High Poly Count Models

[BLOCKQUOTE class=’ip-ubbcode-quote’][div class=’ip-ubbcode-quote-title’]quote:[/div][div class=’ip-ubbcode-quote-content’]Originally posted by pwillard:
MYKEL,

In my experience, it is also related to model hierarchy. [/div][/BLOCKQUOTE]

… and the problem is that MSTS is not giving you an explicit error message so you’ll have to find by trial and error a ‘good’ hierarchy for MSTS.

I am curious, with the experience of modelers here, what are some high poly counts acheived so far that work within MSTS using 3DC?

Curious because I have a couple of steam locomotive models I am working on, and I get to around 13,000 without any problems, but trying to finish the model and get up to 14,000 and I get the UID error. Is there a special way to set up model for doing high poly counts? (aside from keeping the number of objects below 70, watching total polies per group, watching how many points in a particular area and complexity of objects) But I have a diesel locomotive that has about 15,000 polies and it loads without any problems! (Do animations affect complexity?)

Guess I am also curious, because in the German MSTS scene, they are making models with 20-25,000 polies PLUS a 10-15,000 poly freightanim object added using TSM! I also believe there is a program used that helps to simplify the shape file so it is possible to run in MSTS.

Just wonderin’ about the possibilities….. Yes, I know high poly models severely affect fps, but can’t seem to keep from adding something onto a model. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Thank you for your time!

Mykel

MYKEL,

You are close to the right answer. It’s not totally dependent on poly count. In my experience, it is also related to model hierarchy. You may find that the UID error can be avoided by combining objects and therefore simplifying the structure. It’s not just because they are using TSM that they can produce complex models, it’s because they know the pitfalls and how to avoid them.

You must be logged in to reply in this thread.

3 posts