Unsolved DAE mesh vs. JBEAM mesh - too detailed?

Discussion in 'Mod Support' started by raleigh, Mar 21, 2017.

  1. raleigh

    raleigh
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    i'm having problems with lag in creating a boat mod.
    the jbeam is really simple, but the visible mesh is a really detailed DAE.
    if I remove the DAE, the lag goes away, I used an optimize modifier in 3ds max with 4 iterations, only about 80 polygons, but it still laggs to death.
    perhaps it's something to do with 3ds max being screwed up?

    cant figure out the problem, PLEASE HELP!!!
     
  2. Inertia

    Inertia
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    How many polys or tris/faces does your model have? Also just looking at your specs, you are going to lag with pretty much everything with HD 5500 graphics.
     
  3. raleigh

    raleigh
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    *sorry about the rant on this one*

    It still doesn't make sense to me.
    I have my graphics settings on a mix of medium and high, and none of the vehicles I have, modded or not, (including the t series) give me lag, I can spawn a t series dump truck and I'm still getting 40-50 fps, so its not my computer (that little core i3 surprises me often).
    and another thing; I have the Honda prelude mod installed, very detailed model, but no lag.
    this is the 3ds max model
    upload_2017-3-22_10-33-7.png
    pretty simple.
    any diagnosis?
     
  4. Inertia

    Inertia
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    Model visibly doesn't look too high poly, actually looks great. I think there is a 3DS max dae exporter that is more up to date, as the one that comes with it can have some issues I believe. AFAIK @meywue uses 3DS max and knows a lot more about exporting from that, so you might want to talk to him about it. Also, any errors in console?
     
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  5. meywue

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    Hey,

    actually I'm not using 3ds max. Even though there is a DAE exporter which works way better in our cases which is the OpenCollada exporter by KronosGroup. You can try that one out even though I don't think that this will fix your problem.

    Would be ncie if you can provide us your files so we can have a closer look at it. If you don't want to share them publicly you can upload them in a PM here .

    Cheers!
     
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  6. raleigh

    raleigh
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    Are you using blender?I know the devs use it and I hear it's open source, should I be using it?

    I honestly don't want to share any of my models, I'm only so far into this mod.
    Howevercomma, (idubbbs reference ftw) I will give you the original design that I had, this model still has the same problem.
    this model is VERY low poly, and it has no optimize modifier, it's also a .3ds file, so convert it yourself if you have to.
    Think you can help?

    Cheers!
     

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  7. torsion

    torsion
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    You may not realize this, but meywue is a staff member. (That's what the orange banner under his avatar means - he is an employee of BeamNG.) "Sharing" with him isn't like sharing with someone else... he's simply going to look at your files to help determine what went wrong. This isn't the same as "sharing" your pudding with other people at lunch. I can't speak for meywue but he did just say that he is not using 3ds Max - and then you posted a .3ds file and asked if he could help. :(

    ... I suggest sending him the PM with all of your relevant files as suggested.
     
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  8. raleigh

    raleigh
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    sorry, I didn't mean to offend you just put your legal papers away
    (don't take that poorly, its just a joke m8)
    cheers!
     
    #8 raleigh, Mar 27, 2017
    Last edited: Mar 27, 2017
  9. thomatoes50

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    don't worry Blender have a .3DS importer&exporter
    The mesh looks good to me.
    Can you try to load the DAE file on a template map?
    Does the DAE mesh is exactly the same if you try to import it back in Blender? (just try with this software)

    Side note : I don't understand your phobia for sharing.
    Once you uploaded your mod with the dae file, you can import it back into a lot of software.
    There isn't protection even basic one like executables do with obfuscation.
     
  10. meywue

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    Ok,

    I had a look at both meshes you sent me (dae in pm and 3ds file here). It seems that they're pretty much the same (or even similar) and I added both to a vehicle to ahve them in game for testing purposes. I haven't recognized any lags. So these meshes don't seem to be a problem. Although it's pretty hard to give you proper support if you don't share all of your files (modified mesh + jbeam)
     
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  11. raleigh

    raleigh
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    *another rant here*
    that's great.
    many thanks for the favor, I think it might be the jbeam I have then, I just used the beam node editor that came with the game and clicked import nodes & beams from obj, it doesn't lag when I don't have a visual mesh, but maybe the visual mesh + that jbeam is just a little too much for my pc.
    I'm not good with jbeam, and I know there's a script for blender that creates a simple jbeam from a 3d model, I just don't know how to use it, think you could send me the a quick jbeam? just tell me if I'm asking for too much.

    thanks anyways.
    cheers!
     
  12. thomatoes50

    thomatoes50
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    Just a basic jbeam structure for the boat part.
    I didn't know how you will do the engine.

    You may have to add a few lines of code to get it working


    ps: I have to update the blender tutorial
     

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  13. Matchbox201

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    That could be an issue. Usually that method creates way too many nodes and beams, unless you use extremely simplified obj to import.

    Try the jbeam from @thomatoes50. It looks very good.
     
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  14. raleigh

    raleigh
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    thank you so very much, this is just what I needed.
    cheers.
     
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  15. torsion

    torsion
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    BTW, have you seen the debug options in-game? It's definitely worth it to take a look at the official jbeams. Use CTRL+B to cycle through the jbeam visualization options. If you use the little bug icon in the ESC menu you can also bring up many other useful options (such as the one to reduce mesh visibility so that you can better see the jbeam).
     

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    • beamng_debug_tools.jpg
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  16. raleigh

    raleigh
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    yes!
    I used this to look at the triangles on the t series for reference last week, and it was very useful indeed.
    I'm still having problems with triangulation, though. it's EXTREMELY tedious to work out green and red in a uniform symmetrical manner without an undo button.
    thanks for the suggestion, though.

    Cheers!
    --- Post updated ---
    Thanks for all your help, and if you're interested, I would like to do a collab with you on this mod
    I'll start a PM, just tell me there if you're interested.

    Thanks!
     
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