low poly route, the chop is on

boy_hennah1989

virtual GNER driver
poly cut down...

ok ideas to cut down on the poly count on a route...

i for track work im using the stock 3rd party UK concrete track, with the UK over head wire and motor junction (so no animation)

the plan to cut the poly count is
  • use non animated junction
  • using 'dmdrake' low poly cityscape items
  • using 'james73http://www.auran.com/TRS2004/DLS_viewasset.php?AssetID=55616#' low poly buildings
  • use a 20x20 back drop to build a building, i.e add 2D back drop then add another 2D back drop at a right angle to that one and so on untill you have a 3D box (like making a box out of paper)
thats it for now, any other ideas? and ill add it to the list :Y:
 
1. Don't use texture where you don't need to.

2. NEVER: Paint over a texture, Use Undo.

3. It's ok for one or to items that have lots of polys, But space them out. Don't go wild now!
 
1. Don't use texture where you don't need to.

2. NEVER: Paint over a texture, Use Undo.

So what you're saying is, don't fill a square with a color and them go back and paint over it? Sheesh! That's what I've been doing for a while now.:(
 
Hi
Is this advice for low spec computers ? I don't know how to find out what the poly count for an item is, but I have no trouble with running the game, so I suppose I've either got low poly items by luck or my system is ok !!! ??
PJ
 
I can't see how painting over textures will kill your frame rate. When you paint "OVER" a texture, doesn't your computer erase the lower texture as it paints the newer top texture? I mean, computers don't work literally. You're not really paint OVER anything because your computer only reads what is visible.

And what kills my frame rates are yards with a lot of rolling stock and locos parked there. that REALLY slows my computer down.
 
poly cut down...

ok ideas to cut down on the poly count on a route...

i for track work im using the stock 3rd party UK concrete track, with the UK over head wire and motor junction (so no animation)

the plan to cut the poly count is
  • use non animated junction
  • using 'dmdrake' low poly cityscape items
  • using 'james73' low poly buildings
  • use a 20x20 back drop to build a building, i.e add 2D back drop then add another 2D back drop at a right angle to that one and so on untill you have a 3D box (like making a box out of paper)
thats it for now, any other ideas? and ill add it to the list :Y:

you can get some quite nice looking track from hp-trainz called MP Track pack. Made a massive difference in my frame rates.

regards

Harry
 
The "layers over layers" of textures are a myth!
I tested it: When covering a texture totally it disappears in the map.
See here
http://forums.auran.com/trainz/showpost.php?p=52948&postcount=2

I just tried this in TRS2006

A. Covered a board with a texture undid it & applied another texture.
2 textures showed up in CMP

B. Covered a board with texture & then painted over it 3 times each a different texture
4 textures showed up in CMP although only the last layer is visible.

Dave
 
The "layers over layers" of textures are a myth!
I tested it: When covering a texture totally it disappears in the map.
See here
http://forums.auran.com/trainz/showpost.php?p=52948&postcount=2
I don't believe that really answers the question. The map file format stores up to 5 textures with each vertex in the map. These can be but are not necessarily different textures as a single texture can be rotated and/or scaled as it is painted on and each instance at each vertex in the map file has a separate scaling, rotation and weighing factor associated with it. If you paint over by rotating the texture as you move you will easily fill up all 5 slots with the same texture but each having a different rotation. Trainz merges all 5 together using the various factors when it renders the terrain. So it is possible that you removed some textures from the map but you still can have 5 texture indicated at each vertex with the extra ovehead of merging them together when rendered.

Bob Pearson
 
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@ big_b

I tested the effect of overpainting textures ("layers over layers") with TRS2004 and TrainObjectz. At first I had a similar result as you describe. But after the NEXT (second) "save" (and close + re-open) of the baseboard the covered textures had disappeared in the entry-list of objects in the map:

First picture:
7 different ground-textures applied side-by side:

7texture.jpg


Then: All 7 textures covered with one texture. Saved. Reopened. Another spot painted with the same texture. Saved. Closed.
List refreshed in TrainzObjectz.
Result: Only ONE Groundtexture left!

1texture.jpg

Because this test I am still convinced: It is a myths that overpainting adds "layer over layer".
But that of course does not refer to RPearson argument - for that my knowledge is not deep enough.

jost62
 
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jost62,
The problem with your test is that you use Erazor which is designed to remove other textures. Try with a normal texture.
 
StorkNest,
no, I did not use Erazor. "Texture Erazor Mesh" is a quite normal texture (by the way: very helpful for controlled mountain building - and after that I just cover it with another appropriate texture without using the tool Erazor).
It CAN in addition also be used with the tool Erazor - but I did not do that. I am sure using any other texture will show the same result.
 
Jost--

This is the first real data I've seen on this issue; I too have been a believer in the 'texture-over-texture' theory but no longer. Thanks for taking the time to actually test this and post your results.

--Lamont
 
Watch out for Locos as well

And as many of you already know, HI-Poly LOCOMOTIVES can also slow your frame rate. Those big SD70's and Dash 9's look great, but in my experience, they slow the rate down. Using GP-38's & SD-40's makes my route run smoother.
 
I am sure using any other texture will show the same result.

With all due respect, I have to disagree. Others have tried for some time and not gotten this result. Instead of being sure, have you tried another texture besides the Erazor texture?
 
Texture-Layer-Myths

StorkNest, my friend, you are hard to convince!:hehe:
But I am a stubborn German - hard in convincing!:cool:
So follow the following experimental steps (This works for TRS2004 - don't know TRS2006):
Step 1. Open a new baseboard and place some textures there;
6textures.jpg


save and close Trainz.

Step 2. List the map in TrainzObjectz; it listed the 6 textures as expected:
tex6.jpg


Step 3. Now reopen the map in Trainz again and over-paint the textures with one other texture totally:
overpainted.jpg


Again: Save, and close Trainz.
Step 4. List the map in TrainzObjectz: Great disappointment, even worse - it still shows the 6 over-painted textures plus the new one used for overpainting. :'(
tex7.jpg


Now you think you got me? Wait:

Step 5. Again open the map in trainz, and add one extra texture (it even could be the same you used for overpainting). In the following screen I placed some flowers in the center:
overpainted+1.jpg


Step 6. Again: Save, and close Trainz.
Step 7. And now: List the map in TrainzObjectz: And oh wonder:
tex1+.jpg

The old 6 textures have disappeared, only the new two are listed.
Research result: It is proofed that there remain no layers over layers!
Step 8. Finally: Applaude Jost62 :clap:
Step 9. StorkNest: Still not believing? Then test it yourself: Go back to Step 1 and start ....
 
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