Track Remakes/Fixes
- Franch88
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Wow, very nice and realistic forest. I hope that all those objects don't make the game lag too much.
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- HummersRock
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Well I was surprised, but during some parts my FPS went down to as low as 41 (that was at 1280x720 screen res and 4x AA). I guess that shouldn't be surprising though really, since it is 62,000 trees. I do have the H, M, L, and V objects, so you can have like 1/3 of the trees onscreen at once. I will test and see what I can do, but most likely I will have to make it more like 30,000 trees or something.
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- HummersRock
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One TH1_ object and then MM2City Toolkit makes the copies. The object is 8 polies though, because I want them to be seen from every angle.
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- HummersRock
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I have tried it with 44,000 trees and it still looks great. I will test to see what my FPS is, and try removing the very low body and low body of the tree object.
I have tried the ROAD object and it seems that the only problem with it that caused so many problems is that it has a limit to how long it can be (there might also be a poly limit) and it really doesn't like turns. Often times they have to be their own separate object. It really looks great now compared to how it used to and it's cool to finally get the ROAD object to work for me.
There are plenty of little things to fix/change and I still need a couple more textures. I might also add some more objects, but I am not sure, since I really don't want to model them.
I have tried the ROAD object and it seems that the only problem with it that caused so many problems is that it has a limit to how long it can be (there might also be a poly limit) and it really doesn't like turns. Often times they have to be their own separate object. It really looks great now compared to how it used to and it's cool to finally get the ROAD object to work for me.
There are plenty of little things to fix/change and I still need a couple more textures. I might also add some more objects, but I am not sure, since I really don't want to model them.
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- Franch88
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That's great. I wonder how many polygons they ae. Probably there's no bad lag because they're all copies of the same PKG object made with the .inst file; if each tree was a different PKG object, there would be bad problems.I have tried it with 44,000 trees and it still looks great. I will test to see what my FPS is, and try removing the very low body and low body of the tree object.
I don't think so, probably it's just something with the polygons placement and the way that you're modeling the road, because they have to be made in a certain way. See Crazy Neirgbourhood, the dirt road has curves and it's a ROAD part of the PSDL.I have tried the ROAD object and it seems that the only problem with it that caused so many problems is that it has a limit to how long it can be (there might also be a poly limit) and it really doesn't like turns. Often times they have to be their own separate object. It really looks great now compared to how it used to and it's cool to finally get the ROAD object to work for me.
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- HummersRock
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How much are the turns though? I'm talking about turns that are 90 degrees or 180. Brian said that when he checked out SF the objects that were ROAD objects had the turns as separate ROAD objects.
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- HummersRock
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Anyway, I've been fooling around with Wilderness and I have been trying to make a water texture.
What do you guys think? Ok? Terrible?
What do you guys think? Ok? Terrible?
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- Franch88
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Uhm... it doesn't look like real water, but it's good for little deep lakes. If you make it a bit semi-transparent is better.
In which track there's this?
In which track there's this?
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- HummersRock
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Yeah it wasn't from a picture or anything. And it is a bit transparent, it's just hard to tell, and some of it was lost when saving it as a low-mid quality jpeg.
This is Wilderness. Honestly I don't know what to do for a water texture.
Maybe this?
This is Wilderness. Honestly I don't know what to do for a water texture.
Maybe this?
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- Franch88
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Ah yeah, there's a track called Wilderness made by you, but it there isn't in the list of the first topic post, you should update it.
The water looks nice; it seems the same texture but more transparent.
Sure because of this the in-game cities have no problems with the traffic flow that goes outside the roads.
The water looks nice; it seems the same texture but more transparent.
I know this. In the MM2 cities the turns are made by more than one ROAD part, like that the road has been splitted in more parts. This is impossible to do with MM2 City Toolkit because each ROADS object must be connected with an intersection in both or in one of the ends, not with another ROADS object; I did a try. This is essentially why is impossible to get a city with MM2 City Toolkit made like the in-game ones, and it's a bit a pity, because only in this way should be possible get no traffic working problems with 90 degrees roads. Anyway I've noticed that splitting the polygons of the straight roads makes the problem less bad.How much are the turns though? I'm talking about turns that are 90 degrees or 180. Brian said that when he checked out SF the objects that were ROAD objects had the turns as separate ROAD objects.
Sure because of this the in-game cities have no problems with the traffic flow that goes outside the roads.
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- HummersRock
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