It has been a while since my last post on the thread. I guess I should give a little update about the current state of the mod After resolving the suspension problem, I did some work on the steering but the game updates came at the same time. So, I decided to put the jbeam on hold for a while and do some 3D modeling instead to make sure the mod doesn't take the dust while the game gets the updates. It was also a good way for me to not get sick of the jbeam while still working on the mod I have spent my time on a particular piece known to give one of the most famous camera angle in motorsport : the TV pod There are still some details to work but overall, this is quite close to the definitive thing. I will certainly come back to the jbeam in the next days
I guess I will see once I import the TV pod in the game Currently, this part has 619 faces. With the triagulation, it will probably get around 1100 faces.
There's no need for triangulation. I'm pretty sure it's way too high-poly for such a small part but we'll see.
BeamNG uses .dae models which triangulate when you export. Try importing one into blender and it will be triangulated. That's why they're mentioning the tris face count. I dont think beamng uses other 3d model file types.
You are both right actually I did have a look to some of the Beam NG models and I think the first cars were not triangulated while the late cars are triangulated.
Almost all old mods (~2014) use something like cached.dts It's really not optimal because it can't be opened with anything
This is just my guess but while the triangulation raise the poly count by turning all the quads into triangles, it can help improve the poly flow of the 3D model. If I am not mistaken, poly flow is quite important in Beam NG Drive, especially for deformation. I don't know if I answered your question
I've seen non-triangulated models with extremely good polyflow by some of the modders here so idk if that's the case. Maybe it reduces spiking or something, idk
I don't know, for example the side of the car is composed of multiple quads in line; i don't see how turning htat into tris would improve the polyflow.
In that particular case, you are right, the poly flow might not be improved. However, deformation might work better with triangles than quads. Again, this is just my guess
The steering, at the core, is now working : Some fine tuning is still required, escpecially to get the right steering ratio, but now I can work on the remaining parts of the cars
Some of you expressed legitimate concerns about the TV pod a few days ago about its polycount. So I did the importation and here is the result : Looks like it works
I wasn't concerned about wether it would work or not but wether it would spike or not if it was deformed. Is it jbeamed ? Can you test it ?