enormouse size of some assets

We do hope to one day introduce some form of content evaluation tool

I remember discussing this issue with Windwalkr in the past (before the launch of T:ANE).

Since a polygon counter was present in the CM since TS2010, it would be nice to have some warning about high-poly objects. I really appreciated the 500 poly warning, so I have not (yet) lost the hope to see this feature before TRS2030. It would be even nicer to have the CM provide a warning before you download the asset.

P.S. My favourite candidate for the dustbin of history is a trumpet with some 30,000 polys in an object 30 cm (1 foot) long.
 
Actually the biggests assets are often not from 3dwarehouse
but by creators highly appraised by N3v (will not name them)
There are insane sized cabs/interiors, with unneeded libraries
where the creators ignore the wonderful cab tag
outside-visible-from-cabin 1
and after that overthetop work and too big download you get PBR artifacts that make it plain ugly
bad for the game that ego-ware.
No asset stands alone ever and all has to be loaded and stored on your HD
Filter, be selective and your Trainz works better.

This is not a great take on cab views in any way you look at it.

Cab views are, for the most part, expected to be some of the largest Trainz assets. They are seen up very close, and so are expected to have more/larger textures (within reason), and more polys (within reason). It must be noted that when in the cab view, the draw distance is somewhat reduced, to account for viewing the cab view so close compared to viewing the exterior.

If the creator intends for their cab view to be 'generic' (ie usable by other users), or simply usable over multiple different models, then using the 'outside-visible-from-cabin 1' tag is going to cause a lot of visual issues on locos not designed for it. In most cases to make use of this tag on a locomotive, the cab either needs to be practically empty on the exterior model (which, IMO, tends to look bad on many locos), or you need a custom script with the cab being a separate mesh (which means the creator needed to design their loco to use an interior with this tag). Add in the fact that no two loco designs are alike, and this tag would cause a lot more problems than it saves for generic cab views.

Hence the only time using this tag is actually effective is where you specifically make the cab view only work with one locomotive, or at least one series of locomotives. I've used it for a few years on my steam locomotives, and it is effective for this, but anyone wanting to put those cab views onto their own locos is going to be in for a bad time because it is not going to look good unless they make it match exactly the same as my locomotive...

As to PBR artifacts, are you referring to actual PBR artifacts or just shadow artifacts? The two are very different...

frank_dean said:
"G.M." You are quite right in what you said, and we must not forget that the large size of the assets include the large size in number of polygons in objects with a single mesh and without lods, which can be put with a build 4.6 or higher, simply putting in the config.tex tag:"mesh-table-lod-transition-transition-distances x meters".
This object with thousands of polygons of a single mesh you put a build 4.5 for Tane and it comes out wrong, you change the build and add the distance tag and it is not wrong in 2019.
I have done this test with a single mesh object with thousands of polygons that Tane rejects it and in Trainz 2019 it has no error.


The mesh-table-lod-transition-distances tag was added after several years of creators asking for better control over their LOD transitions (it is extremely difficult at times to make a good looking LOD without this). Sadly there are a large number of creators actively misusing this tag to avoid making LOD. We hope to provide better performance testing options for content in the future, but if necessary there are potential options for better error checking in this area in the future, but I'm sure any improvements here will garner complaints from the creators actively avoiding producing LOD as well.

kengreen said:
On the CM the size includes the texture files, if most of this size is made of textures but the lowest LOD is less that 500 is that detrimental. The large size quite often is made up of a texture file and an alpha texture file. In a number of cases if these are very small you start loosing definition. I have many carriages on the DLS most are approx 16.9 MB but if i create CDP files from these they are only 3.0 MB. Which size is actually downloaded 16.9 or 3.0 as the white pages show the lower figure.
Content Manager should, from memory, show the 'installed' size once installed. For DLS content that isn't yet installed, I'm not sure offhand but it may also show the installed size as well.

For LOD, the fewer number of textures you can use on your lowest LODs the better. If you can use one of the textures from LOD0 this is even better, as it means that Trainz doesn't need to load another texture in for the lower LODs (Trainz will reduce the size of the texture as you move away, through a process called 'mipmapping'). However there are also many creators (including myself) who make a relatively simple, but detailed looking, lowest LOD that has a specific texture that represents the entire vehicle.

https://www.zecrail.com/files/stuff/renders/oh-look-another-one-14.jpg

This image (I've left it as a link to stop it taking up the page :) ) is an example of one of my older assets that uses this method. Personally, now, for traincars I tend to aim for a higher detail lowest LOD (often up to around 500 triangles) since the lowest LOD is used as the water reflection, but even then this method can still be used quite effectively.

Regards
 
Zec, ...maybe a good cab is not generic
Lets take a look at the F7 cab, there are hundreds of skins yet the basic loco is the same size
Recent released is a <kuid:-25:1340> F7 Cabin TRS19 - LHD/KPH it is 511.9MB
beside its over the top size, its only Lefthand and only KM/h
then we have <kuid2:217537:229:1> F7 Cabin Liveries 106.8mb
this is extra because outside-visible-from-cabin 1 is not used


1.5 year ago the dutch community has proposed the tag (see here)
--add "cabinposition" x,y,z this enables users to put any cabin in the right position on any loco
it is how "position" works in any mesh-table


I realize that N3v want show pieces, to sell the product, but if it thereby gets out of hand
when actually gets used or downloaded, its not a good move.


Some time ago euromodeler reskinned the BR23 from gerd, I was wow its my fav. loco
I then found out, the cabin of the PB15 was linked.....download stopped, deleted it.
Many drive huge routes with many trains, we can't use over the top things
cause it brings the game down to its knees.


We see some pieces in the game get all the polies and texture sizes, while other stuff is 2 decades old, FI
-Ugly blobs that indicate where a junction is from 2000
-A passenger product, without animation, nightmode only caucasian and from 2003


Lets make it all more balanced and at least workable for all of us that love trainz
 
Zec, ...maybe a good cab is not generic
Lets take a look at the F7 cab, there are hundreds of skins yet the basic loco is the same size
Recent released is a <kuid:-25:1340> F7 Cabin TRS19 - LHD/KPH it is 511.9MB
beside its over the top size, its only Lefthand and only KM/h
then we have <kuid2:217537:229:1> F7 Cabin Liveries 106.8mb
this is extra because outside-visible-from-cabin 1 is not used

The problem here is that using this tag will not work with any of the existing available locomotives that use this cab view, as the cab modeled in the locomotive mesh would be shown in the interior view. So you end up with a very low quality control stand overlapping the actual cab view model, this will look absolutely rubbish to the majority of players.

So as to allow these new cab view updates to actually work on the locomotives they are intended for, the cab view includes a script that allows content creators to change the livery applied on the visible parts of the 'locomotive' in the cab view mesh. This does increase the size, due to the texture library, but only one set of textures is loaded at any one time and as such the texture library's size has minimal affect on performance.

Sure, maybe a generic cab view isn't going to be perfect, but it's a lot better than the 20 year old generic cab view being seen on most locomotives of that type. The F7 cabs have been used on a LOT of locomotives in Trainz, including American and Australian. None of these will dimensionally fit the new cab, and hence the tag is not suitable for use with it.


1.5 year ago the dutch community has proposed the tag (see here)
--add "cabinposition" x,y,z this enables users to put any cabin in the right position on any loco
it is how "position" works in any mesh-table

You completely missed what I said. I'm not discussing shifting the cab view position, and there's generally already ways to work around an incorrectly positioned cab. I am specifically talking about parts of the locomotive mesh appearing within the cab mesh, if you enable the 'outside-visible-from-cabin' tag, since everything that is visible on the exterior model is visible in the interior model, unless you use a script to hide specific meshes (which requires the locomotive mesh to be built to allow this).

I realize that N3v want show pieces, to sell the product, but if it thereby gets out of hand
when actually gets used or downloaded, its not a good move.
Trainz now uses a much smaller 'base' install for this reason. But the expectation is high quality content, both efficient (ie LOD) and very high visual quality. Both of these come at a cost of increased size, but since hard drive space is a relatively cheap commodity compared to a few years ago, size is a lesser consideration. It is absolutely still a consideration, but it's not the primary one compared to efficiency and visual quality.

Some time ago euromodeler reskinned the BR23 from gerd, I was wow its my fav. loco
I then found out, the cabin of the PB15 was linked.....download stopped, deleted it.
It sounds like you missed out on a locomotive you may have enjoyed then, just because it uses a generic cab view that has also been upgraded to the latest specifications.

Many drive huge routes with many trains, we can't use over the top things
cause it brings the game down to its knees.
I covered this quite well I think in my earlier reply, noting how much of a difference LOD makes to resource usage...


We see some pieces in the game get all the polies and texture sizes, while other stuff is 2 decades old, FI
-Ugly blobs that indicate where a junction is from 2000
-A passenger product, without animation, nightmode only caucasian and from 2003
Both are parts that we are looking at, although right now junction arrows are unchanged (you can use session rules to adjust their size though, which makes a big difference on some routes). We have a new passenger product already included in the 'TrainzPlus' routes (Looe, Orbost, etc). Right now we don't have support for animated passengers, as we have been focusing on other features.


Regards
 
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