limits on content

:) please correct me then

I am not sure what type of content you are asking about but my Christmas Train AC4400CW has 644 attachment points and 23,852 polys and apparently for TS2009 that is classed as a medium poly count:)

Back when someone was creating the Titanic for TRS2004 they ran into problems with poly limits but from memory it was over 250,000 polygons.

Regards

Phil
 
My own Christmas loco has a similar number of attachment points, main body is around 25k polys. That said, I believe the 'suggested' poly count for a station is 50k polys for TS2009, with appropriate LOD's of course...

Zec
 
I'm running 06

It depends on your video card and computer.....

FYI, all meshes are limited by the 16 bit numbers that are used in part of the geometry definition.. so 65765 (or what ever it is) is the max number of point definitions in that part of the mesh., but some points are used more than once, so it's hard to say what the max number of polys would be.

If you have a mesh with say 25000 polys, it's getting too big.. either simplify your model or break it up into two or more meshes.. But what are you building if you have numbers this size?

If it's a loco or rail car use normal mapping to get more detail and simplify the mesh!! This works in TRS2006.. and even better in TS2009.
 
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I'm running 06

Are you asking the question what is the theoretical maximum or the practical limit that will run on my computer running TRS2006?

There is a difference. Depending on the software package you are using there are different things to look for to reduce the poly count.

Basically curves add polys, if you use the default setting for cylinders in GMAX it puts in five segments this basically multiples the poly count by five also the default number of faces on a cylinder is more than three which with smoothing on smaller cylinders looks fine.

Cheerio John
 
There is a limit, in theory. It is approximately 25,000 polys. That said, it is possible to push it higher than this... :)
Zec
 
I believe, long long time ago, I asked the same question and was directed to the content creators guide which has recommended poly counts for different objects. Locos can have higher poly counts than a building or tree for example. Trainz is open ended. A tree with 50,000 polys may look nice but I will not be using it on my routes.:p
 
Cool because a locomotive I have been tinkering with has about 10000 polys and the number that I looked up made me worry
 
Poly Counts (CCG and Experience)

im just making sure. Is there a limit on attachment points and the max poly count is 5000 right ?:eek:

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
 
I have made several items in the 200K to 500K poly count region but thats the total poly count. They are quite large (1 to 2 mile long bridges) but I have found that any more then about 18K polys per image file can and almost certainly will cause problems (in TRS2004) so I break large items up into as many image files as required and let the config file assemble it in surveyor and driver.

Ben
 
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

The limiting factor with Blender is likely to be the Auran XML importer so realistically no limit other than killing Trainz.

Cheerio John
 
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