Object Draw distance, disappears at close range

Fineas10

Active member
Hello!

I have an object that disappears when I get close to it. I know it was a tag to keep it also when you get far, that was specifying the distance in meters.

Thank you!
 
I have an object that disappears when I get close to it. I know it was a tag to keep it also when you get far, that was specifying the distance in meters.
That is an extremely vague question. Which version of Trainz do you have (posting the build number at the bottom left of the Launcher window would be great). Posting the <kuid> code of the asset that is causing this problem would be great as well.
 
I don't know if this option is available in TRS22 as I only have TRS19, but in your Trainz Settings (Performance tab of the game Launcher OR Video Settings within the game) can you see an option called "Process objects behind camera"?

If it is not ticked, tick it and see if that solves the problem.

The bridge is so large that when the camera gets close, some parts might fall behind its plane of view, so the game stops rendering the whole object. That's my simplistic theory which could, of course, be wrong.
 
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I don't know if this option is available in TRS22 as I only have TRS19, but in your Trainz Settings (Performance tab of the game Launcher OR Video Settings within the game) can you see an option called "Process objects behind camera"?

If it is not ticked, tick it and see if that solves the problem.

The bridge is so large that when the camera gets close, some parts might fall behind its plane of view, so the game stops rendering the whole object. That's my simplistic theory which could, of course, be wrong.
I do not see that in TRS22, just a low to high slider. That means things are different, perhaps more that is broke as a result? Just guessing on that difference.
 
Fineas10,

Please post the contents of the bridge’s config.txt file.

Also, how long is the bridge and how many polygons (triangles) are in its mesh file?

Does it have LOD (a set of successively lower detailed meshes)? If so, how many triangles at each level of detail?
 
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