Objects export with LOD's help needed

Discussion in 'Content Creation' started by DeGa, Apr 12, 2015.

  1. DeGa

    DeGa
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    Joined:
    Aug 4, 2012
    Messages:
    26
    Hello,

    I have been trying to export objects from Blender to BeamNG including LOD levels and collision meshes (and ideally billboards too), but I seem to fail, even though I am following the steps described in the wiki: http://wiki.beamng.com/Exporting_static_objects

    My Blender scene setup looks like the following:
    Blender.jpg

    Note that I still don't understand the logics of the grouping:
    - Why do I have an empty group collision-1? How does it relates to my Colmesh-1 mesh?
    - Why do I have two levels of detail under the "base01" group, in addition of the ones I have under my start01 group? (note that I have also tried with "base00" as a name, for the same results)

    Whatever, I select all the nodes in my group, and export to Collada.

    When I try importing this object in-game, I end up with an empty mesh. The bounds look OK though.
    in-game02.jpg

    When I'm going into the shape editor, and enable the "levels", I find back my meshes as level 2 and 3, levels 0 and 1 being empty:
    in-game01.jpg
    in-game.jpg

    So I'm pretty confused, and wonder what I'm doing wrong...

    Also, the collision does not seem to work as of now. If I go into the collision tab and try to set the collision mesh to my colmesh, I get this:
    collision-01.jpg
    which seems to screw up my levels of detail. Then I get this:
    collision-02.jpg

    So a bunch of errors there... I am pretty lost.

    Note that I could import models in-game by just exporting the models straight, without any hierarchy. Obviously, no collion, no LOD's, no impostor then...

    Help greatly appreciated!

    - - - Updated - - -

    Update: I got this working by:
    - Removing the underscore after the mesh names (was leading to a negative pixel value)
    - Moving my autobillboards and collision meshes to the root level, and not as children of base01

    I am still unsure why this works though...
     
  2. LJFHutch

    LJFHutch
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    Environment Artist
    BeamNG Team

    Joined:
    Aug 4, 2012
    Messages:
    667
    Hey haven't seen you for ages :) Okay, so ingame in the object editor pic you've got 4 levels, in order: main mesh, level of detail 1, billboard, collision (based on your blender export setup).

    The issue is that you can't have just a number on the end, like deepak_150, change it to deepak_a150. Idk why it matters but it does.

    A few more points:
    * Your collision mesh should be called "Colmesh-1", that was changed a while back.
    * The empty collision group just enables collision afaik ..... it might be useless.
    * If you don't have meshes in the objects (test_a150 and so on) they will just display blank.
     
  3. DeGa

    DeGa
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    Joined:
    Aug 4, 2012
    Messages:
    26
    Hey Sam, thanks a lot for feedback, it helps tremendously. Indeed, been quite a while. I have a bit more time now, so am a bit back at it ;)

    It looks like the underscore is interpreted as a minus sign - hence it worked, but led to negative values... quite useless.
     
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