Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
please correct me then
I'm running 06
I'm running 06
im just making sure. Is there a limit on attachment points and the max poly count is 5000 right ?![]()
See page 347 of the TC-CCG for the recommended poly count on content. Unfortunately, I have misplaced my copy of the 04 and 06 CCGs but am certain the guidelines are the same.
In short however they are:
Loco interior = 8000
Loco Body (diesel) = 9000
Loco Body (Steam) = 12000
Loco Bogey (Diesel) = 2000 per truck
Loco Bogey (Steam) = 5000 per driving wheel set
Pantographs = 1000
Passenger Cars = 2200 (not including bogeys of course)
Hoppers = 1400
Flat, box, tank cars = 1100
Rolling stock bogeys = 400
Large building = 300
typical house = 150
Shadow Loco 700-900
Passenger Car Shadow = 300
Flat, box, tank car shadow = 500
Bogey Shadow = 100
Now having outlined this. If you are working in Gmax, I have found that creating items with more 10,000 polys can (not always but....) cause problems on export. I am not sure if there is a limit to the exporter in Blender but would expect there is not. John Whelan, can you confirm this for me (You are the biggist advocate for Blender so you likely will know this!).
Except for the most highly detailed Steamers, I have not exceeded 10,000 polys and have started using a lot of subparts and attachment points since it is easier to drop items in LOD this way.
I had a one month trial of 3dsMax 2009 and was able to create a 100,000 poly high res version which I then used to create a normal map for an 8500 poly shell for a steamer. So if you have the money for 3ds or if using blender then normals are the way to go.
Keep your model as simple as possible and keep the polys down if possible. This is important for the older Trainz versions as the engines do not handle high poly counts well if the scene has a lot of other elements.
Hope this gives some assistance to your quiry.
Bricey