Or a way to adjust the LOD in mine. Didn't know whether this was more applicable to content creation or surveyor, whatever it is I've been playing with that gizmo that shows worst buffer and worst index count in surveyor, found that one of the low areas on my route is where the CTA elevated tracks start and according to the gizmo the culprit is <kuid:522774:100066>.
I looked at assorted NYCTA tracks, can't really use them because they all have side railings, which don't work for switches and crossovers. So I made my own cloned from one of the built in girder bridges (technically the CTA and NYCTA elevated railways are long continuous iron girder bridges) and the polys are okay, only 188 for the singles, but since the mesh repeats itself the total poly count adds up to a lot. Here's what I got;
CTA ELEVATED TRACK,<kuid:522774:100073>
That's the double track bridge section;
CTA_Girder_Bridge_1_3m,<kuid:522774:100066>
And the single track sections. The bridge mesh is lower at 122 polys per section, but since it uses the other one for the bridgetrack that adds 188x2 times however many times it tiles. In the config for the girder track itself I have this;
track
{
mesh-length 2
adjust-cross-section-to-ground 1
adjust-height-to-ground-offset 0
track-lod-tree
{
lod-distance 250
high-detail
{
lod-distance 80
high-detail
{
lod-distance 30
high-detail
{
mesh "default"
subdivisions 1
}
low-detail
{
mesh "default"
subdivisions 1
}
}
low-detail
{
mesh "default"
subdivisions 1
}
}
low-detail
{
mesh "default"
}
}
}
That was from the original, didn't know what it all meant so I didn't mess with it.
So the questions;
1. Is there a similar girder type track, low poly, no railings, with LOD meshes I can use instead?
2. If not, is there a way to adjust the LOD in the config file here? Given the fact that there's only one mesh instead of the usual main_ and main_med and main_low that I usually see, is there actually three different LODs built into the one mesh?
I looked at assorted NYCTA tracks, can't really use them because they all have side railings, which don't work for switches and crossovers. So I made my own cloned from one of the built in girder bridges (technically the CTA and NYCTA elevated railways are long continuous iron girder bridges) and the polys are okay, only 188 for the singles, but since the mesh repeats itself the total poly count adds up to a lot. Here's what I got;
CTA ELEVATED TRACK,<kuid:522774:100073>
That's the double track bridge section;
CTA_Girder_Bridge_1_3m,<kuid:522774:100066>
And the single track sections. The bridge mesh is lower at 122 polys per section, but since it uses the other one for the bridgetrack that adds 188x2 times however many times it tiles. In the config for the girder track itself I have this;
track
{
mesh-length 2
adjust-cross-section-to-ground 1
adjust-height-to-ground-offset 0
track-lod-tree
{
lod-distance 250
high-detail
{
lod-distance 80
high-detail
{
lod-distance 30
high-detail
{
mesh "default"
subdivisions 1
}
low-detail
{
mesh "default"
subdivisions 1
}
}
low-detail
{
mesh "default"
subdivisions 1
}
}
low-detail
{
mesh "default"
}
}
}
That was from the original, didn't know what it all meant so I didn't mess with it.
So the questions;
1. Is there a similar girder type track, low poly, no railings, with LOD meshes I can use instead?
2. If not, is there a way to adjust the LOD in the config file here? Given the fact that there's only one mesh instead of the usual main_ and main_med and main_low that I usually see, is there actually three different LODs built into the one mesh?