"breakGroups" issue.

Discussion in 'Content Creation' started by KennyWah, Aug 6, 2014.

  1. KennyWah

    KennyWah
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    Original Thread Name: mesh thickness texturing issue. Note: Please go down the thread to find my new issue.

    Why does BeamNG not acknowledge my mesh has thickness in blender?
     

    Attached Files:

    • 8c4e1c51be.png
    • f5cb488f37.png
    #1 KennyWah, Aug 6, 2014
    Last edited: Aug 6, 2014
  2. Laxis88

    Laxis88
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    Re: mesh thickness texturing issue.


    Hey mate,

    It looks like the faces are facing the wrong way. In Blender on your Left side panel there should be an option to recalculate or flip faces. Maybe give that a shot.
    I could be wrong. Good luck.
     
  3. KennyWah

    KennyWah
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    Re: mesh thickness texturing issue.


    Recalculated+Inverted normals 0.0
     

    Attached Files:

    • 9e39816edc.png
  4. Laxis88

    Laxis88
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    Re: mesh thickness texturing issue.

    Haha, Yea okay.

    So at least we know why its doing that now. You will need to go through and select the faces that are not showing right in blender and flip them individually.
     
  5. VeyronEB

    VeyronEB
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    Re: mesh thickness texturing issue.

    Are you using Blender? If so go into textured view port and you should be able to see where it is transparent and the faces are facing the wrong way then manually select them and hit flip normal.
     
  6. KennyWah

    KennyWah
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    Re: mesh thickness texturing issue.

    I'll look into this at a later date, thanks for the support.
     
  7. Zappymouse

    Zappymouse
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    Re: mesh thickness texturing issue.

    Looks like you have an interior face in the centre of the wing, which would be the cause of your funky normals. Remove it and recalc normals.
     
  8. KennyWah

    KennyWah
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    Re: mesh thickness texturing issue.

    I just redid the vertices seeing as this was once a plane with subdivision surface and I just deleted and redrew the faces and verts from like 60+ verts to about 10-20 after doing so and removing dubbles!

    Than I recalculated, my texture is messed up in-game a little (it's blue) however it works perfect now with all faces showing normally with proper normals.

    1 more question... what is the best edge split degree for the fullsize, because i've tried 55-70 and it's either not enough or possibly too much.

    Fixed it, everything 75 but doors and body 55 and mirrors 25

    - - - Updated - - -

    ------------------------------------------------------------------------------------------------------------------------------------------------
    Please Help Me
    "breakGroups"

    I just need to know what the cause of the problem is so I can fix I am not asking for jbeam help as I already had 90% of that done even before this thread was started.

    When my spoiler falls off the front bumper disappears.

    Note: Sorry for excessive questions but I am new to jbeam as of 5 days ago and modeling [for games] and such, and I don't fully understand breakGroups as I am learning everything from here and BeamNG's Base-cars by looking inside files. That is how I learned jbeam.
     

    Attached Files:

    • 4c1f598ac4.png
    • 01bd218275.png
    • b8ce446fd2.png
    #8 KennyWah, Aug 6, 2014
    Last edited: Aug 6, 2014
  9. CarlosAir

    CarlosAir
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    Make sure you add
    Code:
    {"breakGroup":""},
    after all the beams of your breakgroup, as a way of closing it. Otherwise the next beams the program reads, even in other jbeam files, will be included in your breakgroup.

    Btw, I think this should have been posted here: http://www.beamng.com/forums/29-Content-Creation
     
  10. KennyWah

    KennyWah
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    Fixed...
     
  11. Dummiesman

    Dummiesman
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    Yeah. BeamNG is the problem ;). Haha
     
    #11 Dummiesman, Aug 7, 2014
    Last edited by a moderator: Aug 7, 2014
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