GMax and 3DSMax (And any other modeling program) screenies/renders

10k?! I would say if you wanted you could go as high as 50k if it has a lot of detail, however you would need some LOD then to compensate for low end computers.

Those Euro engines are pretty self enclosing (I.e. Piping and whatnot), there's not a whole lot of detail you could add to the outside to make it near 50K. But that's just how I would do it. :)

-David
 
fd771c0256f08277ab4715354ba39360.png


A JR passenger car? :eek:
 
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How about this, what about MP15DC's, and MP15AC's?

Easy: MP15DC has the radiator grills on the front of the locomotive, while the MP15AC has the radiators on the side of the front of the locomotive, looking similar to the location of the radiator grills on Southern Pacific's tunnel motors.
 
10k?! I would say if you wanted you could go as high as 50k if it has a lot of detail, however you would need some LOD then to compensate for low end computers.

OK, I`ll keep a backup of the model (as always) in case I need an LOD.
 
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LOD would not help anybody with a low end computers its got to with detail verses viewing distance

Erm, it would. It wouldn't load things a distance away and that helps low end computers because they don't have to load things a distance away. I thought you were a content creator?
 
When your placing an item on a map your not doing it from a distance away are you so how does help low end computers then ?


Erm, it would. It wouldn't load things a distance away and that helps low end computers because they don't have to load things a distance away. I thought you were a content creator?
 
LOD Can help low end computers,

for example if I use a 4 LOD system I use these values

Code:
mesh("0.15")
	{
	name="body_low.im";
}

mesh("0.45")
	{
	name="body_mid.im";
}

mesh("0.85")
	{
	name="body_high.im";
}


mesh("1.00")
	{
	name="body_highest.im";
}

and only have a 2k LOD difference on the locomotive for the first and seond LOD, others would have 4 to 5 k removed for mid, low, if I use a 3 LOD system I do this

Code:
mesh("0.15")
	{
	name="body_low.im";
}

mesh("0.65")
	{
	name="body_mid.im";
}

mesh("1.00")
	{
	name="body_highest.im";
}
and the difference with the 4 LOD system and 3 LOD system is the 4 has a close transition and only removed nuts/bolt/rivet details, while the other LOD's remove 55-65% of the polys per mesh, for the last LOD I try and get that down to 2-1k polys.

You can still do the same for 2 LOD system.

Code:
mesh("0.15")
	{
	name="body_low.im";
}

mesh("1.00")
	{
	name="body_highest.im";
}
and have the main mesh with the furthest mesh set to 1-2k polys which helps low end computers when they reduce draw distance, means about 900m away they are loading a 2k mesh and not a 40k mesh.

Cheers.
 
Good Morning All
LOD provides performance benefits for all users, but especially those with low end computers. LOD does this in two ways. First, when you move away, the detail/poly count is reduced. Unless you are going to sit there close up to that one object every time you load Trainz, LOD will provide a benefit. About the only thing you could get away with, without lod, would be a single locomotive in your consist but only if you intend to have the camera locked as close as possible to the locomotive all the time for all users. Since this isn't possible (you can't stop a user zooming out a little bit - and even zooming out to see the loco and 2-3 short wagons is enough to drop to a lower LOD on most high detail locos!), you should have LOD :)

Second is that LOD (particularly the 'mesh-table' LOD system introduced in TS2009) is tied to the detail sliders. Lower the sliders, and the LOD transitions happen earlier. Increase the sliders, and they happen later. The main one of interest when changing the detail settings is generally the first transition, as increasing detail will move this further away, allowing high detail for longer. Some games may actually turn off the highest LOD at minimum detail settings, but this is generally only the case with 'closed' games (e.g. First Person Shooters, and similar), where all content is designed for the game. Without LOD, the detail sliders can't work (or can't work properly), and the game can never run well on lower spec computers...

A well built LOD should be seamless at the highest detail settings. If you can achieve it without effecting performance, it can also be seamless (or close too, as in transitions are subtle) at mid detail settings. Having it perfectly seamless with all detail set to minimum will generally hurt performance. The 'lm.txt' files are fairly set, but can still be adjusted a little by Trainz based on detail sliders.

Remember, LOD is about reducing detail, not removing it. For example, handrails should have the number of sides removed throughout the LOD, instead of just removing them when they are still visible. Once they're no longer visible on the screen, remove them (they will eventually get small enough on the screen to blend in on most vehicles).

A bonus, as a creator, is that LOD does allow you to put more polys into your models (and then reduce this properly through the LOD). This can take the form of putting more faces onto the wheels, making them smoother. Or into the handrails, boiler, or allowing you to include the inside motion gear (if visible). Another is to include a representation of the cab on the exterior loco as well.

For a small tank locomotive (complete 'exterior' model), 20,000-30,000 polys is a good ballpark figure if you have LOD :)

That said, you should always aim to keep it as low as possible. But, that 'low' isn't quite as low as it was 5 or 10 years ago :)

Regards
 
Thanks Zec and everyone else.;)
I understand now that LOD is the way to go. I`ll get on it.
 
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