POLYS

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Re: POLYS

Unread postby eyein12 » Wed Feb 08, 2012 4:32 pm

Oh yeah?, thank you! havent received the notification from paypal yet. but when i do i'll send you over what you need! The locos work fine in low to medium density areas. Its just when i hit that magic tile number I get stuttering. I guess I should try them on someone elses route, or SB. I bet they work fine on tdwolfs routes.

let me know how it does in your route.
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Re: POLYS

Unread postby Chacal » Wed Feb 08, 2012 4:36 pm

Have you looked at the RW art guidelines in the developer documentation? It mentions important performance considerations, notably concerning textures and texture mapping.
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Re: POLYS

Unread postby SCLALINE » Wed Feb 08, 2012 4:36 pm

I got the email, i am in love with the CSX B Unit, and the FDL and horn, yeah it did kill the fps quite a bit but am able to run it on small freights
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Re: POLYS

Unread postby eyein12 » Wed Feb 08, 2012 4:52 pm

Chacal wrote:Have you looked at the RW art guidelines in the developer documentation? It mentions important performance considerations, notably concerning textures and texture mapping.


do you mean art pipeline doc? or which one are you referring to then? I imported the new engine with just 1 texture map assigned. and it still stuttered.
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Re: POLYS

Unread postby g_nash » Thu Feb 09, 2012 12:07 am

eyein12 wrote:should i be ticking the backface cull option?

which didnt do anything anyway. still stutters a bit.


Yep you should be unless there is a specific need to do otherwise

Backface Cull for Kuju Material in the Max Medit

KUJU-MAT-BFC.JPG


And in Max .. set the "Backface Cull on Obj creation" global flag in Max by putting a tick in this box.

MAX-BFC.JPG


And for use on a per Obj basis tick/untick here.

MAX-BFC2.JPG


Questions ..

Are you creating handrails and hoses in Max ? If yes are you using splines to create your top LOD and creating lower LOD's at the same time ?

Have you ensured that all your verts are welded before you export ?

.
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Re: POLYS

Unread postby SCLALINE » Thu Feb 09, 2012 12:58 am

also something i noticed on the B units is the light cast is on even when the headlights are off and it is on in both directions im not talking the headlight glow but the light pool on the ground, that may be causing some issues
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Re: POLYS

Unread postby Chacal » Thu Feb 09, 2012 1:30 am

eyein12 wrote:do you mean art pipeline doc? or which one are you referring to then? I imported the new engine with just 1 texture map assigned. and it still stuttered.


I'm thinking more of 4.07 Train Guidelines.pdf.
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Re: POLYS

Unread postby eyein12 » Thu Feb 09, 2012 8:27 am

SCLALINE wrote:also something i noticed on the B units is the light cast is on even when the headlights are off and it is on in both directions im not talking the headlight glow but the light pool on the ground, that may be causing some issues



yeah thats a bug that has to get fixed, I was already aware of it. I know how to fix it, its just my biggest concern is getting the stuttering in high count tiles down to at least gp38 grade stuttering or better.

@chacal: I made my handrails and cylinders in sketchup using 8 segments to make them up using a plugin that replicates the result in max. when i import to max the triangle count is 100% the same as sketchup. So it is as if i made in max. All verts are welded too. thanks for your help on the backface cull, I only triggered it on the shader tab. didnt realize there was more! i'll see about that. I think maybe the main issue maybe the LODs. as of right now for the updated model: 37,000 polys no prooptimizer.

LOD hierarchy is as follows

1_1500_body
1_0100_bodyclutter
1_1000_bo01
1_0500_bo01wh01
1_0500_bo01wh02
1_0500_bo01wh03
1_1000_bo02
1_0500_bo02wh01
1_0500_bo02wh02
1_0500_bo02wh03


thats what i've been using.

and where do i find the last window with ticked backface cull you showed under display properties. what section is that under?
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Re: POLYS

Unread postby eyein12 » Thu Feb 09, 2012 9:20 am

and going over the model again this morning. I exported it as an editable poly instead of mesh which after this process i looked at how many polys the model was. I never did this ith any of my models, however I will from now on. it says its now 14K polys in poly mode! so I guess thats what it really is since i remeber youre supposed to be in this mode anyway. But i still get stuttering when the engine passes. But the stuttering is only isolated to the front of the model. once the front, portion before the nose, passes the camera, I get no stuttering, its smooth as glass when i camera the body and tail. I get stuttering even when i remove the clutter. so this HAS to be an LOD issue. I didnt do somethign right.
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Re: POLYS

Unread postby dejoh » Thu Feb 09, 2012 9:59 am

Thanks for all your hard work on this project (thanks to all content makers). Will there be one final download of this engine
in the future, when all is working to your satifaction? I'm really seeing how complicated it can be for new engine content.
It seems like a model railroad, your never really done, there's always somthing new to add.
Thanks again !!*ok*!!
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Re: POLYS

Unread postby eyein12 » Thu Feb 09, 2012 1:36 pm

Yes one more update is coming soon, but no further progress until i sort out the stuttering issue. I mean if you have an i7 900's and above your probably noticing some minimal stuttering on your high settings, but maybe none at all. I have a qcore and its just barely noticeable enough for me to do something about it. so once i figure this out then i'll sned out the NS unit and fix to the other units as well. Since this probably wont require me to change much about the model itself. Although the NS unit I showed earlier will be given out as part of the payware pack, and another NS unit number will be assigned to the revised model i just did. so two more units
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Re: POLYS

Unread postby SCLALINE » Thu Feb 09, 2012 2:55 pm

stuttering framerates are more GPU than CPU - which loco is stuttering so bad?
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Re: POLYS

Unread postby eyein12 » Thu Feb 09, 2012 8:12 pm

theyre not stuttering as I make them out to be. its minor stuttering at best. its not a slide show. but it concerns me that I cant achieve the same smooth frame rates as RSC's locos. But I'm sure i'll figure it out. Rick Grout is going to take look at it and hopefully he can shed some thoughts on it. so i'll know early next week. in the meantime: work on the gp60 continues
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Re: POLYS

Unread postby jpetersjr » Thu Feb 09, 2012 8:17 pm

Will there be a update for the freeware version?

Probably a update for the Conrail version.
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Re: POLYS

Unread postby g_nash » Fri Feb 10, 2012 12:54 am

eyein12 wrote:and where do i find the last window with ticked backface cull you showed under display properties. what section is that under?


Many places :D

Should be the same in Max 2010 , but TBH I can't remember *!embar*!

In Max 2012 >>>---> From the Menu Bar gives you a floater , also possible to add a button for that on your main toolbar or one of your quad menus .

BFC3.JPG


eyein12 wrote: I made my handrails and cylinders in sketchup using 8 segments to make them up using a plugin that replicates the result in max.


Can do like this in Max ... use spline . Fillet the verts , clone and then reduce from 8 sides to 3 sides and reduce the fillet segments . Top level and lower LODs done at the same time .. You can do the entire Loco in 1 pass , everthing neat and in place .

rails.jpg
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