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FSXA Objects disappear

GHD

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england
I have hundreds of tyre models marking out a karting track.

If I start in the middle of them they are visible:



If I move the viewpoint or start at a different place, none of the models show (and never reappear):



Is there a limit on how many instances of a model can be displayed?
 
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Hi George:

Possibly this thread might also involve a related 'limitation' ? :scratchch

http://www.fsdeveloper.com/forum/threads/limit-to-number-of-objects.430264/#post-672612


BTW: If those are 'custom' barricade objects:

* perhaps in the 3D modeling application their exterior curved surfaces may be modified using "Smoothing Groups" to effectively reduce the number of 'faces' rendered at run time ?

* perhaps in MCX, some of the MDLs may be "merged" into a lesser number of MDLs, so that a lesser number of overall MDLs and/or scenery library objects need to be placed ?


That looks like a fun project; I'd like to "drive" a kart for a few rounds on that track in FS ! :)

GaryGB
 
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Is there a limit on how many instances of a model can be displayed?
Your track doesn't look as densely packed as an average forest or decent sized urban/ city scene. I would not pursue the "model exclusion issue" described in your own thread that Gary linked you back to (in case you forgot about it), because that condition appears to apply to specific library objects and discounts the successful deployment of large, highly crowded scenery products like Drzewiecki Miami and FlyTampa Dubai...and my own experiences with detailed scenes, of course.
TowerNorth.jpg

overthefence.jpg

Each of these scenes pushed render capacity to the max to the point of stuttering frame rates and at no time were there winking models - of even the multiply placed single GUID objects, so it is likely a different issue.

There are a few conditions to explore; does your scene include multiple placements of the same GUID object, or do you have a combination of straights, curves, etc., which you fill in with the single model to save the engine from rendering geometry that isn't visible? Have you considered adding reduced complexity models for lower LOD rendering at relevant distances? If you uploaded your model, or linked it since it is proprietary, we might be able to explore more options to try.
 
The library is mwl_LIB09.bgl
This is the only link that comes up in my google search, an un-linked description of the .bgl: http://return.mistymoorings.com/object_libraries_build/

I would not mind at all taking a look at the .bgl, I'd just throw it in with the work flow of all the other .mdl's and .bgl's I am working through. I'm not going to hunt it down, however. Maybe Gary could be obliging enough to find a link to the actual object.
 
I duplicated the model three times with different GUIDs and split the placement roughly into four sections using each of the GUIs.

All of the models now appear independently of the viewpoint.



The number of placements per file is approximately 235, 509, 464 and 381.
 
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Final word.

I imported the separate placement files into ADE and all objects displayed correctly.

So, it seems that there is a limit (unspecified but less than 1500) on the number of instances of a particular GUID.
 
http://www.fsdeveloper.com/forum/threads/objects-disappear.436200/#post-732869

This is the only link that comes up in my google search, an un-linked description of the .bgl: http://return.mistymoorings.com/object_libraries_build/

I would not mind at all taking a look at the .bgl, I'd just throw it in with the work flow of all the other .mdl's and .bgl's I am working through. I'm not going to hunt it down, however. Maybe Gary could be obliging enough to find a link to the actual object.


It would seem that one might be in for either of 2 large downloads to get at Mark W. Lee's OZx object libraries: :coffee:

Info on Mark's (modified) libraries at RTMM:

http://return.mistymoorings.com/object_libraries_build/#ahz

http://return.mistymoorings.com/object_libraries_build/#links

Download URL:

http://return.mistymoorings.com/object_libraries_build/zip folders/RTMM Required Object LibrariesFSXP3D Part I_1-27-15.zip

...or:

http://aussiex.org/forum/index.php?/files/file/1825-ozx-au-complete-ozx-na-complete-ozx-libraries/


GaryGB
 
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Final word.

I imported the separate placement files into ADE and all objects displayed correctly.

So, it seems that there is a limit (unspecified but less than 1500) on the number of instances of a particular GUID.

Thanks for following up on this, George.

[EDITED] 2016-01-17

To better understand the "limit" you referred to above, is this:

* a limit on how many times a GUID may be placed per (1) BGLComp-type placement 'BGL' ?

* a limit on how many times a GUID may be placed per LOD-13 scenery 'cell' ?

* a 'cumulative' limit on how many times a GUID may be placed world-wide via BGLComp-type placement BGLs in ex: more than 1 active scenery library layer ?

...or might this be a limit on the part of ADE as to how many placements of (identical) MDL GUIDs can be processed / tracked internally via import of 1 or more BGLComp-type placement BGLs ? :duck:

[END_EDIT]


Thanks for any further clarification you might offer on this interesting finding. :)

GaryGB
 
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