In the image below, there is a difference between the mesh and the physic triangle mesh… So the car is sometimes over the ground “in space”, sometimes under… The car physics is a box, but with a triangle mesh, it’s the same. I’ve recalculated normals of the landscape… everything seems to be correct. I dont’t know why… Edit: The “Edit Mode” and “Object Mode” don’t show the same. And there is no modifier… It’s because some faces have no edges ! (visually). How to clean that sort of problem ? (this was generated by ANT GENERATOR, with a displacement map… applied). Modifier “Triangulate” is correcting the problem, but the number of faces explode.
No the number of faces does not explode. The engines convert to triangles anyway. Unfortunately the physics engine autoconverts opposite to the physics engine.
As you terrain contains strongly distorted faces it is a good idea to use triangles anyway. Quads are more a helper for modellers as the offer some nice modelling techniques. As said, the engines use triangles as they can’t be distorted.
Have a look at the vehicle wrapper. You can find quite a few car examples at the resource section even without vehicle wrapper.
Setting the terrain collision bounds to “triangle mesh” will fix collisions problem, it’s recommended to use convex hulls to the rest of the objects. About the texturing, make sure that your object has UVs and the mapping is set to UV in the textures tab.