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

From this:

http://forums.auran.com/trainz/showthread.php?4412-GMax-and-3DSMax-(And-any-other-modeling-program)-screenies-renders/page280
(post #4200)

to this...

spu33crightobliqueview.jpg


Progress is being made, slowly but surely...

Regards,
MSP
 
Hi. I have made this some hours ago and after exporting the poly count has grew. Before exporting 1244 Polys and after exporting 4350 polys HOW CAN BE???






Please can someone help me :D

Cheers
Ivan

PD The joint bars need to be in the X or the Y axis direction??
 
Are you using 'editable mesh' or 'editable poly' to work on your model?

The polygon count in Trainz/Content Manager/etc is actually the triangle count (triangles being the basic form of your 3D model). If you are working with a model that is setup with 'polys' (can be more than 3 sided), then the exporter will split this into triangles.

If you are using GMax, then add an 'edit mesh' modifier when you want to view the polygon (triangle) count. This should 'correct' the poly count.

If you are using 3DSMax, then some versions allow you to view the 'triangle' count, as well as the vertex count, etc. If it doesn't, then try the 'edit mesh' trick.

Not sure about Blender sorry :)

Zec
 
Thx zed. Im using Autodesk 3dsmax. Yeah i have tried the editable mesh. If I change from Edit. Poly to Edit. Mesh the polycount goes up to 4536 polys. I dont know what to do :(

Cheers
 
Hi Corey at the moment dont have any international 9200i sorry.
Hi this is a emergency prototrack for fire rescue this renders to texture is a little different of the standard ones, making experiences.
arraial
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Thx zed. Im using Autodesk 3dsmax. Yeah i have tried the editable mesh. If I change from Edit. Poly to Edit. Mesh the polycount goes up to 4536 polys. I dont know what to do :(

Cheers
-Editable mesh is going to be the correct poly count. Editable poly shows each face as if it was 1 poly, where as editable mesh shows one face as 2 polys as it really is. When ever you export a model, it will get exported as an editable mesh, no matter how you made the model.

-Joe
 
Hi Mikey and Taylor there you have the Wv Golf 2 in Gta St Andreas here.
arraial
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This hummer h1 mw2 i convert to from Gta in two hours textures shadows and lights are added and worked...

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Wow arraial. Glad to see that another trainzer knows the GTA SA mods, GTT (Grand Theft Trains) has some good content from rusia, and gta-worldmods too. Okay I have a question. If in editable mesh every face shows as 2, can i do something to remove those unused faces, or to make them a 1 face poly?. For the track i have made 4 LODs.
An embankment

track5.png


The first with all the detail 4,584 polys

track2h.png


The second 1,784

lod2.png


The third 1,032

lod3.png


And the fourth and last 176

lod4.png


Cheers
Ivan
 
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Hi Ivantr, thanks i already see some models you are made and let me tel you, you have talent i im sure you gonna be one of the grate talents in creation here in trainz.
When you have a poly triangle (3 vertices=1 poly/4 vertices a quad= 2 polys)) of course they are two faces always one is the right face normal and the other is the inverted normal in the other side and they are inviseble always unless you in the slot materials give or activate the shadow basic parameters cheeking on 2 side faces then they gonna mapping the two faces and they are now visible from the two sides or in the two faces but you cant remove the inverted face they belongs to the geometric poly triangle always.
arraial
 
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Good Morning Ivan

When we say that 1 poly = 2 triangles, this is only when talking about the 'editable poly' meshes. And this isn't actually quite true. I can make 1 face/'polygon' have several thousand triangles (the 'true' Trainz 'polygon' count) if I wanted to.

These are NOT unused faces, they are all part of the object that you can see. The first thing that must be understood is that, to make a square (or rectangular) plane, the model must have two triangles in it. This is because all objects in Trainz are made of triangles (hence my referencing triangle counts, rather than actual 'polygon' counts, since these can be different, as you've found).

The only way to reduce the triangle count in Trainz is to, well, remove 'modeled' details in your mesh.

My suggestions would be to model only the 'head' of the spikes (you won't notice it being only the head when more than a meter or so from the track), and maybe simplify the shape of the 'rail anchor' objects (the 'spikes' going into the ballast between the sleepers).

In the 2nd LOD, it looks fine. However, your 3rd LOD is a bit too detailed IMO. Your sleeper plates (the plate sitting between the rails and the sleepers) can be turned to simple planes, or prefereably dropped to texture on the sleeper mesh. The mesh will be quite some distance out, in theory, so it should be ok to remove your spikes and rail anchors at this point.

For performance, your second last, and last meshes should be longer than the first few LOD's (you may want to make a second version of LOD 3 as the longer mesh, so you have it a little further away - this would be a 'halfway' mesh to transition to the last LOD). It's easiest if you just double the length (you'll have a higher triangle count, but it'll halve the number of segments shown, giving a lower actual 'triangle count' in Trainz - make sure the ballast and rail is a single segment!), as the track lod system will handle this best.

For the last LOD, this is really too detailed. You really need to move everything but the rail down to the texture (sleepers and sleeper plates should be 'painted' onto the ballast texture - I would also paint the rail onto this - note, this should be a separate part of your texture map for best effect IMO). Myself, I would have another LOD after this that is literally 6 triangles, being only the ballast shape (With the sleepers, sleeper plates, and rail all painted onto it). This 6 triangle LOD allows Trainz to reduce the track to basically nothing, and should give better performance (you generally won't see it when it's even just a few hundred meters out!).
 
jcalmx55_TRS_148415.jpg

i may use this scheme for online racing, but first i would like permission from the nice people at jointed rail to use it. plus its not finished yet
 
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