tells me
     
    #3 moosedks, Nov 10, 2013
    Last edited: Nov 10, 2013
  4. Narwhal

    Narwhal
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    Re: How do I make a copy of a car that wont crash the game?

    I dont know why the hood and wheels turned white, but check your materials in world editor. you may have to reassign the hood and wheels material
     
  5. Chernobyl

    Chernobyl
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    Re: How do I make a copy of a car that wont crash the game?

    i was wondering too
     
  6. moosedks

    moosedks
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    Re: my questions while trying to mod things

    screenshot_00009.png
    got fatter tires on the back :D

    but they're now white also :/
     
  7. SleepyPickup

    SleepyPickup
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    Re: my questions while trying to mod things

    Hah, still looks pretty cool though. Drag radials FTW.
     
  8. DrowsySam

    DrowsySam
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    Re: textures disappeared after changing the model in blender. How do I get them back?

    For the objects that have no texture, it will be a problem with the texture names within Blender, it tends to rename them sometimes, by adding a "_001" on the end. As shown in this picture...


    (imported from here)

    To fix, select the part that has the missing texture, go into the materials tab, click the little drop-down thing to select textures, then select the pickup texture without _001 on the end... As shown in this picture ;)


    (imported from here)
     
  9. moosedks

    moosedks
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    Re: textures disappeared after changing the model in blender. How do I get them back?

    I'll try it out when I get home if I don't have work. thanks
     
  10. moosedks

    moosedks
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    Re: how do I change the way horsepower and torque are scaled?

    bump. 1st post explains my question.
     
  11. SleepyPickup

    SleepyPickup
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    Re: how do I change the way horsepower and torque are scaled?

    Well honda motors are known for being torque-less for a number of reasons. They make all their power at near redline, and with the 16 valve, high compression design, this makes for almost non-existent torque curve.

    I suppose the easiest example would be a stock dyno chart for an 07 Si


    For your engine, scale the numbers slowly, and place the highest near redline.
     

    Attached Files:

    • Shitty honda motor.jpg
  12. moosedks

    moosedks
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    Re: how do I change the way horsepower and torque are scaled?

    well, I'm not making a civic i was just trying to figure out how to change tq and hp. I know they must be related because you can't set hp only torque, yet when torque goes up hp goes up. At 4800 rpm on the d15 the motor makes 260hp and about 380tq. What would I do if I wanted to change it so at 4800rpm it makes 300hp and 280tq?
     
  13. gabester

    gabester
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    Vehicle Director
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    Re: how do I change the way horsepower and torque are scaled?

    The torque in BeamNG is in newton meters, not pound feet, so that's part of the problem. Anyways, the laws of physics say that horsepower and torque are equal (if torque is measure in pound feet) at 5252 RPM. You can't change when the values intersect. If you want more peak power than torque, you have to increase the max RPM. I'm pretty sure it's impossible for an engine to make more horsepower than foot pounds of torque below 5252 RPM.
     
  14. RobertGracie

    RobertGracie
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    Re: how do I change the way horsepower and torque are scaled?


    so there is an error in the code or is that something to fix?
     
  15. SleepyPickup

    SleepyPickup
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    Re: how do I change the way horsepower and torque are scaled?

    What? No...
     
  16. moosedks

    moosedks
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    Re: how do I change the way horsepower and torque are scaled?

    Nah he's just explaining torque and hp because I didn't/don't understand how it works.
     
  17. RobertGracie

    RobertGracie
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    Re: how do I change the way horsepower and torque are scaled?

    Silly me I know my cars and stuff and I know the conversion tables I know the cross over point for Nm and kW is over 9000rpm...or something...
     
  18. SixSixSevenSeven

    SixSixSevenSeven
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    Re: how do I change the way horsepower and torque are scaled?

    In the pickup folder is the pickup_engine_i6.jbeam
    That has all the information for the i6 engine (which is the one I prefer to tweak at first, I eventually split it off into its own file and restore a backup but I play with the i6 when first testing a new engine).

    Horsepower tends to come from certain torque at a certain RPM. YOu cant just say an engine has X horsepower at Y rpm while producing Z torque because you want it to. It has X horsepower *because* it has Y rpm and Z torque. BeamNG engines are specified from their torque and RPM values.

    Code:
        "enginetorque":[
            ["rpm", "torque"]
            [0, 0],
            [500, 200],
            [1000, 285],
            [2000, 380],
            [3000, 405],
            [4000, 375],
            [5000, 310],
            [6000, 240],
        ],
    Somewhere you get that. On the left is the RPM of the engine. On the right is the torque it should produce at that RPM. Any points inbetween what has been specified BeamNG smooths out (at 250rpm for example, beamNG will say that it is halfway between 0 and 500, so shall produce torque halfway between 0 and 200 Nm, so will produce 100Nm torque). You could add a specific value for at 3243rpm if you wish. At the same time if your doing an electric motor that has 500Nm torque and maxes out at 7000rpm (made this up) you could probably get away with:
    Code:
        "enginetorque":[
            ["rpm", "torque"]
            [0, 500],
            [7000, 0],
        ],
    Electric motors generally produce all their torque at 0rpm (or asymptote to 0 anyway) and no torque at max RPM, with a perfectly flat gradient in between in an ideal world. Check the torque curve for that engine on the debug screen, it will draw a straight line from 0rpm, 500Nm to 7000rpm, 0Nm. The pickups auto transmission does not like it, needs a fair bit of tweaking. The game will calculate the horsepower from that on its own, you can't specify it.

    Ultimately if you specify the torque values (and also adjust idle and max RPM's to match in the next section of JBeam) correctly then the horsepower should come out roughly correct.
     
  19. AX53

    AX53
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    Re: how do I change the way horsepower and torque are scaled?

    Bump with some info that someone might find useful.

    Making an engine in BeamNG is simple. You don't have to worry about horsepower and all that. Basically, you only change the torque. The horsepower will come naturally from the torque. Just check out a dyno graph of the engine you want to make, adjust the revlimit and torque values at different revs to match the torque curve and mathematically the horsepower will become correct as well. Next thing to keep in mind though is to find the gear ratios for the engine you're making because they might be completely off with the new engine torque.
     
  20. Potato

    Potato
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    Re: How do I make a copy of a car that wont crash the game?

    Were you able to make them separate wheels? I tried but couldn't get them separate.
     
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