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gmax Community and Support : GamePaks: TrainSim : Engine models getting too "heavy" in MSTS
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BjarneL
New Poster
2 Posts
Engine models getting too "heavy" in MSTS
Posted 14-Oct-2005 8:36 AM

When building engine models for MSTS I have a problem with polygon numbers. When the number exeeds app. 14000, the game freezes when zomming in close to the moadel or using the head out function. It has been possible to remidy the problem to some extend by adjusting some distance figures in the .s-file, but the method is not satisfactory as it increases the viewing distance in the game.

I attach a a shot of one of the engines in question.

Has anyone experienced the same problem, and even better, has anyone a solution?

 

Bjarne

 

 

Volker_Bollig
New Poster
9 Posts
RE: Engine models getting too
Posted 14-Oct-2005 3:37 PM
Modified by Volker_Bollig On 14-Oct-2005  3:39 PM

Hi,

yes, had the same issue with my Henschel-Wegmann engine.
Use separate objects and link them to main. Try to not exceed polycount per object approx 3000 polies. MSTS with more than 100.000 polygons are no problem this way. In LOD-Manager collect similar objects to separate sub-objects (in shapefile sense) by assigning appropriate sub-object ID. Objects referring to the same sub-Object ID in LOD Manager should not sum up to more than 3000 polies.

hth

BTW: very beautiful loco ;-)

Volker Bollig

BjarneL
New Poster
2 Posts
RE: Engine models getting too
Posted 14-Oct-2005 4:15 PM

Hi Volker,

 

Vielen Dank!

Bjarne

villo_86
New Poster
1 Post
RE: Engine models getting too
Posted 07-Nov-2005 12:34 PM

Thanks to this method I have been able to see in TS my steam engine...almost 40'000 polys. Of course it has some limitations, the game freezes when the camera comes to close to the engine but...it's always better than not even seeing the model in TS!

 

 

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