Mod Support Damage morphing - The number of vertices isn't the same

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I'm morphing the damage for the trunk of the dodge and whenever I deform it, the make_a_car.bat tells me that there is an error (you can check the video):

ERROR: script line 1678:

Destination mesh has a different number of vertices (shape1[L1_trunk_1_UD] = 245, shape2[L1_trunk_1_D] = 249).

The two models of the trunk are exactly the same apart of the deformation. And to add to this, the polygon counter in 3ds max says the same amount of polygons

I'm going crazy, I have been on this issue for ages now :(
If anyone with the mod making knowledge can help, it would be greatly appreciated.

Here's a video I post on reddit about this issue:
 
My guess is some vertices on your mesh are split and when you manipulate the verts it moves them off of the same overlapping point they were on. I'd make sure no loose verts are present.
 
My guess is some vertices on your mesh are split and when you manipulate the verts it moves them off of the same overlapping point they were on. I'd make sure no loose verts are present.
Welding verts was the solution. Thank you as always!
 
Hey, it's me again. Hope you're all doing great.

I'm now trying to have detachable parts for the SS mod. This is my code, but even after hard hits, none of the parts detached of the cars. Is there something wrong with my code?

chevy_L1_HoodScene: STATE_SWITCH VAR hood_removed (0 chevy_L1_HoodDamage, 0.9)
# ALTERNATIV: use when you wanna rip off the hood during a hard crash.
# chevy_L1_HoodRemove: STATE_SWITCH VAR hood_removed (0 chevy_L1_HoodDamage, 0.9)
# chevy_L1_HoodScene: STATE_SWITCH VAR grill_removed (0 chevy_L1_HoodRemove, 0.9)

Thank you in advance!
 
For hood for example my code is like this:

1791153564634.png

I have the damaged version, then nested to the removed so it can be removed. Usually the hood is removed from the pit stop if enough damage is taken.

Front fenders/bumpers/quarter panels I see more easily come off during hard crashes.

Make sure your exterior is using STATE_SWITCH VAR damaged states as well:

0 = the non-damaged exterior parts of the mod
1 = the damaged exterior parts of the mod
2 = the damaged exterior parts of the mod that also has removable pieces


1791153685027.png
 
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