W.I.P. Phoenix 1989 - 1991 F1 Street Circuit

Discussion in 'Tracks' started by Nericksenna, Jun 11, 2019.

  1. Nericksenna

    Nericksenna Active Member

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    Ahahahaha :ROFLMAO::ROFLMAO::ROFLMAO::lol::D you’re right it is sado maso loool
    But I’ve bathed for so long in 3dsmax that I continue on that path.

    I really don’t know about python in 3dsmax but i imagine since it has scripts that it has usable code language..
     
  2. fughettaboutit

    fughettaboutit New Member

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    maxscript, looks like javascript to me ;)
     
  3. Nericksenna

    Nericksenna Active Member

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    Quick question all, do I make a kn5 per material ?
     
  4. Johnr777

    Johnr777 Active Member

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    Noooooo, usually just one, or you can separate by certain objects, like one for the main track, one for trees and vegetation, one for the timing objects, one for vehicles and crowd... etc
     
  5. Nericksenna

    Nericksenna Active Member

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    Ok just checking :) thank you. I’m experiencing some lag in certain parts of the track due to the details of all the walls and fences, and I haven’t even made more buildings and details yet, so I was wondering how I could bring the fps down a bit without losing quality.
     
  6. Prototype

    Prototype Well-Known Member

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  7. Nericksenna

    Nericksenna Active Member

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    Thank you for that, your advice reminded me that I need to make invisible physical meshes that are less greedy on the CPU. Right now my walls are actually what we see in game Walls + Poles + Fence is one object, repeated a certain number of times, so of course the track's gonna lag.
    Doing this I'm sure this will reduce the CPU usage considerably too.
     
  8. Johnr777

    Johnr777 Active Member

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    Oh yeah, if they are set for collisions, then there’s your issue. If you still have the splines, just make a simple wall that is a few meters high and goes past the asphalt underneath
     
  9. Nericksenna

    Nericksenna Active Member

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    Yup they sure are set for collisions....! So I'm gonna change their name, take the spline that I used to make them and just create an extended poly.
    This should also help for making AI right ?
     
  10. Johnr777

    Johnr777 Active Member

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    Yes, but make sure you are finished with all the physical meshes first, or you'll have to record a new line everytime.
     
  11. Nericksenna

    Nericksenna Active Member

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    Can't wait to get home and resolve this issue !! Thank you !
     
  12. Nericksenna

    Nericksenna Active Member

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    Ok, well.... I did the physical invisible wall... runs a bit better, buit still not optimum in my opinion. Feels heavy, so I guess I need to tweak some stuff around.
    Anyways, here's some eye candy: Did some additional sponsor walls.
    Screenshot_asr_1991_ferrari_643_phoenix_gp_13-8-119-23-24-56.jpg Screenshot_asr_1991_ferrari_643_phoenix_gp_13-8-119-23-23-26.jpg Screenshot_asr_1991_ferrari_643_phoenix_gp_13-8-119-23-22-28.jpg Screenshot_asr_1991_ferrari_643_phoenix_gp_13-8-119-23-38-23.jpg

    This represents this part here of the real track:
    upload_2019-8-13_23-43-3.png
     
  13. Nericksenna

    Nericksenna Active Member

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  14. Nericksenna

    Nericksenna Active Member

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    Ok, newer issue:
    I can do 1 installation lap, nice and neat, my pc runs nicely.
    Once I get past 1/2 of the track on my 2nd lap, my pc goes bonkers insane... like the biggest lag since DiRT on windows 3.1.

    Anybody had this issue before ?
     
  15. Johnr777

    Johnr777 Active Member

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    Run the performance monitor app while this is happening, taken a screenshot, curious to see the numbers
     
  16. Nericksenna

    Nericksenna Active Member

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    I had run the track, not even 3/4ths into the lap it started bugging, quickly hit the printscreen button..:
    upload_2019-8-16_17-50-8.png

    So what can we make of this ?
    EDIT: is there a place somewhere on my hardrive that says where the peak performances of this track are ? like a log or something ?
     
  17. Johnr777

    Johnr777 Active Member

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    I think your tri count might be a tad too high, :lol: almost 21 mil!
     
    AccAkut, luchian and Nericksenna like this.
  18. Nericksenna

    Nericksenna Active Member

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    ...and how should I reduce that ? Is that polycount ?
     
  19. Gunnar333

    Gunnar333 Well-Known Member

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    Yes.
    Try to reduce it to similar numbers as kunos tracks
     
  20. Nericksenna

    Nericksenna Active Member

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    damn, i wanted to make a really detailed track, oh well.

    Funny thing is, I didn't add so many polys between yesterday and last month... just a bit of ads and the physical wall mesh, which isn't that heavy. I don't get it.
    And it was running fine before I went on vacation.
     
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