I'm asking for help ALL I AM TRYING TO DO RIGHT NOW IS GET THE CHASSIS MESH TO SHOW IN GAME I was able to import the pickup.dae into max, it was crashing before because even though I had max 2009 sp1, and it supported .dae import / export natively... somehow the FBX plugin had to be updated... ridiculous. Anyways I see how gabe laid all the parts out like the wheels which surprised me, I thought they would be centered on the scene, its nice to see they don't have to be... I also see he named all of his parts starting with "node_" instead of "pickup_frame" he named the frame "node_pickup_frame" in the .jbeam i see the reference to the model/mesh as "pickup_frame" without the "node_" in front of it, so I tried the same thing with my car but no luck to get the mesh to show in game. Here is the Jbeam currently Code: [/COLOR]{"bmwe30": { "information":{ "authors":"Singh", "name":"BMW E30 M3", } "slotType" : "main", "slots": [ ["type", "default", "description"] ], "dragCoef":10, "scalebeamSpring":0.84, "scalebeamDamp":1.3, "scalebeamDeform":1.5, "scalebeamStrength":1.78, "refNodes":[ ["ref:", "back:", "left:", "up:"] ["1a", "1b", "1c", "1d"] ], "cameraExternal":{ "distance":6.5, "distanceMin":4, "offset":{"x":0, "y":0.3, "z":0.75}, "fov":65, }, "flexbodies": [ ["mesh", "[group]:", "nonFlexMaterials"], //{"disableSection":1}, {"rotation":{"x":0, "y":0, "z":0}, "translation":{"x":0, "y":0, "z":0}}, //{"debugPositioning":true}, {"isCollisionMesh":false}, //frame ["bmwe30", ["MyCar"]], ], "nodes": [ ["id", "posX", "posY", "posZ"], {"nodeWeight":70}, {"group":"MyCar"}, {"frictionCoef":0.7}, {"nodeMaterial":"|NM_METAL"}, {"collision":true} {"selfCollision":false} ["1a", -0.3, -0.2, 0.2], ["1b", -0.3, 0.3, 0.2], ["1c", 0.3, -0.2, 0.2], ["1d", -0.3, -0.2, 0.3], ], "beams": [ ["id1:", "id2:"], {"beamSpring":500000,"beamDamp":800}, {"beamDeform":75000,"beamStrength":"FLT_MAX"}, // bottom ["1a","1b"], ["1c","1d"], ["1a","1c"], ["1b","1d"], // top ["1e","2a"], ["1f","2b"], ["1e","2b"], ["1f","2a"], // support ["1a","1e"], ["1b","1f"], ["1c","2a"], ["1d","2b"], // diagonals ["1a","1d"], ["1b","1c"], ["1e","1f"], ["2a","2b"], ["1f","1a"], ["1b","1e"], ["1e","1c"], ["2a","1a"], ["2b","1b"], ["1f","1d"], ["1d","2a"], ["1c","2b"], ], } } [COLOR=#666666] Attached is the vehicle folder with .jbeam and .dae files ( only one of each right now, very simple) and the max file - - - Updated - - - I got the car to show up , but im having a trouble with "bindings" http://www.beamng.com/threads/6494-Singh-s-BMW-E30-M3-Just-for-Practice?p=81163#post81163 28.283905|BEAMNG| flexmesh has no node bindings, ignoring: bmw_lowerarm 28.283944|BEAMNG| flexmesh has no node bindings, ignoring: chassis 28.283986|BEAMNG| INFO| - added 0 flexMeshes 28.284163|BEAMNG| ERR | lua/vehicle/sensors.lua:35: attempt to perform arithmetic on field 'nodeWeight' (a nil value)
This might help, from earlier in the thread: Good luck! Hopefully by the time I get a model where I want it in Max we will have this all ironed out for n00bs like us Sent from my SPH-L710 using Tapatalk
Hey, thanks for your post, but the problem I had was the model was scaled wrong in max, to CM not Meters so it was VERY tiny, like 4CM long a bit under ground and I didn't notice it. Since then I've made a lot of progress, check the link in my sig to the thread EDIT: the post you quoted of mine actually was about the bindings yes, the exported jbeam from gregs editor didn't include some of the info needed like the weight and group of the nodes, that was the issue.
Thanks to this tutorial and the wonderful discussions that go on in this thread I have gotten my oversized Audi shell into the game Thanks guys!
Hi a few days ago i made a model its not 100% done yet but i'm working on it So i went to put this in the game but i wont work here are some pics First the model is made of cubes etc so as you can see The i put the things to should be togheter in a group Here is the coding Need help Here is the folder its called Buggytest Here is it in game i cant move the camera etc I'll really appreciate all the help that i get from you guys
If you press ~, and open up the thingy (I forgot what its called), it should tell you what is making the game freeze.
In beamng, press ~, and a screen will come up and tell you what's going on in the game. It's not debug mode.
I followed the tutorial perfectly, copy and pasted your code from the tutorial into notepad++ and saved to the right folder as a jbeam, but beamng crashes when I try to load the jbeam. any ideas?
Ok thank you, I'll give that a try tonite, what im trying to do is test one part of my car. Im tying to put the hood of my car into the game. It worked with the moonhawk file as you can see the hood is in the game. To acomplish that I used just these two moonhawk files: moonhawk.dae and moonhawk_hood.jbeam to my surprise the game engine itself generated two extra files when the game ran called: materials.cs and moonhawk.cached.dts (unless that's normal) I tried to do this same exact with my own car file: hyundai_elantra1.dae and moonhawk_hood.jbeam and this is the result the game crashes.
Thanks for this tutorial it was very helpful. I'm currently starting 3d modeling it's much harder than I thought. This will help once I actually create the model. One question, when creating a vehicle in a 3d model program do you save it as different parts in that program and export then load it in Beamng or is there another program I do that in?
yes you must save it as different parts within the 3D program, beamng will understand the parts and and the names when creating a jbeam file, the names of the parts are called during debuging. looks like the picture below.
Ok what the hell!? The frame has it´s origin at 0,0,0 Oh why oh why do I suck... When I made the test Cube thing as in tutorial, everything matches prefectly.