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First Impressions - Jungle Dome πŸ€”πŸ˜²πŸ‘ŒπŸ˜ Analytics Table

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https://www.beamng.com/resources/jungle-dome.32100/ Groundmodels used for the Lava Melt suggestion. https://1drv.ms/f/c/cd64dc0c4f480222/Erm2dAtVihRDi3GGC2Gq54sBayM31IDK1LWHtPy3dWhQwA?e=au6ole 10:55 - Volcano and its fury! 11:55 - Wow that is a large amount of smoke! 24:00 - You can skip, I could not fix decal related issue 47.55 - Decal over Mesh, how to improve when using Over Object - no holes 1:03:13 - Adding a Melt ground model to DAE (Provided in Link) 1:32:15 - Great example of Melt working -See included photo to see where to put the extracted ground model folder. -- -For DAEs, with collisions, in the objects you wish to be lava texture all the way at the bottom you will see additional info. In there is groundmodels textures for DAE's select Lava. -Rebuild collisions -For Terrain Paints In the terrain material library you will see the groundmodel selected for a given terrain paint. -For Decals... You out of luck there.... You need to have whatever terrain paint under the decal handle that, or have the decal over objects, and have the objects texture include the ground model. I also explain how to overcome the over objects decals from having holes.. It is still a pain in the ass to get to go over objects, but how to select decal visible mesh instead of collision mesh is what you do. If your using a Low poly Collision mesh for a high poly object,... The decal is going to shrink wrap the the first surface it comes in contact with. The collision mesh should be low poly, but you dont want to wrap the decal on it. Instead, select in the decal inspector window decal = visible mesh final. You can leave your collisions mesh set to whatever. Great work BTW! That is a LOOOOOOTTTT of rocks :D Love the work with the lava artwork and map design. A lot of nice touches.

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