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collisions : mesh / triangles / nodes + maybe other things

Discussion in 'Content Creation' started by GPK77, Jun 14, 2023.

  1. GPK77

    GPK77
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    Feb 9, 2023
    Messages:
    8
    Hello,

    I'm seriously making a go kart, I learned how to use blender, did the frame but might be too much high poly, will smooth shading be seen in bng ?

    upload_2023-6-14_20-12-15.png

    I don't want parts of the kart to be pass through. I want to know if collision triangles and nodes should be placed on the edges of the model to make realistic collision or if the mesh itself can be used.

    reguards.
     
  2. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Yes this is way too high poly for something of this size. The game can render smooth shading fine. Yes you need triangles everywhere.
     
  3. GPK77

    GPK77
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    Thank you,
    how many should I aim for in total ? I have trouble deciding between hexagons or octogons on the tubes profiles.
     
  4. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Depends how much detail you want. If the tubes will be exposed then octagons are better.
     
  5. GPK77

    GPK77
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    I decided on an hexagon profile, I prefer to have details on bends.
    I have to do evrything again but it's going much faster (still slow).
    upload_2023-6-15_23-22-40.png

    Also I did not find info on how to attribute vertices to nodes, you just make a jbeam and a 3d model and that's it ?
     
  6. Agent_Y

    Agent_Y
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    Jbeam/QA support
    BeamNG Team

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    Yeah if you put the nodes in correct places (in your case they should be in the middle of all ends, bends and intersections) and name everything properly then it should work good already
     
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