Unsolved exporting models with colmesh and lod correctly from 3ds max

Discussion in 'Mod Support' started by CrashHard, Aug 8, 2016.

  1. CrashHard

    CrashHard
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    Hey I`m stuck with my Crash Hard map, I have so many models now that it kills the fps at some areas of the map. And I`m starting to look into adding LODs and a simpler collision mesh to my models, but I can`t find any tutorials for 3ds max on how to set up everything and export it correctly to beamng. I have looked at the video tutorial for blender, but I do not know how to go about doing that in 3ds max (3D Studio max 2016). Really hope for anyone to help me out, so I can make the Crash Hard map a bit more fps friendly :)
     
  2. meywue

    meywue
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    BeamNG Team

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    Hey @Crash Hard 01 ,

    sorry for the superlate reply.

    I'll attach a 3ds max 2016 static object sample scene. Also take a look at this wiki article if you would like to add some more LODs.

    Cheers!
     

    Attached Files:

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  3. CrashHard

    CrashHard
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    Thank you for the reply, better late than never ;) I had to sort to other workarounds (cut down on view distance, low res models) so I will have a look at this at a later time. but thanks for the file and the wiki link, it will come in handy :)

    Update: I got some warnings when I exported the test file you gave me (all the root objects and dummy objects)
    But it is working in game :)
    and one question, for the main high res model, must it have a number at the end like the low res model? (a higher one)
     
    #3 CrashHard, Sep 7, 2016
    Last edited: Sep 7, 2016
  4. burilkovdeni

    burilkovdeni
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    Turn this: meshCulling = "0";

    To: meshCulling = "1";

    On all of the TSStatic for more FPS.
     
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  5. CrashHard

    CrashHard
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    Thank you for the usefull tip :D
     
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