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FS2004 - texture size / poly count

dal

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unitedkingdom
Hi all, I'm quite new the G MAX and scenery design. I'm making some buildings using G MAX, so far I've made 22 objects ( 2 dont have LODS ) the rest have 3 LODS.

The texture size for 2 of the buildings are 512 x 512, one has 128 x 128 and the rest have 16 x 16

19 objects ( light posts ) have the following with a 16 x 16 texture
LOD 100 - 154 vertices
258 faces

LOD 50 - 142 vertices
207 faces

lod 10 - 44 vertices
83 faces

-----------------------
one building has the following

lod 100 - 326 vertices
532 faces

LOD 50 - 180 vertices
251 faces

LOD 10 - 34 vertices
35 faces

--------------------------
the one with no lods

vertices - 416
faces - 796

I'm unsure of the poly count on the other building but I wont be a lot.

When I'm at the airport on the ground the frame rates are quite good & all the textures are ok but once I take off & get to about 2000 ' the ground texutures go really LOW RES ( see attached )

Do you think the texture sizes are too big ( 512 x 512 ) or my poly count is too high.

Also my textures are in DXT 1 ( no alpha ) format, is this correct for scenery.


Any help appreciated, thanks.


P.S I've spent quite a bit of time on this but it's not really worth me carrying on unless I can sort out the ground texture problem, I know it's my scenery causing this as it's fine without the scenery.
 

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Hi,

No, your polygon count and texture sizes look perfect. The amount of faces you mention is certainly not very high, so that should not be a problem. Also 512x512 textures are very common. Unless you use thousands of them in your scenery it should be fine.

From the screenshot it looks like the entire mesh terrain is going blurry. This is a problem that has been discussed a lot on the forums before and unfortunately no real solution has ever been found. For some people it helped to make sure that all textures have mipmaps as well, so that is something you might want to check. The DXT1 format is fine for scenery btw.
 
In my experience, this is caused by faulty texture mapping. Whenever it happens to me, I can normally track it down to an overlooked face, usually the result of a boolean operation. Here's a illustration of what happens when I apply a boolean subtraction to a textured box.
The ceiling is the main culprit -- the entire texture is repeated over a hundred times. If I miss just one of these faces, it just swamps the graphics memory.
 
Last edited:
Ok thanks for the replys. I've identified the object causing the problems, it's the light posts I've made, I have 19 of them.

Question : Is it ok to create mutiple objects from one model - what I mean is becuase I want 19 of these posts I dont really want to model them 19 times so I export it to FS, copy the XML file that get created then adjust to co ordinates for the desired positions then bgl comp each XML file ( I know it proberbly is ok but I want to check ) ?


@ Toprob - I dont understand what you mean by boolean operation, the way I model is to create the shape/s attach them to each other then
1. Assign texture with G MAX material editor
2. select UVW map in modifier list
3. Goto polygon mode and select one or more polygons
4. Map texture to polygon
5. colapse all in the modiefier stack & carry on until all the polygons are mapped - I could have missed a face but all the whole thing has some sort of texture on it to start with even if it's not the right one.


Thanks for your help
 
Hi,

Placing multiple copies of the same object is no problem at all, actually it is the adviced way of doing that. That is one of the purposes of library objects anyway :).
 
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