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SOLVED Burnout Decal Clipping Through Mesh

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by King Games, May 10, 2025.

  1. King Games

    King Games
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    Joined:
    Feb 26, 2018
    Messages:
    112


    In certain areas of this "street.dae" object,
    the burnouts have a weird clipping issue when
    panning the camera around or just in general.



    I believe it has to do with collision, of the object
    just don't know how to find the issue or solve it

    -----------------------------------------------------

    I have tried the most obvious:

    • Ran in Safe Mode
    • Clearing Temp/Cache
    • Tested Every Collision Option in World Editor
    • Deleting The Old DTS Cached File linked To The Dae
    -----------------------------------------------------
    If anyone could please help solve this issue
    so i can get closer to releasing this project :(


     
    #1 King Games, May 10, 2025
    Last edited: May 10, 2025
  2. King Games

    King Games
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    Feb 26, 2018
    Messages:
    112
    Anyone ? :(
     
  3. King Games

    King Games
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    Joined:
    Feb 26, 2018
    Messages:
    112
  4. The Only Raccoon

    The Only Raccoon
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    Feb 2, 2021
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    78
    Ask in the discord
     
  5. Barbent Servo GT

    Barbent Servo GT
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    Jun 4, 2023
    Messages:
    660
    Some thoughts as questions o_O:
    • Does it also happen with decals or decal roads?
    • Is the dae object far away from the map's origin?
    • Is the dae object scaled up or down? Or has the Blender object a scaling without "apply transforms"? (Might lead to rounding errors, idk)
    • Does the roadsurface have (any or too low) thickness?
     
  6. King Games

    King Games
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    Joined:
    Feb 26, 2018
    Messages:
    112
    i cant figure anything out xD

    could it be the way this old dae is set up?

    Capturfixingstreete.png

    after messing with this i found out if i move the collision mesh up a little bit higher than the road, it fixes the issue but causes another, now im floating lol
    --- Post updated ---
    SOLVED
    Okay So... Hopefully This is Helpful in The Future
    if Anyone Else Comes Across a Similar Issue..

    BeamNG Renders Burnout Marks (Decals)
    on The Collision Mesh, Not The Visual Mesh (In My Case).
    Burnouts Get Rendered on The Lower Collision Surface, Which is
    Below The Visual Geometry — Making Them Appear Invisible or "Clipping" Weird.
    This Problem is Called Camera-Dependent Z-Fighting
    My Issue Was That, No Matter Where i Positioned The Collision Mesh,
    Up or Down, on The Z-Axis, It Would Just Make it Worse or Look Like Crap.

    But Upon Further Investigation, I Hid Everything From The Blender Scene,
    Except For The 1 Mesh, & Collision To That Mesh I'm Working on.
    Then i Switched The Viewport To The Y-Axis & Zoomed in Really Far.

    It Appears That Whoever Created This, Made The Visual Mesh 0.01 Meters Tall,
    While The Collision Mesh is 1.00 Meters Tall (Height) — So This Is
    Creating The Z Fighting Issue, I Solved It By Decreasing The Height of The Collison Mesh,
    on The Z-Axis, Then I Positioned It Slightly Above The Visual & Matched It's Height
    Here You Can See The Red Outline is The Height of The Visual Mesh
    & The Grey Around That Is The Height of The Collision Mesh, (This is Super Zoomed in By The Way)

    Captu2sshrtjh54re.png
    Note:

    I zoomed as Far as i Can Into The Y-Axis Viewport
    To Even notice This Issue & Adjust it
    as The Two Planes Are Super Small in height!
     
    #6 King Games, Jun 18, 2025
    Last edited: Jun 18, 2025
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