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Prototype

Well-Known Member
The intricate scale on the modelling (tubular framework) is really good. You so often see people making stuff like that too thick and it looks a little cartoony. This looks nicely on point.
 

Johnr777

Moderator
The intricate scale on the modelling (tubular framework) is really good. You so often see people making stuff like that too thick and it looks a little cartoony. This looks nicely on point.
Yeah I agree! This track has a lot of potential, very detailed!

Just wondering, are the road lines their own objects?
 

EKO Sim-Racing

Well-Known Member
Yeah I agree! This track has a lot of potential, very detailed!

Just wondering, are the road lines their own objects?
Yes they are, they’re rapidly conformed to the track, i’ll have to redo some of them. Why?
 

EKO Sim-Racing

Well-Known Member
30k quads in max? I'd assume being a game engine Ks editor is working in tris.
Well, i don’t really know.. in kseditor it says i have gone over the maximum number of vertices (64k) on my mesh, but my mesh count says 30k, regardless of tris or quads I thought a vertex is a vertex :lol:
 

Johnr777

Moderator
Yes they are, they’re rapidly conformed to the track, i’ll have to redo some of them. Why?
Ah that’s great, you’ll have more freedom with the road texture, which should be more or less flat in and equal in colours all around, to reduce repetition, and any other effect can be added with extra meshes.

Well, i don’t really know.. in kseditor it says i have gone over the maximum number of vertices (64k) on my mesh, but my mesh count says 30k, regardless of tris or quads I thought a vertex is a vertex :lol:
Yeah, that’s tricky, it’s the FBX exporter that does weird stuff :lol:

Make sure you weld all vertices in max, that sometimes will bring the count down.
 

EKO Sim-Racing

Well-Known Member
Ah that’s great, you’ll have more freedom with the road texture, which should be more or less flat in and equal in colours all around, to reduce repetition, and any other effect can be added with extra meshes.



Yeah, that’s tricky, it’s the FBX exporter that does weird stuff :lol:

Make sure you weld all vertices in max, that sometimes will bring the count down.
Good idea about welding the vertices, although I shouldn’t have many non attached. I’ll try tomorrow to see the result ^^
 

luchian

Administrator
Staff member
By the way, why does kseditor tell me that my mesh has more vertices than the limit 64k, where when I check my mesh in 3dsmax it says I have 30k...? Any ideas?
Well, actually is not about vertices only :). To (sort of) quote Si3v : The only limit is the number of coordinates that a mesh can have, 65536. Coordinates are vertices, normals, UVs and more. There's no way to check this before exporting, but the editor will warn you, when importing, if an object exceeds that number (the object will not be imported), giving you the possibility to divide it into more objects.

So the actual limit regarding verts is somewhere in the 30-35-40k by my (limited) experience.
 
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