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Does a dea export include meshes not being use?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by ThreeDTech21, Apr 29, 2016.

  1. ThreeDTech21

    ThreeDTech21
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    Sep 27, 2013
    Messages:
    1,616
    When I export to .dae does the blend file being exported include meshes that are not in use, for example my full blend file has 50,000 vertices. That includes a 2nd engine mesh that is 500 vertices, so without the engine mesh it is 40,500 vertices but it is not being used in game yet. When the blend file is exported to .dae, it is 50,000 vertices so when the car is loaded in game does BeamNG see 50,000 vertices or 40,500 vertices? This would result in extra vertices being calculated by BeamNG even when not loaded in game. I assume that when the .dae is loaded into memory by BeamNG, the only meshes loaded into memory and calculated by BeamNG are the meshes called by the jbeam file while other non-used meshed are not loaded into memory, just need clarification.
     
  2. mumboking

    mumboking
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    Jun 11, 2015
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    1,400
    Using blender?
    Unless you've chosen "Selection Only" in the export options, every mesh gets exported.
    In BeamNG.drive, I don't think the unused meshes have any effect on performance.
     
  3. ThreeDTech21

    ThreeDTech21
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    Sep 27, 2013
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    1,616
    Thanks good to know!
     
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