Beam Ng LINK
Vehicles in the game consist of a soft-body node-beam structure similar to those in Rigs of Rods. The physics engine simulates a network of interconnected nodes and beams, which combine to form an invisible skeleton of a vehicle with realistic weights and masses. In terms of soft-body physics, vehicles realistically flex and deform as stresses to the skeleton, such as impacts from collisions, are applied.[7] Aside from body deformation, various other types of damage are simulated such as degraded engine, detached doors and shattered windows. If a vehicle is severely damaged, the engine may fail, rendering the vehicle unusable; additionally, the vehicle will also fail from overloading the driveshaft, clutch, and other important components that can result in catastrophic failure to the vehicle. Also, tires can be blown out and fuel tanks may explode after an excessive amount of collisions or a direct hit on the rear of the vehicle.
Beam Ng
In 2011, some Rigs of Rods developers gathered and decided to improve upon the open-source software with a new product.[8] BeamNG opened its website, beamng.com, on 8 May 2012 to deliver news of the game's development.[9] On 28 May 2012, BeamNG released a YouTube video entitled "Revolutionary soft-body physics in CryEngine3" that featured the vehicle deformation technology. The video, according to Marketing and Communications manager Nataliia Dmytriievska, got over one million views overnight.[8][10] Originally, BeamNG.drive was to be based on CryEngine 3, but its use in a driving game uncovered numerous bugs, leading development to be rolled over to Torque 3D.[11]
After finishing the basic body shape of my airport tug, I've only used 48 nodes. Although the shape looks correct, it won't support itself in BeamNG.drive since it has no cross-bracing beams. To fix this, we need to go back and make sure every face is crossed by two edges to provide rigidity through triangulation. To cross a face, select two opposite corner vertices and press F to create an edge between them. Alternatively, you could use the triangulate modifier (Ctrl-T).
Open up the exported JBeam file and take a look. It will have the same name as the object you exported it from, so if you haven't bothered to rename the default object, it will probably be called something like Cube.jbeam.
Now, with a JBeam containing nodes and beams and a name appearing in the vehicle selector, it's possible to load the vehicle in-game. Open up BeamNG.drive, go to one of the grid maps, and find your vehicle in the browser.
Since there's no visible model for it yet, you'll have to press K to turn on JBeam debug (or Ctrl-B to show beams) in order to actually see it. If all has gone well, the shell of the car will be fairly rigid and self-supporting. If not, you'll have to go back and add more connecting edges in Blender, re-export the JBeam and copy the revised beam section into the main JBeam file.
You can also try adjusting the properties of the n/b structure using the JBeam file parameters. There are several values you can tweak inside the nodes and beams sections. For nodes, you can try changing the weight and friction coefficient. For beams, you may wish to adjust the beamSpring (stiffness), beamDamp (damping), beamDeform (permanent deformation threshold) and BeamStrength (breaking threshold) values. Higher spring values will result in a stiffer vehicle, but go too high and the JBeam will become unstable and explode. However, you can get away with higher spring values if you lower the damping values. beamDeform and beamStrength specify the force needed to permanently damage or break (delete) a beam, respectively. It might be a good idea to set beamStrength to infinite ("FLT_MAX") if that part of the car isn't specifically designed to break away cleanly.
The final part of getting all this modeling and texturing work to show up in-game is defining a Flexbody mesh in the jbeam file. To do this we'll have to add a Flexbody section. A Flexbody section can be very simple, and in my case it contains the following text:
Copy the nodes and beams sections and paste them into their respective sections in the main jbeam file, below the previous node or beam definitions. It's a good idea to add a comment using "//", to remind yourself what these nodes are for. You may also want to make the axle nodes part of a new group.
Because the ends of the axles are free to rotate forwards or backwards, all we need to do is to attach a beam that can expand or contract to move it around. Fortunately, such things exist, and they're called hydros.
Traditionally, the hydros section is placed directly under the beams section, although this isn't strictly necessary. Inside the hydros section we'll define beams by listing the start node and the end node, followed by a few parameters that control the speed and amount that the beam is able to expand or contract.
We'll leave steeringWheelLock and lockDegrees at their default values for now, because what we're really interested in is the factor value. This parameter will determine whether the beam expands or contracts (depending on whether it is positive or negative), and the value determines the length of contraction or expansion that is allowed. It is usually a good idea to give hydros a lower spring value and more damping than the surrounding beams, to avoid super-powerful hydros which might warp the frame of the vehicle.
Now that steering is working, it's time to put wheels on the axles. Wheels are automatically generated from two nodes in the hubWheels section of the jbeam. However, they also come with a whole lot of parameters that can be adjusted, most of which are self-explanatory with some knowledge of real-life car wheels, in addition to the familiar n/b properties such as nodeWeight and beamSpring.
In the third scenario, FrIzErIs was driving his Dodge Charger SRT Hellcat Widebody in the dark at East Coast, USA until Richard flashed his high beams at FrIzErIs and he immediately stopped in front of the accident. He thanked Richard for warning him and decided to help the others who were injured in the accident until the police arrives. 041b061a72