Dear all, I started working on making Dutch roundabouts. I have currently two problems: 1) Textures are missing/incorrect; 2) When I put the object settings on Collision, the car drives through the object. When I put the settings to Visible, the car gets sucked in the object like it is glue! What do I have to do to use my roundabout models like normal objects is BeamNG? I make it all in SketchUp. I export it the same way like the YouTube videos do. Please help me out! Hopefully someone knows what I am doing wrong. Tips, suggestions and comments are always welcome! That's how I learn and improve. Best regards, Koen
Hey we all have to learn somehow, someway, any way possible. In Sketchup reversed faces are indicated by a darker blue hue versus a white and correct face. You can select the model/group/component, right click, and reverse the faces. However, you will also reverse correct faces as well. I would suggest viewing the model in the native non-textured mode and examine your model carefully for reversed faces. If you spot one select that face, right click and reverse. There are many plugin's that will tackle the reversed face issue in different manners but my approach is to manually reverse faces and keep the issue at the front of my mind at all times. Sketchup could definitely handle this problem in a much more sensible and intuitive way. If this is confusing I suggest a plethora of Youtube videos on the subject as well.
You should do your roundabout surface textures, the ones that constitute the roadbed, directly on the terrain, and use the object you're having issues with to represent the flowerbed/embankement only. This way if someone hits it and gets stuck, it's an avoidable flaw. Generally, cars-getting-stuck flaws happen with objects when the collision is further out than the actually graphics model, or loose ends of the collision plane go out past one another (e.g. if you have a box, but the collision planes look like a # sign because they extend past the vertices where the sides meet). You can view collision planes by saving your work first, pressing the eyeball button on the toolbar editor, and look for player-collision or whatever it's called (not terrain collision). It's not the out-dated one, it's the one that makes blue visplanes appear when you exit the editor (you'll hit f11 after pressing the button, there could be a delay both on button press, and exiting the editor but give the application time to think and free up for use again - this can take a few seconds to a minute depending on how huge your map is). These visplanes stop your vehicle from passing an object, this is the actual collision model for the object, and it's usually simpler than the visible model. Simplify your collision model inside your sketchup/modeling program until the car no-longer gets stuck (for example if you have too many tiny visplanes, the car can get stuck, or performance will crawl through interaction with the object). If you made an Egyption pyramid for example, vs having stair-like collision, you'd have a smooth plane on each side of the 4-sided triangle (not including the bottom side!). Cars hitting the wrong side of a collision plane (The back side), will create problems and could also get stuck in the object. I hope all this helps. EDIT: also, using convex objects in the editor, can cause wildly misaligned collision planes! Do be careful!
I really have no knowledge yet about modelling in BeamNG... I have put my sketchup file to this message. Please have a look if you have time. Many thanks for your help --- Post updated --- I have tried it, but it didn't work. I have the zipfile with the sketchup file in the comment below. Feel free to have a look, I appreciate the help!
Is it also possible to draw the model in SketchUp, then export it to Blender, adjust some textures and then export it to BeamNG? Or will I still have this problem if I do it that way? Best regards, Koen Schreurs
weet zelf niet eens hoe je map maakt ja terain editen --- Post updated --- wel leuk om te driften op de map hehe