24 Nodes

Fire up your 3D modelling tool and start building some rolling stock, or find out what others are previewing here. If you have questions about how to make the blueprints work or what names mean what in models, here's the place to find out your answers.

Moderator: Moderators

Locked
Trainguy76
Very Active Forum Member
Posts: 2053
Joined: Mon May 25, 2009 3:28 pm
Location: Dreamland, USA.
Contact:

24 Nodes

Post by Trainguy76 »

Hi,

To my horror I discovered the 24 node limit, in 3DCanvas terms, is it okay to have lots of siblings, but 24 (or less) child objects?
The Most Astounding Fact

... .-.-.- - .-.-.- .- .-.-.- -.-- .-.-.-
User avatar
decapod
Building GWR Highworth Branch 1917-1926
Posts: 3097
Joined: Tue Dec 04, 2001 12:00 am
Location: Carshalton, Surrey
Contact:

Re: 24 Nodes

Post by decapod »

Trainguy76 wrote:Hi,

To my horror I discovered the 24 node limit, in 3DCanvas terms, is it okay to have lots of siblings, but 24 (or less) child objects?
If a group is not animated, move the objects into the main group - it is also better for efficency.

The limitation is that any group can only have a max of 24 sub groups so in theory you can have 24x24 with two levels.
DECAPOD
OOOOO
User avatar
JADsHome
Well Established Forum Member
Posts: 537
Joined: Sat Aug 02, 2003 10:56 am
Location: Kent, UK
Contact:

Re: 24 Nodes

Post by JADsHome »

I feel your pain - Blender has a 16 texture per object limit as I found out the other day while trying to do a complex dynamic number object - well at least until Henning has worked his magic :D
Livestock pens: ID 21354
Cable troughs: ID 21835
Fence kits (Now RW3 compatible): IDs 21632,21695
Sign packs: IDs 22717,22888,22890
Kuju UK Signal Posts: ID 22734
WiP: The Riverside Line - 10%ish
Trainguy76
Very Active Forum Member
Posts: 2053
Joined: Mon May 25, 2009 3:28 pm
Location: Dreamland, USA.
Contact:

Re: 24 Nodes

Post by Trainguy76 »

Okay I'm pretty sure I solved my problem, but now I get, "Too many nodes- (followed by error string) line:301"

Does this mean I need have less objects literally?
The Most Astounding Fact

... .-.-.- - .-.-.- .- .-.-.- -.-- .-.-.-
sanyix
Been on the forums for a while
Posts: 232
Joined: Wed Mar 03, 2010 7:24 pm

Re: 24 Nodes

Post by sanyix »

too many nodes causing other problems too, in all games: drawcall amount for model is (when cpu sends info to gpu): number of nodes*texture count of each node.
So 24 node each with 16 textures means 384 drawcalls... (for example a normal open game scene with ALL drawn things between 1000-3000 drawcalls).
Drawcall amount is much more important than the polygon count in a game like RW because the cpu usage have the most impact on frame rates, just check the gpu usage under rw, if you have a not low end card, the gpu usage will be far below 100%
My top wishes: Realistic engine physics - Superelevation - Multi-core support - Remove Physix engine, and use better one
Locked

Return to “[RW] Building Rolling Stock”