Tiles and the Dreaded Object Count
#11
Posted 05 May 2015 - 06:58 AM
Replace "he" with "who", replace "him" with "whom."
Helps me to keep it straight!
Robert
#12
Posted 05 May 2015 - 05:01 PM
New values below: Durango at 60 FPS!
#13
Posted 05 May 2015 - 06:06 PM
atsf37l, on 05 May 2015 - 05:01 PM, said:
New values below: Durango at 60 FPS!
Done! Two video cards as well.
Doesn't matter a bit with MSTS. I'm dealing with a strange abort right now... I can run a .tdb/.rdb rebuild, no problem. But I cannot enter a handful of tiles w/o RE aborting. Take away the world files and RE is just fine so I know it's not corrupted terrain data, it's something about the world files. Nothing is missing when I run OR in that area and Route Riter reports no relevant problems in that area... at least none that should apply to using RE.
#15
Posted 05 May 2015 - 11:38 PM
Jeffrey Kraus-Yao, on 05 May 2015 - 06:31 PM, said:
Of course. Lots of solo models on every tile... every building for instance is custom built for that site and used only once. Why would that make a difference?
#16
Posted 06 May 2015 - 03:56 AM
Genma Saotome, on 05 May 2015 - 11:38 PM, said:
Barring an overly saturated tile, or one where track crosses at or near a boundary, it helps you narrow the field of possible suspects of your solo objects, and doubtful that a common item used elsewhere is causing the issue.
Debug 101:
- Without having to remove or edit anything, make a backup of your shape files.
- Create a simple cube and textured with a bright color. The cube will be copied multiple times into your route's SHAPE folder.
- Within a 9-tile radius of where the crash occurs, copy the cube and name each to the name of the solo shapes listed in the problematic world files.
- One by one, replace from backup your original shape until you get a crash.
- The last shape copied back into the shape folder is the likely culprit.
- Once fixed in your 3D editor, continue replacing shapes until all is clear.
- If you happen to forget to move an original shape back (for whatever reason), you'll be alerted with a brightly colored cube in its place.
:bigboss:
#17
Posted 09 May 2015 - 06:25 PM
charland, on 23 April 2015 - 05:58 AM, said:
Maximum number of objects is 7393. I made a simple route editor some time ago and placed 10k objects on one tile.
http://i.imgur.com/jc8HBim.png
but only 7393 appear in MSTS RE :derisive:
http://i.imgur.com/oXVWbXy.png
I also discowered how to place track sections width MSTS RE full compatibility:
https://www.youtube....h?v=F1ulyfL16CM
http://i.imgur.com/wLoBTWy.png
:)
#18
Posted 10 May 2015 - 10:34 AM
#19
Posted 10 May 2015 - 12:33 PM
A lot of the objects on the Bellows Falls tile are already maxed out, as close to 1750 polygons as I could get. Entire city blocks grouped together to form one object.
I have replaced objects in RE on the Bellows Falls tile by doing it through the World File. I replaced all the grasses on the tile with ones of a different name and had no trouble doing this.
Paul :-)
#20
Posted 10 May 2015 - 03:27 PM