Frank_Dean
Well-known member
Sorry for my English, is not my native language.
With Tane, making "lods" was imposed when the material created exceeded 500 polygons.
This was good for the game's frame agility.
It is very true that a lot of time is wasted in making several lod meshes, but it is necessary so that the game does not slow down when there is a lot of content in scene.
If the material created exceeded 500 polygons and we set it as Tane's build (4.2 to 4.5) and we did not make a "lod", when installing it in Tane it came out wrong with the following message in red:
-VE109: The low-detail meshes total more than 500 polygons. This may have a negative impact on performance
Some authors to avoid the work of making different meshes-lods, they place the object a build lower than Tane: 3.6 or lower and it can be used without many problems both in Tane and in 2019.
All this introduction comes from checking and inspecting objects made and recently uploaded to the DLS for Trainz 2019, build 4.6 of the industrial type, installed and tested that only have a single mesh: "mesh name.trainzmesh" and have from 20000 to 120000 triangles-polygons.
In the config.tex, it has especially for 2019:
mesh-table-lod-transition-distances 1500
mesh-table
{
default
{
auto-create 1
mesh "mesh name.trainzmesh"
lod-level 0
}
}
It has no errors and only a yellow notice:
VE107: The high-detail mesh has a total of more than 10,000 polygons. This could have a negative impact on performance
Seeing this, I am going to do an experiment, an object of mine made with the old Gmax 1.2 and with an " im mesh " of 6872 polygons without "lods" for now.
I put it in Tane and in 2019 and in both it comes out wrong and not usable:
VE109: The low-detail mesh has a total of more than 500 polygons. This can have a negative impact on performance: 0: 6872
In Tane without adding "lods" it cannot be used with a build 4.2-4.5, only if we put a build 3.5 or lower can we use it.
But in 2019 if the following is changed or added in the config.tex:
trainz-build 4.6
mesh-table-lod-transition-distances 1500
mesh-table
{
default
{
auto-create 1
mesh "name of the mesh.IM"
lod-level 0
}
}
We installed it in 2019 and it appears without errors or warnings, with a single mesh.
Another experiment with a build 2.0 tank car with a single im mesh of 5000 polygons and no initial shadow.
I fix the config.tex, removing obsolete tags, putting thumbnail and shadow on it.
I add:
Build 4.6
mesh-table-lod-transition-distances 3000
Text file "lm": name mesh.lm.txt and another similar one for the shadow
inside only one mesh is mentioned:
version 1.0
offset = 0.01;
calcPoint = center;
multiplier = 1.0;
animationCutOff = 0.00;
renderCutOff = 0.00;
attachmentCutOff = 0.1;
mesh ("1.0")
{
name = "name mesh.IM";
}
Installed in 2019 and appears without errors or warnings, with a single main mesh and a shadow mesh with a 4.6 build
All this done in Trainz2019 Platinum SP1 build: 105096
Is this a back door to avoid working on lod meshes?
Why is Trainz 2019 allowed to handle high poly single meshes with a 4.6 build, to the detriment of performance?
Is this a 2019 bug?
If they correct it, in a future service pack all the content for 2019 with a single very high polygon mesh and without lods, will those assets become erroneous?.
With Tane, making "lods" was imposed when the material created exceeded 500 polygons.
This was good for the game's frame agility.
It is very true that a lot of time is wasted in making several lod meshes, but it is necessary so that the game does not slow down when there is a lot of content in scene.
If the material created exceeded 500 polygons and we set it as Tane's build (4.2 to 4.5) and we did not make a "lod", when installing it in Tane it came out wrong with the following message in red:
-VE109: The low-detail meshes total more than 500 polygons. This may have a negative impact on performance
Some authors to avoid the work of making different meshes-lods, they place the object a build lower than Tane: 3.6 or lower and it can be used without many problems both in Tane and in 2019.
All this introduction comes from checking and inspecting objects made and recently uploaded to the DLS for Trainz 2019, build 4.6 of the industrial type, installed and tested that only have a single mesh: "mesh name.trainzmesh" and have from 20000 to 120000 triangles-polygons.
In the config.tex, it has especially for 2019:
mesh-table-lod-transition-distances 1500
mesh-table
{
default
{
auto-create 1
mesh "mesh name.trainzmesh"
lod-level 0
}
}
It has no errors and only a yellow notice:
VE107: The high-detail mesh has a total of more than 10,000 polygons. This could have a negative impact on performance
Seeing this, I am going to do an experiment, an object of mine made with the old Gmax 1.2 and with an " im mesh " of 6872 polygons without "lods" for now.
I put it in Tane and in 2019 and in both it comes out wrong and not usable:
VE109: The low-detail mesh has a total of more than 500 polygons. This can have a negative impact on performance: 0: 6872
In Tane without adding "lods" it cannot be used with a build 4.2-4.5, only if we put a build 3.5 or lower can we use it.
But in 2019 if the following is changed or added in the config.tex:
trainz-build 4.6
mesh-table-lod-transition-distances 1500
mesh-table
{
default
{
auto-create 1
mesh "name of the mesh.IM"
lod-level 0
}
}
We installed it in 2019 and it appears without errors or warnings, with a single mesh.
Another experiment with a build 2.0 tank car with a single im mesh of 5000 polygons and no initial shadow.
I fix the config.tex, removing obsolete tags, putting thumbnail and shadow on it.
I add:
Build 4.6
mesh-table-lod-transition-distances 3000
Text file "lm": name mesh.lm.txt and another similar one for the shadow
inside only one mesh is mentioned:
version 1.0
offset = 0.01;
calcPoint = center;
multiplier = 1.0;
animationCutOff = 0.00;
renderCutOff = 0.00;
attachmentCutOff = 0.1;
mesh ("1.0")
{
name = "name mesh.IM";
}
Installed in 2019 and appears without errors or warnings, with a single main mesh and a shadow mesh with a 4.6 build
All this done in Trainz2019 Platinum SP1 build: 105096
Is this a back door to avoid working on lod meshes?
Why is Trainz 2019 allowed to handle high poly single meshes with a 4.6 build, to the detriment of performance?
Is this a 2019 bug?
If they correct it, in a future service pack all the content for 2019 with a single very high polygon mesh and without lods, will those assets become erroneous?.