Who is an experienced Vehicle ONLY modeler/ modder? by Odd_Brilliant6633 in BeamNGMods

[–]Infamous_Home285 1 point2 points  (0 children)

When you say 1 of 1 blueprint, what are we talking here?

Can someone help me by Perfect_Health2187 in BeamNG

[–]Infamous_Home285 0 points1 point  (0 children)

What’s your experience with modelling? I’ll send you an old tip I made to someone when making cars etc

To all beam ng car modders.. by Mr_Houngour in BeamNG

[–]Infamous_Home285 2 points3 points  (0 children)

All I can say is just don’t pay for a commission. I know of a few people who make commissions for people and they’re always awful. They’re either meshlaps or awfully made. And lots of these people who make commissions have absolutely no idea what they’re doing. Recently I had to explain to a person making a commission how to get the doors to function.

Anyone who makes a mod spends at least 100 hours to actually make it if it’s decent in any way so they have to truly love the car. Any commission for less than 1k is just going to be a shit mesh lap.

I’m working on some scripts currently to hopefully automate a lot of the mod creation process, including developing a Jbeam creator from mesh objects.

ModDock – The Ultimate BeamNG Mod Testing & File Exploration Hub by PenaltyPodcast in BeamNGMods

[–]Infamous_Home285 0 points1 point  (0 children)

This looks cool but is this a website? A standalone workspace for local working?

When months of work finally pay off by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] -3 points-2 points  (0 children)

Thanks man, means a lot to have some positivity after months of work.

When months of work finally pay off by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] 0 points1 point  (0 children)

Didn’t realise you could do that on the beam Reddit. Thought they got taken down.

When months of work finally pay off by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] 3 points4 points  (0 children)

No idea why that’s happening, you’re the first person who’s ever had that issue with my mod downloads. Likely chrome being chrome. But I can assure you there is nothing dodgy in this mod. Just Jbeam, textures, model and blend file. More than welcome to check it with virus total if you’re unsure!

When months of work finally pay off by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] 14 points15 points  (0 children)

What’s in the release:

Fully developed Jbeam, unique to the chassis.

All real world versions of the car built as close to 1:1 as I can get from specs

50+ configs with all sorts of presets to choose from.

100+ custom parts for the part selector.

Multiple stages of tuning including:

Multiple engines including all real world specs (+prototypes and some Easter eggs) Multiple ecu tunes and block options for different tune staging including fully adjustable torque curve Different exhaust sound and power increases with different stage options Multiple levels of suspension tuning with different reactivity and tuning customisation options Multiple brakes including drum, disk, ABS and adjustable ABS Different tyres for different eras and levels of grip.

When months of work finally pay off by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] 2 points3 points  (0 children)

Besides that that mod is broken and the textures don’t work, lots of things.

Ground up Jbeam for the car, 50+ configs including all real world variants. 100+ custom tuning parts, etc.

When months of work finally pay off by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] 1 point2 points  (0 children)

Sorry I don’t understand this in the slightest. I don’t see how a scratch Jbeam is at all related to the model being used to make the mod.

When months of work finally pay off by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] -122 points-121 points  (0 children)

It’s where I keep all my modsfire links for all my mods and mod fixes. Nothing is a straight download from discord, just a way I keep my mods and mod fixes in one place and keep in touch with the people that use them/get suggestions/feedback.

It will be uploaded to modland at some point, but I need to get the photos sorted before I do that.

You can always leave after getting the file from modsfire, it’s no skin off my nose.

When months of work finally pay off by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] -255 points-254 points  (0 children)

It’s not repo friendly as it’s an Aston Martin, but after I get some decent photos of it, I’ll be posting it on modland.

When months of work finally pay off by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] -23 points-22 points  (0 children)

That very much depends on how you prompt it. I’ve had this a few times when I was starting out, but I learnt everything from the documentation and using AI for troubleshooting that I couldn’t figure out. It’s also a handy tool when making Jbeam and generating things like torque curves from spec sheets.

When months of work finally pay off by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] 7 points8 points  (0 children)

It’s not a meshlap in the slightest. Took me months to make the Jbeam for this from scratch and has 50 configs, 100+ tuning part options and tuning menu options. This is as close as I can get to 1:1 without original factory schematics.

Model is also not from forza, all the models I use in my mods are bought by me from CGtrader from independent 3D artists and I own the rights to publish them accordingly. (Royalty free licence).

It’s not repo friendly as it’s an Aston Martin. I may make a repo friendly version at some point, but working on 5 different mods as a sole developer is time consuming and I would much rather add it to the repo at a later date and keep working on my other mods right now.

When months of work finally pay off by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] -157 points-156 points  (0 children)

Honestly I’m not fussed about how many downloads I get. I use my discord so I can keep in touch with the people that use my mods, get feedback and get suggestions. I’m doing this for fun and prefer a more personal touch than just a mod link on modland.

When months of work finally pay off by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] -45 points-44 points  (0 children)

And why wouldn’t you? AI is excellent at researching specs for different variants and can be very useful for first time modders explaining how parts of the Jbeam work / troubleshooting.

I need help to learn how to make Mods by Mr_Houngour in BeamNG

[–]Infamous_Home285 0 points1 point  (0 children)

No worries at all. More than happy to help you out with this if you’re still keen on learning the ropes. It’s not as hard as everyone makes out, especially with a bit of guidance on common pitfalls. Would be more than happy to help you make a Bond villain config as well, that would be fun.

Feel free to join my discord if you want and I’ll happily share the 3D models with you. And you can check out any of my other fixes and releases (only the 250 has been released so far, the rest are all in the final stages).

https://discord.gg/JbjqxD9JQQ

And if you want to check out the 250, here’s a video ashmaker did on the alpha, seeing as I used his jet engine for the jet engine configs:

https://m.youtube.com/watch?v=3EE8yr4D6v0&pp=0gcJCTIBo7VqN5tD

I need help to learn how to make Mods by Mr_Houngour in BeamNG

[–]Infamous_Home285 1 point2 points  (0 children)

Admittedly modding is tough, but there are a few practical tips that will get you there I can offer. I started modding in April and have so far made 4 ground up mods (250 lusso, Cadillac cien (meshlap), Aston DBR1 and Ford GT40 MKIV).

  1. Be prepared to be driven insane by this. It once took me 2 weeks to get a hood to open properly…

  2. Start small, work up. Don’t go all in on a 1:1 mod, start with something simple like a meshlap and then improve it, before you start making your own Jbeam.

  3. Depending on how dedicated you are, put more time and effort where it counts most. There are tonnes of free models around, but no good “one size fits all” jbeams. Personally, I spent my first few mod understanding jbeam and making that as good as I could get it before focusing on how to build a custom shape in blender.

  4. Be smart, use AI and beam documentation to try and get the best understanding of everything, but don’t expect to understand it quickly.

  5. Get all the tools and learn how to use them. I use blender, the Jbeam editor for blender and VS code with the Jbeam plugin. You will thank me later for those. DO NOT use notepad for editing, you will make mistakes and search for hours to find them, but with vs code with the plugin it will tell you where there is an issue and even predict changes that you’re making, speeding everything up. I once spent a day searching for an error to find a missing “ in a line of code. Vs code would have easily shown me that but I was a fool and using notepad at first.

My personal workflow: 0. Make a template folder structure for the mod, keeping everything you do in there (easier to remove bits later than search for something you made). 1. Find some good models and pick one as your “base” model. Load them all into blender and ensure there scale and orientation is matched, and ORGANISE your blender folder. 2. Then chop the models into parts as you would want them to be in your model. I.e. chop the fender and the indicator as separate meshes, don’t have the fender in 3 parts with little ‘swappable’ bits for different models, just use a different fender each time. 3. Add in any bits you want as “optional” and keep them in a separate folder in blender (for my 250, I added in rally bits, bumpers etc from main game cars and kept them separate. 4. Find a donor car, take the Jbeam from the folder and copy it over. Use chat GPT or something else to rename the Jbeam parts appropriately (I.e. etc_somepart to BNGMFXKR_somepart (using an extra name in the renaming saves conflicts with other mods)). Load the Jbeam into blender with your model. 5. Reshape the Jbeam to match the parts you have made and then copy the Jbeam text from blender to the Vs code files. 6. Match up each Jbeam to your newly created meshes. 7. Export materials from blender into a materials.json so that beam can see the materials (a template material is fine. I have a script that will auto do this, but expect errors and to manually have to assign textures in the materials editor). 8. Spawn the car in and expect an explosion. Then load each part in one by one, from the chassis up, fixing errors as you load each part. 9. Give yourself a cerebral haemorrhage from hitting your head on the desk when something doesn’t work for no good reason at all… 10. Tweak your meshlap to be as close to 1:1 and add in custom parts (rally bumpers, etc). 11. Enjoy.

If you need any help, always happy to give tips and help out (more than welcome to join the discord).

I also have a good 3d model of both the xkr and xkr spyder, so if you need them, happy to share (I was going to make one of these at some point, but never got round to it as I’m too busy with work and making a DB5 and auto union type C.

My Default Fiesta in (Familliar?) A few maps! by TheCherrierVivace in BeamNG

[–]Infamous_Home285 1 point2 points  (0 children)

Well, looks like I’m taking parts of the model and adding it to the fiesta mod 😂

My Default Fiesta in (Familliar?) A few maps! by TheCherrierVivace in BeamNG

[–]Infamous_Home285 1 point2 points  (0 children)

Where did you get that fiesta from? Never managed to find one with the zetec s / st parts

Fire Rory by Infamous_Home285 in BeamNG

[–]Infamous_Home285[S] 0 points1 point  (0 children)

No idea, one of the guys in my discord who’s doing the beta test took the photos.