PapaXpress wrote:I think this is a better thread than the main Consolidation thread to ask this. You mentioned twice you would have used a larger texture for parts (2048), how many textures files are you using? I was told once that you don't want to many texture calls, so keep it a minimum. How many calls is too many?
This is a good place to ask, yes.
Let's see ... in the default engine texture folder, there are now 92 .TgPcDx files, totalling 116MB, in the CabView/Textures there are 67 such files (102MB) and in the default tender's texture folder a further 41 .TgPcDx files (34.3MB) of which 13 are for the numbers. It might sound like a lot of files, but for me it was a question of finding the right balance between squeezing lots of things into a few big files (which I did do to begin with), or having different parts with their own dedicated texture files to make it easier to manage them. I tend to give greater priority to the latter, considering how many parts there are in the model
Even with so many texture files, and indeed so many parts, I get great fps on my two upper to top range computers, even with all the graphics options on highest settings, 1920x1200 resolution and FXAA + 4 x MSAA. It even runs fairly well on my cheapo laptop (bought years ago when I was on a tight budget) provided I turn the options down. And so far, I haven't had any reports of fps problems from anyone who's run the loco. Also consider that the .GeoPcDx files are quite big - engine is 13,752KB, tender is 2,036KB and the cab view model is 4,897KB (compare that with, say, the K4s which is 2,794KB + 642KB + 2,090KB). So, what I conclude from that is that TS2013 is much, much more efficient than its predecessors and I wouldn't worry much at all about texture size. Obviously I wouldn't go overboard either and have all 92 engine textures as 2048x2048 files
Incidentally, the cab view geometry file is too big for serz.exe. It can decompile it to xml, but the resulting xml is too big for it to recompile into a .bin. I thought that was going to put paid to my rain on glass, but then I discovered how to edit the cab's .GeoPcdx file with a hex editor to change the glass material name, the one that 3DC's exporter puts in there, to something that makes the rain work

That meant I didn't have to worry about a false limitation on the size of the cab model.