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: 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. 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: 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: which seems to screw up my levels of detail. Then I get this: 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...
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.
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.