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Using 3DCanvas, before I export the shape file to MSTS, there are two choices I don't quite understand. The first is the optimization of distance levels. There are three options, but I haven't been able to tell a difference with either three. The first is "NO Optimization", the second is "NEAR/FAR Unoptimized", and the third is of course "OPTIMIZED". Is there a best choice that won't hurt framerates, or are the first two just about the same? My second question is about texture compression. there are three choices. "NO" Compression, "LOSSLESS" Compression, and "LOSSY" Compression. Honestly I have no idea which would be better for framerates because i've never heard of the last two words before. Any input or feedback from a fellow object builder would be greatly appreciated. Thanx in advance (Wp713) S.L.W. www.sacramentolocomotiveworks.com
I can only give you a little more info regarding the exporting to S files with 3d Canvas. The very last Yes/No that says "All parts of object must be textured from same texture file. If you are unsure about this select "No"" is the one that creates a couple levels of distance. 3 I believe. I have never had much luck with this in 3dCanvas. The easiest way I have found is to use Shape File Manager. Look for it it the file library here. It works perfectly, and allows you to control the distance level you wish to use.Lastly, I suggest you post this question on the www.amabilis.com forums. Richard (the software author) and several others there are extremely helpful. Someone actually wrote a script that helps during animation because of a post I made stating a need for such a thing. If you use 3dC, I highly suggest you read the topics in the discussion section. NORFOLK & WESTERN Precision TransportationMike Rector mrector@columbus.rr.com
I can cover the texture compression. 'Lossy' compression is DXT compression. The output image is around 16-bit color quality, depending upon how many colors are close to each other in the image. DXT breaks the image down into 4x4 pixel sections and keys 2 16-bit colors and either colors that are 1/3 and 2/3 (no alpha) or 1/2 (alpha) in between for the 16 pixels. So if your colors change frequently or drastically, you may get artifacts. Also, the only alpha is 1-bit (pixel on/off). 'Lossless' compression refers to ZLib compression. All this does is basically make the image into something similar to a zip file that is decompressed when the texture is loaded. It saves hard drive space, but that's the only difference between it and an uncompressed image.If you don't have to worry about mipping (alternate smaller images shown at far distances - usually not a big issue if you've got the texture's mipmap LOD bias set at -3), then try the 'lossy' one. If it's not suitable (for other reasons than mipping), then use 'lossless'. If it's a mipping problem, then you'll have to select no compression and then get ReMipIt (you didn't think I'd get a plug in somehow? ). I can go into that in more detail, but I don't know what you're making and if it would be necessary.