krispy1001
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Hi Mr. Heretic!
Looks very awesome!
Krispy1001
Looks very awesome!
Krispy1001
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Just send me a model out of MCX and a texture so I can see what we're striving for. It'll take me a week to figure out how to get something out of Blender .
OK, don't make any mini-vans, I have one underway. 312 triangles without the headlight beams so far, boxy little bugger, shooting for 4 "liveries" on the sheet.
The "EZ Dock bait" version BTW:
I have gmail but I'll just send you some models and textures when I get them ready.
How many, what numbers work best, and what sort of triangle counts per LOD?
I think I'm gonna try stealing some mesh and textures from the default road vehicles, maybe make up a new texture sheet where the wheels, lights, and body parts are all included on a single sheet to reduce the drawcalls to one, simplify the mesh a little if possible...
One thing I've been doing with scenery objects is disabling crash boxes on all my models in MCX. Maybe it's just placebo but it seems to me all that crash box processing can't help but come at a cost. I once made a grass object and placed it a few hundred times at an airport, for some reason <nocrash/> in the placements wasn't giving the expected result and when taxiing around on the field the grass object would crash the aircraft. I was just trying to prevent that from happening so I disabled crash boxes in MCX for an export of that particular object. Not only did it solve the crash problem I was pleasantly surprised to notice that I'd also picked up 3-4 FPS around the field. I haven't changed that setting in MCX since. In that vehicles_land.bgl I uploaded with the LODs removed the models had also had their crash boxes removed incidentally.
Did you catch the thread at Avsim regarding road traffic performance BTW?
http://forum.avsim.net/topic/456336-road-traffic-immersion-find-reason-for-performance-hit/
Like Clutch Cargo (post #10) I don't notice much difference between road traffic off and 100% performance-wise, my PC isn't anything special.
I have made Low Poly Car tutorial. It might help a bit with your work.
http://www.fsdeveloper.com/forum/threads/tutorial-for-low-poly-cars.431273/#post-683349
The model is very low poly, less than a hundred with wheels if you want. Yet it does look good if you use photo. But painting might be a better option for these cars.
I think you should turn off all the AI traffics, boats and airplanes. Since each time the traffic is different. It will interfere with your experiment.
or do something like you did with the ground beams without adding another drawcall.
Not sure whether to use the LOD override in MXC to batch these or not? The default ones are batched but with LODs, if you place them as scenery objects the LODs all show up at once, yet as road traffic you can clearly see the LODs popping in spite of them being batched (evidenced by watching the defaults). Obviously the batching is broken by the AI engine or whatever takes place there.
Not sure if turning crashes off makes the sim defer crash box processing, does it? I wouldn't have the first clue. At any rate these have no crashboxes. I may try a test.
I'll see what I can work out on material settings for the lights, maybe add a couple more vehicles to fill up the texture sheet, and upload what I have in a day or so. I can't imagine anyone at MS having a problem with trimming a few ounces off the default road traffic for an extra frame or two?
Happy Thanksgiving if you observe the holiday in your part of the world, here in the US it's chow time!
Groovy man, whatever you do though don't eat the 'shrooms! Is this with the default vehicles_land.bgl or the one with the LODs removed? Are you seeing what appears to be textures from the effects/texture folder eminating in "rays" from some of the vehicles?
For me the only time I saw the problem was full screen in DX10, any other mode was fine. Weird.
?, such FSX does Raod and Ship AI, is it possible to have a Train AI?