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View Full Version : Question: Has anyone ever created a CS object with more than 31 meshes?


Belgabor
06-22-2008, 08:30 PM
In one LOD that is. I was doing a test import of stu's mad house ride and it crashed RCT3. After some annoying experimenting I found out that 31 meshes seems to be the limit for rides and/or animated objects. Now I'm trying to find out (without wasting more time experimenting) if that is also a limit for static CS so I can add an appropriate warning to the importer.
So if anyone has successfully created a CS object with more than 31 meshes, please say so.
Alternatively, could anyone who doesn't mind wasting some time create such an object an see if it works?

Old-Spice
06-22-2008, 08:40 PM
31 meshes, 1 for each texture? if thats so than stu should make a texture map with the textures all on 1 sheet.

Vodhin
06-22-2008, 11:14 PM
If I recall, there was something like that with Gadget's early experiments with Space Mountain. I do believe there was an upper limit to the number of mesh clipping steps in a single object

ImagineerJohn
06-23-2008, 05:24 AM
I can load hundreds of meshes into the importer, "thats when the blender script occasionally exported the (active Objects) which were duplicates". However i did find too many meshes did cause my game to either lag to the point it was ridiculous or completely pack in.

stu-2693
06-23-2008, 05:33 AM
31 meshes, 1 for each texture? if thats so than stu should make a texture map with the textures all on 1 sheet.


umm.. i already have mutiple parts / textures on one sheet... such as the rugs, the objects in the room and most other parts...if you make textures any bigger than 512 or 1024 they would probably lag more than two smaller textures anyway....

*gives ImagineerJohn a object to import*
*wonders why on my birthday (23rd) my ride has to be scaled by 2/3rds*
BTW it scales nicley to 0.70 which means the doors are then 2.1m (peeps are 2m i belive which gives a slight gap.. if i do it to 0.6666 then it makes things slightly more complicated..

ImagineerJohn
06-23-2008, 06:01 AM
Ok i tested that out. 32 Box meshes imported and it crashes upon placement.

stu-2693
06-23-2008, 06:09 AM
12*32= 384 so it aint a polygon issue :p

RCTAeon
06-23-2008, 08:51 AM
Could be a game engine issue, If you look closely at the scenery and rides included with RCT3+ you'll notice they've fudged about 80% of the stuff
What I mean is that they've simulated 3D'd the junk
This could be the problem with Stu's mad house as well as some other things as it's just beyond the scope of the engine to have that severe of a 3D object
I could be wrong on this but it is just a thought.
:mefiant15:

Also Happy Birthday Stu!

Belgabor
06-23-2008, 10:37 AM
Thanks guys.
I was certain it's not a polygon issue, his ride has ~1300 and the game has rides with over 3000. Also I had to deactivate a mesh with only a very few polygons to make it work. And John's test seems to verify it's the mesh count.
Spice, it's not easy in this case to reduce the number of meshes. A lot of the textures need to overflow and some meshes that need the same texture need to be animated differently.
Stu, I'll resize it to 0.7 then.

PS: Happy Birthday :p

stu-2693
06-23-2008, 10:53 AM
thaks belgabor :P will it cause any problems? what mesh are you removing? could it be merged with another or something?

Belgabor
06-23-2008, 12:16 PM
I have merged the seat separations with the seats. That will cost a couple of polygons, but the sandwich technique didn't work out well in this case (I could see trough the gaps).
Whether that will cause problems remains to be seen =)

Old-Spice
06-23-2008, 12:18 PM
well you could split it in half? like have the moving ride one thing and import ... that light help? but you probly couldent or already thought of that.

edit: you can just add all the textures or almost all on a 1024 size sheet. that way its only got to load that one sheet and all the textures on that sheet will be able to be in one froup in sketchup lowering the mesh count?

stu-2693
06-23-2008, 12:27 PM
umm.. its a big ride, the huge walls have a texture to its self (1024) due to the size of it, if it is any smaller it causes one big blurry.. thankfully it is the only one over 512 but most other textures have to be on their own becouse they have to tile horizontally (the seats and roof) or vertically (outer shell texture and pillars)

the outer shell could be placed separately i guess, it would remove a mesh.. but that is about it...

sr3d
06-23-2008, 12:54 PM
umm.. its a big ride, the huge walls have a texture to its self (1024) due to the size of it, if it is any smaller it causes one big blurry.. thankfully it is the only one over 512 but most other textures have to be on their own becouse they have to tile horizontally (the seats and roof) or vertically (outer shell texture and pillars)

the outer shell could be placed separately i guess, it would remove a mesh.. but that is about it...
Might actually be better that way, then you could make ya own buildings to put it in..

stu-2693
06-23-2008, 01:04 PM
well you can amke your own buildings anyway, you can build around it, having the warehouse around it just shows the boundaries to put the walls so it does not colide...

errt
06-23-2008, 02:13 PM
I'd remove the outside. It doesn't look that great and is not that necessary. And if it's needed to delete one mesh, why not this one? And it would save one or two polys^^

Belgabor
06-23-2008, 03:13 PM
Um, the problem is fixed, I just needed to get rid of one mesh and I had already done that before posting...
I will not remove the outside for a simple reason: I would need to make a whole bunch of meshes double-sided that don't need it with it.