I'm playing with track side features and in this instance a Post and Wire Fence I've made for my route.
The fence consists of a single post with some weeds and wires done as a texture so its ultra low poly count but because they are only 2.5m long, it takes a lot of them to go along the track.
I'm using autogantry quite successfully to place them but the object count goes up by a huge amount as you'd guess. For example, one tile went from 350 objects to 6614.
Is this a problem, should I be worried about such an increase?
Post and Wire fencing and object count per tile
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Post and Wire fencing and object count per tile
Regards Tim
Restarted the GWR Devizes Branch Line project!
Restarted the GWR Devizes Branch Line project!
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terrycunliffe
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Re: Post and Wire fencing and object count per tile
Well, if you go out of he tile and clear memory, the (additional) object count will halve. Saying that, MSTS stability is governed by a combination of object count AND tile file size. My opinion is it's the latter that is the most critical factor. Installation of the BIN patch will help, but (again) my opinion is that you should try and limit both by increasing the length of your fences by several multiples.GSX1400 wrote: I'm using autogantry quite successfully to place them but the object count goes up by a huge amount as you'd guess. For example, one tile went from 350 objects to 6614.
Is this a problem, should I be worried about such an increase?
Virtual Navvy for North West England & Metrolink.
Two rules to get you through life: If it's stuck and it's not supposed to be, WD-40 it. If it's not stuck and it's supposed to be, gorilla glue it.
Two rules to get you through life: If it's stuck and it's not supposed to be, WD-40 it. If it's not stuck and it's supposed to be, gorilla glue it.
Re: Post and Wire fencing and object count per tile
Simply put, anything beyond about 1200 objects is asking for trouble. You should not have your object count entirely consumed by auto gantries. I tend to use 10 metre auto gantry fences (which could hypothetically be extended to 12.5 metres without looking odd on sharp curves). On a regular tile with more or less straight track, the tile count will hit around 500-600 with trees and roads bringing it up to 750 or 800. On a high density tile I'll tend to manually 100 metre or shorter lengths so I can utilise the available number of objects elsewhere without overloading MSTS. i thought it was safe to cram tiles full of objects until this year, when I noticed that it was causing loading problems on adjacent tiles in the RE and the sim. MSTS bin will allow you to save more objects, but MSTS's ability to load them remains unchanged.GSX1400 wrote:I'm playing with track side features and in this instance a Post and Wire Fence I've made for my route.
The fence consists of a single post with some weeds and wires done as a texture so its ultra low poly count but because they are only 2.5m long, it takes a lot of them to go along the track.
I'm using autogantry quite successfully to place them but the object count goes up by a huge amount as you'd guess. For example, one tile went from 350 objects to 6614.
Is this a problem, should I be worried about such an increase?