Maximum faces in a O.cx?

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GregHart1965
Posts: 388
Joined: Sun Apr 12, 2015 7:21 am

Maximum faces in a O.cx?

Postby GregHart1965 » Mon Oct 10, 2016 6:18 pm

Im trying to make the airfield as one .cx for placement with Apt.CndrX. Xavier mentioned 20 000 I think? Im at 22 000+ and the .cx is not writing a materials mesh. Any advice would help - yes Chris - less polys :lol: So how far can I push it?

I want a realistic looking scene but dont like the way things display when placed with LE.

GregHart1965
Posts: 388
Joined: Sun Apr 12, 2015 7:21 am

Re: Maximum faces in a O.cx?

Postby GregHart1965 » Mon Oct 10, 2016 6:21 pm

I ask because a 3ds can hold about 65 500 faces apparently.

GregHart1965
Posts: 388
Joined: Sun Apr 12, 2015 7:21 am

Re: Maximum faces in a O.cx?

Postby GregHart1965 » Tue Oct 11, 2016 2:46 pm

Well one figures stuff out eventually. I was trying to load the entire airport scene in one - too much. I ve now loaded just the buildings as one object. That works fine.


I was concerned that Id struggle to get all the objects in the right place with Apt.Cndrx as I had difficulty before. Its a bit of a fiddle to get the buildings placed correctly but once they are correct placing the objects is easy as you have the buildings for reference.

Worth the effort in the long run. It looks better than LE placed objects and the FPS is higher. (In case you're wondering anything around or over 100 FPS on my little laptop is good.)

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GregHart1965
Posts: 388
Joined: Sun Apr 12, 2015 7:21 am

Re: Maximum faces in a O.cx?

Postby GregHart1965 » Tue Oct 11, 2016 2:48 pm

Nice and lively, no more peopleless ghost towns

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