Really apritiating all this information, the zones and portals are all new to me, I will be looking foward to messing around with it on the weekend, if I still had the original BTB files for iroa 2 I would certainly fix the height, but I do not, thats why on iroa 1 they are good height, I still have all m y project files for that, see BTB is a more simplified 3D program to create tracks, however don't get it confused BTB is not a program you just click and drag things, you do need basic experience to achieve decent results specialy real life remakes.I love BTB tough because of how simple it is to get heitmaps for the route you plan on making using gps data.I am also finishing up iroa 1 on BTB but my next project (classified) will be made in the new succesor to BTB which is RTB, how ever the information you are providing me, will also help me on this and next project for fps, im hoping
I was not familiar with BTB or RTB before, thanks for bringing them up. They both look like useful/interesting tools.
Very interesting, hey, so how do you go about into splitting a dae into parts or zones? Just need tje basics.like I understand what you mean but I don't really understand were to start. Edit: like do I use T3D or try and do it on some other 3D program? Theres actually only one zone in iroa uphill that the fps issue happens but on iroa 1 theres like 3 and one of them is the most important part of the track
Have you tried the *.mis file I provided to see if that alleviated the FPS issues enough? I'm not familiar enough to answer your question really. You'd use Blender. I think that you'd carefully delete half the nodes from two separate copies of the DAE to provide a small amount of overlap if you were splitting it in half. It would probably be best to have it split into significantly smaller parts though. EDIT: I suggest posting a question about it over in the Content Creation subforum! I've had good luck getting help with specific questions over there.
I have not had time to try the .mis,very busy with work and kids,i will take a look at it tomorrow,thank you for your help there sir
Apparently mesh culling should probably be turned on for large complex meshes like this. I have not gone back to see if it's turned on for your meshes, I assume not. We can try that too.
Kills my computer's FPS entirely that may need to be looked into... If that FPS issue has been made aware of I am sorry about going on about it if not well at least you know
yea ive got an fps issure aswell but I have 16gb ram 1 I7 and 1 970gtx I think its the trees there are waaay to many for what is needed a simple picture would do the trick nicely
I agree I am getting Low 20fps on my rig...Its gotta be the Vegetation I may have to go into the map editor and check that....
I do not think that there are too many trees. Look at the stock maps - they contain many trees. EDIT: Although FWIW I did just check JRI and Hirochi Raceway and they seemed to have .forest files of a little less than 1/3 and 1/2 the size of this map respectively. I still don't think that's the key.
I have attached a zip file. Please follow my instructions carefully, the directions are drop-dead simple. Download "Project Iroa update 11082015.zip" from the OP in this thread and install it in your Documents\BeamNG.drive\mods\ folder in the normal way. Open BeamNG.drive and test the FPS in the level. Exit the level. Create a new folder outside of the mods folder like so: Documents\BeamNG.drive\levels\Irohazaka2 Download the zip file attached to this post. Open the zip file and choose the *.mis file from the "no_mesh_culling" folder. Extract that file and place it in the folder Documents\BeamNG.drive\levels\Irohazaka2 Open BeamNG.drive and test the FPS in the level. Exit the level. Now repeat steps 6-9 with the "mesh_culling" version. You should note a marked improvement with both of the provided .mis files. Please test and report which .mis file gives the best performance on your systems. I also fixed the spawn location. I left just enough tire snagged in the mesh so that it typically keeps the truck from rolling away.
I deleted all the trees and it improved my FPS by about 20 but still not good enough but its got more potential I guess its the general size of the map that may hold the problem!
I guess also its something to do with the stone walls too...the FPS dips quite badly when I am around them and that may also be something to look in also
If you break up the mesh more and ad an ultra low quality lod of each you could likely improve the performance
Already been discussed. See earlier posts. I'm just not sure how practical a suggestion that is for the OP.