How to make working gauges and other props | Automation BeamNG
ฝัง
- เผยแพร่เมื่อ 1 ส.ค. 2021
- In this video I will be showing you how to make working gauges, with moving needles (or working props) such as for RPM, speed, or even a steering wheel in BeamNG. I'll be using an Automation car as a reference but still should work with most BeamNG mods. If you need any help feel free to comment down below as I'm more than glad to help you!
Interior mod (4.24): steamcommunity.com/sharedfile...
RPM gauge mod (4.24): steamcommunity.com/sharedfile...
Speed gauge mod (4.24): steamcommunity.com/sharedfile...
Camso Interior: pastebin.com/nDEKH00h
Props: pastebin.com/63YGk1cf
Nodes: pastebin.com/Sn38fP5L
Beams: pastebin.com/ZNGRSTYY
Some useful blender tutorials:
• How to Join & Separate...
• Blender 2.8 Beginner T...
By the way you can press 3 on your keyboard in edit mode, and press Left Ctrl + L to select multiple faces.
List of prop functions I know of (let me know if you know other ones):
rpm (unit: rpm)
wheelspeed (unit: m/s)
airspeed (unit: m/s)
throttle (min 0, max 1)
brake (min 0, max 1)
parkingbrake (min 0, max 1)
turboBoost (unit: psi)
fuel (unit: Liters)
watertemp (unit: °C)
steering (min -1000, max 1000)
turnsignal (min -1, max 1)
wipers (min -1, max 1) - เกม
**IMPORTANT**
I forgot to mention in the video but you should also rename c.jbeam and the vehicles/c/ folder (or whatever you had named the car on export, in my case, "c") to your own car name, because this might conflict with other cars if you keep it named "c".
this was an amazing tutorial. thank you so much. im actually glad that you made a few errors along the way. It helped me grasp it a little more. i hope you make more tutorials :-)
Thank you very much for this vid, mate!
Glad I could help :D
makes me wonder if there's a way to make the tach all crappy and inprecise like on very early f1 cars
if you mean very slow and half of the time displays the correct values, i wish xD
But it's probably possible with a custom lua controller
Yep same, I wish it could have a spring mechanism like mechanical gauges and bounce and wobble a bit lol
hey, nice tutorial. I am wondering if you can make a tutorial on how to edit an automation car's jbeam? (if you can of course)
thanks in advance
Saying "Editing a jbeam" is a bit vague, although I do want to make a video that is something like "20 easy edits you can do in 10 minutes"
@@ZilverBlade I probably should've clarified it, sorry. what im talking about is like the beams and nodes of the car, like the collision and like doors bumpers and the hood, like to separate them from the main body, like making individual parts for the car
Ah that, I mean I could look into doing that since I have a rough idea how to do that, but with how materials are in exports it would be a bit of a pain, probably when 4.2 comes out, with the (hopefully) new exporter I would do that.
@@ZilverBlade ok thanks, looks like ill wait a bit
My car body is on backward. I see we save and export the jbeam file with a different name but why does that matter or where do we use that?!
I should make an up to date video on this, its quite confusing and it's issues doesn't really apply today, if you use the material fixer tool you can completely ignore the exporting the car twice thing for example
The steering wheel is getting missing textures, even though I imported the materials.json file where it came from. It should be using textures from that file and it worked before, any resolutions?
What probably happened is your steering wheel material names got cut off, did you export the car as a short name?
@@ZilverBlade sadly not, full name was "foss 60 concept remake intergrade"
@@hotel_arcadia yeah then that's the issue, I'd do everything with a very short name, and then when everything is done rename the zip file, the car in the vehicles folder, and the main car.jbeam file
@@ZilverBlade The materials in the .dae file actually match up with those in the .json file, though..
@@hotel_arcadia hm strange, want to talk about it more in discord? if you have
my DC is ZilverBlade#4176
send me a friend request
Cool video! but i dont really get the origin thingy in blender i dont know what to do its to fast and i dont even know if i have to do it also with the steering wheel. Please reply
You need to change the origin point because otherwise the steering wheel will rotate around the wrong centre point
All that for gauges? hell nah brother I aint doin that 💀
Imagine doing a whole car lol
25:05 Do I have to use nodes that start with "a" or can I use any node, cause my car doesn't have any "a" nodes
Strange? Normally they do have them... Unless the exporter changed recently. I'll have a look later on
@@ZilverBlade Well it's probably because my car doesn't come from automation, I made it myself with models I made in blender
@@Skortchee ah, then in that case you should use whatever car nodes you have that are close enough
you didnt explain what to do with the gauges model and the car doesnt spawn in, and i cant get the unpacked version to go away, i already deleted the unpacked one and and emptied the bin yet it still shows up in game and has no delete button
Strange, didn't I mention that you export the seperated model as a .dae, and then you add the mesh name in the interior.jbeam file
Also to fix the unpacked mod issue, just create a folder in the unpacked mods folder in your beamng saves, and then remove the mod from the mod manager, that should work
@@ZilverBlade as far as I know you don't need to export them as single daes, do you? I have a parts pack for my D Series, where from the engine, radiator, cage stuff and tons of small parts are all in one dae. I have sperated .jbeams where needed, and just name the prop name of the blender mesh there. it works just fine, and you have one dae for everything.
@@jonasvag5030 no, you can have as many seperate dae files as you need, i seperated them because it wouldn't break the engine materials when you export the mesh again.
@@ZilverBlade I know 😄 Just cleaner for me tbh
Automation could have Gauge Customization as Standard!!
I learned quite a bit, nice tutorial!
wait do i have to do all of the needles? in the origin point?
Yes
@@ZilverBlade okay thix i got it to work but my needles look ugly
Jesus Christ I thought this was gonna be simple
Nothing is simple in beamng :)
What if i only want a steering wheel with no gauges tho?
Well then don't make the gauges?
@@ZilverBlade @ZilverBlade no, i tried that, what i mean to ask is near the end, is anything gauge specific? Anything i can skip over or do easier? Speak to me like im an idiot, i know next to nothing about coding, let alone BeamNG modding. I presume where i messed up was setting up the props
@@Niko_tz nothing is really gauge specific other than the prop function, just follow the steps for the gauge but then apply it to a steering wheel
I can't find the .dae file
they probably placed it to 5dfff folder called 5dfff_mesh.dae, that's the only .dae file I have on there
Didten work
I'm sorry but I just couldn't follow this, it was too fast and wasn't clearly showing every step for me. I gave up half way
skill issue lmfao
@@ZeroPlays28 I can tell you have social skills issue
@@PinkRufinox aight
did not work at all, very confusing, lack of instruction, other videos did not help either.
I plan on making another tutorial that uses the material name patcher tool, which takes away the step in the video where you export a 2nd car, but I haven't gotten around it. And yes I agree, this video kind of sucks.
@@ZilverBlade Thank you
@@ZilverBlade please when you make it make a video for the steering wheel only and another one for the gauges only
@@1ybr I mean they work the same way, just a different parameter so I don't really see how making them 2 seperate videos is useful lol