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Duplicate mesh bug BeamNG 4.0.1.2

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by ThreeDTech21, Sep 4, 2015.

  1. ThreeDTech21

    ThreeDTech21
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    When using multiple instances (duplicates) of an object beamNG doesnt seem to calculate it properly, it has been suggested that the new flexbodies shaders is to blame. Two users are currently having the same issue in the creation of bus seats, buses have on average 24-32 seats, when duplicating seats in blender and trying to export the mesh to BeamNG there are errors. like the ones below.



    bus seats.PNG

    bus 2.PNG

    Link to Page: Mesh-has-artifacts-in-game-(help)-Devs-needed
     
    #1 ThreeDTech21, Sep 4, 2015
    Last edited: Sep 4, 2015
  2. Dummiesman

    Dummiesman
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    Any pictures of the jbeam?
     
  3. burilkovdeni

    burilkovdeni
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    To Dummiesman here are pictures.
     

    Attached Files:

    • 2015-09-04_00062.jpg
    • 2015-09-04_00063.jpg
    • 2015-09-04_00064.jpg
    • 2015-09-04_00067.jpg
    • 2015-09-04_00061.jpg
    • 2015-09-04_00060.jpg
  4. Dummiesman

    Dummiesman
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    Hmm so it seems this flexbody issue can happen even with enough nodes to bind to. That's interesting. Seems it is a game bug.
     
  5. tdev

    tdev
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    BeamNG Team

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    How many triangles does your mesh have? Could we get some test files in order to debug this? Thanks!
     
  6. chris_lucas

    chris_lucas
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    I had the same issue when I imported a traction engine into BeamNG.
     
  7. ThreeDTech21

    ThreeDTech21
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    currently the seats are all quads, I thought beamNG creates its own triangles for the game? I'll change it to tris and see what happens

    I have attached the full folder, it includes the blend file, to test group the bus_seats to the bus_body and load into game.
     

    Attached Files:

    #7 ThreeDTech21, Sep 5, 2015
    Last edited: Sep 5, 2015
  8. burilkovdeni

    burilkovdeni
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    Here is my file as well, has the DAE , texture images and jbeam.
     

    Attached Files:

  9. ThreeDTech21

    ThreeDTech21
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    any updates?
     
  10. LuisAntonRebollo

    LuisAntonRebollo
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    Developer
    BeamNG Team

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    We are working on fix the problem.

    Thx for the report.

    - - - Updated - - -

    Fixed in our internal version. Will be included on next release.

    The bug was caused by flex meshes with more than 65k vertices.

    Our new skinning shader use HLSL SV_VertexID for index each vertex to the mapping data, but SV_VertexID dont handle the DX11 DrawIndexed* parameter BaseVertexLocation. Added this information to shader.
     

    Attached Files:

    • screenshot_00000.jpg
  11. ThreeDTech21

    ThreeDTech21
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    Very well thankyou! looking forward to it
     
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