Hi,
I am designing my own objects piece by piece.
Today a couple of water towers.
The example taken was the left big tower in the picture below.
The small little tower not textured yet is my new object.
The big one is from the generic library of either ADE9X or MS-FS. It is called Generic.BGL 182 in the LOM of ADE9X.
As I am always very concerned about polygon numbers i always wondered why it is consuming that much memory and frame rates.
Next to the above the little grey one is mine.
What they did just guessing concerning the anchor chaines it is making use of twisted boxes.
If one does that it means to implement a huge number of hight segments for each twisted box.
I think you might need for the big tower 40-60 hight segments for each "chain" to get the twist done.
My simple tower went from 37 KB to 273 KB, just as a single instance, no LOD instance for at least 100-50-10 %. And it is just using 12 "Chaines".
Any better ideas one could implement it?
I am designing my own objects piece by piece.
Today a couple of water towers.
The example taken was the left big tower in the picture below.
The small little tower not textured yet is my new object.
The big one is from the generic library of either ADE9X or MS-FS. It is called Generic.BGL 182 in the LOM of ADE9X.
As I am always very concerned about polygon numbers i always wondered why it is consuming that much memory and frame rates.
Next to the above the little grey one is mine.
What they did just guessing concerning the anchor chaines it is making use of twisted boxes.
If one does that it means to implement a huge number of hight segments for each twisted box.
I think you might need for the big tower 40-60 hight segments for each "chain" to get the twist done.
My simple tower went from 37 KB to 273 KB, just as a single instance, no LOD instance for at least 100-50-10 %. And it is just using 12 "Chaines".
Any better ideas one could implement it?


