Hi all, I'm currently making a map with rather many trees. To archive a forest like structure I'm using the Italy trees and fill trees from the jungle rock island map. However two problems occured. I changed the materials for the leaves to not be as saturated. Now the imposter textures have a vibrant green and the actuall meshes dont. I tried changing the imposter.dds but it does nothing to the ingame imposter textures. Also it seems like my Italy trees dont change from LOD to imposter sprite, might have something to do with it. Since those imposter textures are nowhere to be found in the materials.json for the trees. Anyone know how this stuff works? In the picture: #1: The fill trees with new color leaves #2: Fill tree imposter sprite with old color #3: Italy bush tree as sprite #4: Italy Tree not changing to sprite in the distance at all (bad fps) Cheers!
Nice to see you working on the next map Some texture problems in my BeamNG can be solved by packing and unpacking the mod. Especially when things refuse to change like this one. Happens a lot with the ground texture for example.. I did not have this particular problem so far since I haven´t touched any tree textures yet. Maybe also open up the .dae file of the trees with notepad, the different lod levels can also be found there. I don´t really know about the impostor textures, I am also just learning this stuff ...
Hey Murokmakto! Curiously enough that did the trick, thanks! I looked at the LOD levels in blender3d and there are no objects that would hint towards them so thats why I'm wondering how to get them. For my own created foilage as well.
Sometimes the ways of this game are weird... I think the imposters get autogenerated by the bb_autobillboard25 thing seen in this setup. I always use a premade template in blender for beamng assets, thats why I don´t fully understand it but it still kinda works.. but I can´t find any link to the imposter.dds graphic neither within the main.materials.json nor in the .dae file of the tree. So I have no idea where the game references to that graphic... Also, the objects I created myself do not have an imposter.dds, it just gets autogenerated using the textures, so I don´t think it is even necessary but what do I know ... maybe someone who knows more can shed some light on this?
That template image is excellent, but if I remember correctly the numbering isn't distance to load the next poly model. The number is the number of pixels on the screen that the model takes up. Means it goes in reverse order. Smallest number is your simplest model. https://wiki.beamng.com/Exporting_static_objects Look at the export layout section here.