Unsolved Converted models not importing correctly

Discussion in 'Mod Support' started by Hoodoo456, Dec 11, 2017.

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  1. Hoodoo456

    Hoodoo456
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    Whenever I try to convert a model to Beam.NG, the model loses the collision model and textures once in-game. I followed this tutorial to the letter when converting the model, and it still doesn't work:



    My model hierarchy looks like this:



    And my model export options look like this:



    And lastly, here's the Collada Import dialog box when I'm adding the model to a map:



    It looks like everything is there, and yet, when I load the model in my map, It has no collision or textures (With the big orange "NO MATERIAL" lettering), or it simply doesn't appear at all - The selection bounding box looks about the right size, but it's invisible, even when I try to apply a material.

    It happens like this with both small models and large ones, so it isn't some kind of size limit I'm breaking. All I can think of is that the tutorial I've been using is old (It was uploaded four years ago) and doesn't apply to modern versions of Beam.NG, but I can't seem to find any other tutorials on this.
     
  2. RyvyLo

    RyvyLo
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    I happened to have the same problem following this tutorial a while ago, and my problem was that I didn't had any material on the object : https://beamng.com/threads/solved-exporting-a-prop-from-blender-to-beamng.18983/

    Here's where to go in blender :
    upload_2017-12-12_17-6-13.png

    You can then edit the material in-game with the material editor, or edit the material.cs file that has been created after you imported the object.
     
  3. Hoodoo456

    Hoodoo456
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    I went and checked and tried some other stuff (a bunch of faces were inverted), and it looks like my model already has a material, but still no collision, unfortunately. Thanks anyways, though.
     
  4. Twitch Axis

    Twitch Axis
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    I suggest that you build your object in blender, then export as .dae. Load your .dae in sketchup, explode it and texture it. Sketchup is much easier to texture as a beginner.
     
  5. RyvyLo

    RyvyLo
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    I agree that sketchup is far easier to use, but the .dae exporter of Sketchup is less efficient and will create more cluter on the model, which leads to worse performances.

    Anyway, have you tried to import just a simple cube in-game to see if it works ? And maybe you could try to import an official .dae file and compare it to yours to see if there's any major difference.
    If this still doesn't work, I could also try to see what's wrong if you upload the object
     
  6. Twitch Axis

    Twitch Axis
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    I do 100% agree with you about sketchup. Some one once suggested that you build in Blender, texture in sketchup, then clean up in blender. That is how I do it and it seems to do the trick. I have no issues in game. Also, if you need help making collision mesh, let me know I have a tutorial to help with that!
     
  7. Hoodoo456

    Hoodoo456
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    Yeah, I tried a cube and it had the same problems, and I also did look at an official .dae and noticed some differences, replicated the offical .dae with my model, and imported it into beam.ng, and it didn't work, but in a different way; I could collide with something, but it wasn't the same shape as the model.
     
  8. bobby_boulgat

    bobby_boulgat
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    i had problems too with the colisions.
    for me , this tuto works only my trees but not with my static objets ( maybe it's the fact to be under a paint brush in the world editor ... prrr)
    for my statics: in blender i name the collision mesh(es) "Colmesh". Next in the shape editor, i change the name of "Detail" in "Collision". If you have an imposter for your static objet of a size of 50 pixels, you have to call Detail50 to Collision50
    Sanstitre.png
    hoping it will be helpful , sorry for the not clear explanation

    (( in the world editor , you can set the collision on " visual meshes" also ))
     
  9. Hoodoo456

    Hoodoo456
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    I figured out my problem. All this time, my models did have a collision model. The problem was, it was tilted 90 degrees the wrong way and didn't match the model being rendered, so I would pass through the visible model and collide with nothing. Problem solved; Now i just need to figure out the materials.
     
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