Your tip fixed the material not showing up in the game. So thats fine now. But the mesh is still invisible
I watched some extra tutorials about that, as far as I understood that should be ok but I might be wrong
Looks like I found the problem.. sort of.. Apparently BeamNg needs this structure in Blender (with the "_a50.. etc" extensions) in order for an object to work in the game: But this gets me to the next question... for a map backdrop I obviously don´t want any lod levels. The object should look the same from every distance. So what values should I use for the "_a50 .. _a500" extension? What is the lowest value? should I just put it to 0 or 1 for it to have a lod level that is "low enough" to not show in game? How do you guys set this up when you import a backdrop to one of your maps?
Good find!! I'm not sure...give it a try with 0 and 1 and report back? I would think 0 or 1 should work. Since the backdrop is a really large model, and the number means, "size in pixels at which the object will swap to the next level of detail," it seems unlikely that the backdrop will get to a low number. Or, look at the backdrops in JV and see how they are set.
0 apparently does not work. the lowest possible is 1. For some reason it needs 2 values (e.g _a50 and _a500) in order to work. So the higher number does not matter since the model does not differ from the other. I have used _a1 for the backdrop now and it is visible from every distance. I tried opening the JV backdrop .dae file in blender but it won´t show anything. Just a blank file with the name "backdrop"
Hey so I got a working backdrop now in place. but there is something odd. The shadows don´t seem to be working properly. They happen on areas that are actually reached by the sun (in my screenshot the time of day was 12 or sun position vertical) and are far too dark. Any idea why that is? Changing the normal texture does only make it worse. The other textures like ambient occlusion etc don´t make any difference.
Another thing is that the collision does not work properly. I tried setting the collision within the editor Inspector to "visible mesh final", which workes pretty good to get the collision for other imported 3d models. However for the background it does not work. The collision is at the wrong location, like 20m above the "ground", aka the visible mesh. Second thing is I tried to do the collision mesh in Blender, but apparently I did the setup wrong because it does not work either in BeamNG anyone knows how to properly set it up in Blender?
For the shadows, I'm not sure. If you're in Photo Mode, make sure it's not overriding the time of day. How are you generating your ambient occlusion texture? For the collisions, there is a menu option Edit > Rebuild Collisions. Give that a try, and set the collision mesh to same as visible so avoid any issues with blender. I think having a separate collision mesh is mainly for performance, in case your visible mesh is complex. It's easier for the game to calculate collisions with tires, etc, with a simpler mesh.