This is the thread for my scratch made jbeam editor blender addon. I will be posting updates and showcases here as i implement them. You can currently edit a full jbeam in blender, engine params, hydros, components, Everything. What i am wanting right now is some feedback/feature requests anyone has. Please say them. I want this to be the most detailed jbeam editor with extreme ease of use and readability. So if something can be done visually let me know i will try to make it happen. Some of the current things i have posted about it. Will be released to beta testers wtihin a week and will hopefully be out for full release within a month#modding-vehicles message
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#[PAUSED FOR A BREAK] Blender Jbeam Editor Addon [W.I.P][Not Released Yet]
178 messages · Page 1 of 1 (latest)
peak
Is there an ability to see connections between different parts’ nodes using this plugin?
#modding-vehicles message
All good i shouldve downloaded the images and pictures lol
about time you made a forum post lol
This really his first forum post?
Cant wait for this (Def gonna use it to skimp out on my Z10)
current frustrations so far with the existing one
crashed on me twice, the formatting gets fucked, it shows the add triangle then doesnt and it also errors out when undoing (why the fuck is undo and redo ctrl { and } instead of the usual?)
Yea mine can controlz lol
Does it work like VS Code where you need a workspace? Or can I only import relevant jbeams?
Have you used the original jbeam mod?
this looks much more promising than the current editor
have you thought of proposing this to the devs once it's done? currently the editor lacks a lot in terms of editing the actual node properties, this looks great
This will help in jbeam a lot
Just some ui updates to make things more readable.
There are so many things a jbeam is capable of using so it is hard to get everything showing in a readable understandable way, But im trying to get it as readable as possible and how it makes sense.
thats nice
does the triangles option also show the direction its in too?
It shows it as a face with the normal direction. I could add that to show it in the actual triangle panel too tho.
imo i think keeping it with the normal direction instead would be sufficient
but its looking good
so much to learn!
Face orientation does the same thing with the current blender jbeam tool
An easy triangle flip would be amazing
Can do thats pretty easy.
thats assuming it works lol
Will this include node naming?
Im not sure how about you would do that without over complicating but still
Wym node naming? you can change the name of any node at any time
same with the regular jbeam addon it lets u chagne the names too or at least did the last time i used it
wait it does...
How?
From what you've been able to test, how much easier is jbeam w your tool ? How much time do you gain for someone who already do jbeams
Looks insanely good
from whats been shared, the difference is night and day between this and the official one
Well i mean you dont ever have to use vs code at all. You can export and refresh the game at the same time with 1 button so you dont have to also do that. THere is a lot but the main ones
In the n panel when i nedit mode select a node and it should let u rename it make sure to click update references or something its been a sec sinc ei used it so that may be a little off
is there an effective way to mirror jbeam?
add - to the x or y or z no?
and also use the symmytrize thing for blender mirror
yeah but you have to rename every node individually
This would be useful
If we could use mirror modifier or something
do blender edit mode stuff works on the node? Like subdividing an edge makes a new vertex in the middle (thus new node and beam)
Not currently but shouldn't be hard to add
I can add a button for that i was actually thinking about it last night for like doors and stuff but I may add one that let's u mirror edit to so u can do it on bodies and stuff
That is… a lot
Genuinely you could make a full mod just in blender alone with your addon and material baking
Should see it when it open lol
Thats the goal lol. The original goal was to be able to have seperate 3d model parts and then have a 1 click make mod button but thats too much and it probbaly wouldnt work for a full car.
Honestly its better doing it the way you are now, it gives better control over the mod rather than, idk, an automation mod but just blender
Oh yea nah hell with automation those cars are terrible lol. Im still going to make so0me 1 click things like wheels and stuff that autogenerates based on the size of the wheel 3d modela nd stuff but not full cars
SOUNDCONFIG GOSH I NEED TO SEE THAT ONE
no exhaust routing?
probably out of frame
what if selecting two nodes and pressing J makes a new beam? The hard part would probably be what the beam value would be automatically set
Why not pressing f like normal blender
nodes are vertices beams are edges and its prob simpler that way
imo
i use J for topology stuff
will mirror modifier also work on the jbeam?
Scroll up like 2 scrolls dog
Mirror modifier is useless on a jbeam no?
not a modifier, but close enough
my bad
btw, in the turbocharger section, can you make an option so that it needs its own seperate exhaust header?
huh
bruckell bastion's twin turbo requires you to also equip its exhaust header for the turbo to work
I mean if that already an option then yel it will be a feature
oh its doing all?
no, how its implemented its not as simple as slots
wanna bet
I wasted my time learning jbeam
the "actual" turbocharger is actually its exhaust header
I could have learnt almost anything else
YOu still need to understand it lol
the twinturbo intake is just the turbo's definition
But when its writen fixing little things is so easy lol
You can make and edit everything that is available in a jbeam so if you want to make a turbo jbeam with the properties your asking for you can.
you gonna throw a code editor with intellesense for jbeam in there to lol
You can already import text in blender lol thats how i used to edit jbeams then id reimport the jbeam with the beam ng addon
@flat geyser go and read the jbeam of the bastion's small V8 and header, you'll notice that the twinturbo intake doesnt define itself as a turbocharger, only the turbo parameters
How?
for the turbo parameters to take effect, you need its exhaust header, which IS a turbo (internally)
this was notepad++ replacement? originally
click the scripting section
This is from the plugin or just in blender?
just in blender
I dont see anything that says scripting
Its at the top and i guess it doesnt let u import .jbeams anymore it has to be a json
scroll while hovering the top row
I didnt even know I could scroll that 😭
@molten shale sorry if this wasnt asked before. but can you do exhaust routing? Like if import exhaust pipes and exhaust stacks. If youre using exhaust stacks, you can see the addon making a connection from the engine to the stacks and it ignores the exhaust pipes's isexhaust node entirely
You can set any beam as is exaust but i could have it highlight the path in a certian color or something yea
set the windscreen as the exhaust 
so to edit the jbeam I would need to make it .json each time? (assuming I wanted)
no
oh?
jbeam uses json syntax, but its still readable
but it wont let me open it (Scripting in blender)
why are you opening it in blender
to see what broken was talking about
oh
Can you make a short video of your mod?
When this comes im prob gonna use lots on laptop cause it cant actually do beamng and blender at the same time. So I can get my full stuff to render (Ya ya it already does but this will be better)
Ideal 🙏
jbeam is actually sjson
genuinely gonna wait for this atp before i continue mine
that said, i do have a fun idea with this mod too, by making it as minimal as possible in the modelling area to showcase the mod
so everything but the wheels are just cubes
Im working on it as fast as possible lol. But there are so many things i na jbeam its not funny. Plus getting it formmatted correctly on export is a pain
take your time with it tho, you dont wnat to get burnt out from it
we wouldnt want a rushed project. this is one of those things that should be taken time with and improved!
❤️
will this be blender 4.5 or latest?
I use 4.5 but im sure it works in 5.0 at least
i thought collada is no longer a thing in 5.0 and beyond?
Its not.
But you asked if the extension will work in the new one
But wonder if he can add collada support
if thats what you ment
This has nothing to do with models its jbeam
Is it possible to add collada support tho...
is this like better than the current blender jbeam editor addon?
Alot better yes
Not me there is people working on it tho
hoping this is done by the time i finish my radical model 🙏
Im trying. I have a lot of things I work on at the same time to prevent burnout.
To make part swap easier, it should highlights reference nodes and beams that dont exist. So let's say you transplant a 3 axle suspension to another car, if it cant find any nodes thats on the donor car, it's highlighted in the text editor
add to this, can you move objects and jbeam at the same time?
oh hell yeah
one more thing, can you parent a jbeam to an empty so that it's easier to move the entire node and beam assembly this way?
So you can parent its flexbody and nodes and beams into an empty and you can easily move the whole assembly by moving the empty
I could probably do that but when u export to beam anything parented wont show up so you would have to unparent every time you want to export meshes to beam
cant you script that?
like "Apply transformation from parent" or something
here you can apply transformation from blender and into the jbeam
This tool would make my life 100% easier when im making this kinda stuff. Rn doing everything by hand is a pain
will it be possible to have multiple jbeam be viisible to make it easier to connect parts to?
so you can just highlight two vertexes and join them, this will create a new beam on the active jbeam
Well i currently show cross beams but im not sure how in blender i could join 2 meshes without actually joining the 2 meshes.
isnt edit mode already like that? If you highlight two object then enter edit mode, you can edit the mesh on both at the same time?
You cant connect meshes like that doesnt work that way
what about node and beam mirroring?
Yea that can be done easily
kinda
now that im thinking about its not easy but its doable
[PAUSED FOR A BREAK] Blender Jbeam Editor Addon [W.I.P][Not Released Yet]
bumping this so I dont lose track of it lol
Or just press the follow Button thingy...
even if you follow it, itll disappear eventually from lack of activity
Yeah