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Yes there is, I think at about 1600 objects. However some older systems can't handle 1200 and more objects well.____________________ Greetings, Bjorn M. -------------------- The best train is an old train...
But there is a trick to exceed limitations, I have been reading about here in the Forum and can't remember what it was, soon to be revealed by those who have used it ? O t t o
"But there is a trick to exceed limitations"If it's the "cut/paste" of the world file method: DON'T DO IT! The cut/paste of the world files is a dangerous thing to tackle. It makes redistribution of the route very difficult.If you're talking about jumping out into the white void before a save when working with a fat tile, others report success. Typically, object limit is a combination of system RAM and object poly and texture density. The heavier the objects in poly/textures... the more space in the system RAM it takes. A tile can handle more simplistic objects with small textures than complex objects with large textures. Also, remember that the sim loads adjacent tiles as well, so if a heavy tile is surrounded by heavy tiles, then your object count can be further limited. Depending on system and weight of objects, you may find your system running out of RAM between 800-1200 objects. Others can handle more. Andre MingVisit VSC's temporary web page at: http://www.vscalecreations.comVisit VSC's Forum at: http://www.3DTrains.com
Andre and all: Thank you for the information. Just building scenes on various routes. Should be safe keeping to about 1000 per tile.Thanks again,John CYNDI RICHARDS 1938 * 2004 You will always be here with us.
The "cut and paste" method isn't really as bad as Andre points out. He IS right about high poly count objects, though.I have found that I can reliably get about 1200 objects into a tile before I get a "phone home" error. Chuck Rickert is about to release a utility that makes the cut/paste process MUCH easier to accomplish. In his utiliy all objects are compared for duplicate UID numbers (THIS is what we have discovered causes problems!) then will re-number all static objects.The "trick" to tile-stuffing is to CAREFULLY scan the world file that you're dealing with to find the HIGHEST UID number and leave ONLY that object in the file. Now any additional objects you place will increment upward from that number. Duplicate object number aren't a major problem until you get a lot of static objects then you will find (on some systems) the diagonal streaking pieces of objects.Paul Fowler was on the bleeding edge of the cut/paste method. I dug deeper into it in while working with his original Springfield, Illinois area of the GM&O. When I discovered the duplicate UID numbers I started experimenting with re-numbering UID's. As long as I didn't mess with track, road, signal, or interactives no harm no foul. Since the TDB, RDB, RIT, and TIT files are linked to the world file by UID numbers you can't change any of the above with completely removing the piece. Not doing so will cause some strange things to happen if you try to extend those duplicate UID track/road objects and the TDB/RDB gets whacked!Needless to say, tile stuffing is NOT for the faint of heart and I can not more emphatically say that, folks! Unless you have multiple GOOD backups of your entire route do NOT go here.When Chuck releases his stuffing utility it will simplify this process and take the guess-work out of the re-numbering process. I'd suggest that you wait for the utility to come out then stuff away! In ALL cases, though, you MUST keep the HIGHEST UID numbered object in the file before adding anything new. This will make life MUCH easier.The other catch is that if you want to add track in a tile you're stuffing you must identify the track section you want to add to AND at least one adjoining section and leave those pieces in the file, too! Without the physical object you can't link up a new section of track and having only ONE section of track will get an "adjacent object not loaded" error which WILL result in a "phone home" crash.Example: I have numerous tiles which are stuffed in the upcoming release of GM&O 1.8. I was forward-thinking enough (ya, it's amazing, isn't it?!?) to place switches for future extensions and spurs when I laid out the main lines so all I have to do is extend the track. If it's a stuffed tile I edit out all of the static objects (leaving the highest UID numbered object!) to get me below 1000 objects. Now I can safely extend the track and place any needed buildings/scenery and the UID number increment properly. The REAL catch in working with the world files is to keep a written record of where you made your object cuts in the file you're working with. I use a second instance of Notepad as a scrapbox for the cut pieces. I simply type in an ALL CAPS line such as "AFTER UID 216", "BEFORE UID 231", etc. ahead of AND after each set of cuts. When I rebuild the file I can place those items back in their exact places in the original file. This preserves the original file structure and the watermarks (I haven't figured out why they are important yet but they seem to affect the way things work in the end result!).Again, I can not emphasize enough the importance of SLOW, METHODICAL, and CAREFUL work when attempting this. One character out of place and your file is hosed! So, again folks, this is NOT for the casual route-builder and should not be attempted by novices in any circumstance. Be prepared to be frustrated and to fight crashes if you go this route.Read Paul's original forum post on tile stuffing here:http://www.train-sim.com/cgi/dcforum/dcboard.cgi?az=show_thread&om=8310&forum=DCForumID6&archive=Good luck and my fortune favor the foolish!!!JBD
"Needless to say, tile stuffing is NOT for the faint of heart"Exactly my point.If a route builder wants to push the envelop, then he'd better know what he's doing and how to get out of a mess. Not exactly the direction to point an aspiring route builder, hence my cautionary note. Advanced route builders need not heed the caution.If an aspiring route builder wants to increase his/her chances of successfully completing a route, then I would strongly suggest taking the conservative approach in conjunction with respecting the sequence of events in RE. Result: RE is a stable and powerful tool. Andre MingVisit VSC's temporary web page at: http://www.vscalecreations.comVisit VSC's Forum at: http://www.3DTrains.com
>>>If you're talking about jumping out into the white void before a save when working with a fat tile, others report success.This works but I get S/DS's often around the heavily populated areas, probably there's just too many objects (resizing textures and reducing visibility helped a lot).
I was having problems freezing up in the RE on the busiest tile (948 objects) of my Rollins route, until I replaced my 16MB graphics card with a 128MB card. Now there is no problem. An adjacent tile had 345 objects. As mentioned in the link below, I also found relief from moving my start tile from that busy tile to an almost empty one some distance away. Also, if you are only adding static objects, it helps a lot to move all other world tiles out of the world directory until you are done.http://www.train-sim.com/dcforum/DCForumID6/11999.htmlNow I'm building a second route that uses that same busy tile, imported from Rollins. Unfortunately, I had to add lots of yards to the south, and wouldn't you know it, that dang tile doesn't end until the end of all those yards. So I was holding my breath, and trying to minimize objects. The tile is now complete I think, with scenery, and has 1412 objects. I've had no problems with it, but other people may.Frames rates on that tile are bad in Rollins, and a good bit worse on the new route.
Don Karch Rollins Pass/Moffat Tunnel Route completed C&S Platte Canon & Gunnison Districts narrow gauge in progress