The online racing simulator
Limit points and vertices in the mod editor
I would like to know what is the limit of the points and the limit of the number of vertices that a mod can have to be able to enter it in the mods editor and thus see it in the game, because the one I have has too many vertices and it does not read it to me for exceeding the limit
Quote from the LFS Editor FAQ manual page:
Quote :The maximum number of triangles for the car mesh is 65536. That is including the main body mesh and all subobjects if it has any.

When you add 'one' triangle and it is mirrored and double sided, that produces 4 in the output mesh. It's the output mesh that is limited to 65536 points and 65536 triangles.

It will be better if limit is higher. Some of my old mods from 0.6v have more than 74k triangles and there is no problem with the car in the game. Its possible limit to be higher but dont know exactly whats the reason for that current limit.
#4 - gu3st
Quote from valiugera :It will be better if limit is higher. Some of my old mods from 0.6v have more than 74k triangles and there is no problem with the car in the game. Its possible limit to be higher but dont know exactly whats the reason for that current limit.

To keep a reasonable limit to allow weaker computers to run somewhat well with a full grid.
Scawen explained the limits some time ago:

Quote from Scawen :I am currently coding for a limit of 65535 triangles, or 65535 vertices, in the combined output model, including all subobjects.

This is massively higher than any official LFS car at the moment, so should be fine if people adopt the right approach. You need to make a 'game quality' mesh rather than a 'film quality' mesh, if you see what I mean. There are technical reasons to stay below 65536.

To change the code to overcome these technical reasons would be quite a change and, although possible, doesn't seem a good idea at this time. The fact that you can already make models hugely more detailed than any LFS model, seems more than enough for now.

I'm already concerned, with this high number, that we will get a glitch when you leave the pits and your car is generated, and also each time your vehicle is damaged, the vertices must be sent to the graphics card again. But this change is all about allowing people to be creative so I'm trying not to get in the way of that! Smile

I find it restrictive too especially since the editor creates triangles were its not needed like on flat plane (square/rectangle face)and even tries to link points on the same axis by inventing triangles out of thin air that we then have to manually delete ,on my last model that was almost 1/3 of all the triangles were created by the editor and undesired.

thankyou for this update non the less ,brings new life to the game
Quote from Drift ACE :I find it restrictive too especially since the editor creates triangles were its not needed like on flat plane (square/rectangle face)and even tries to link points on the same axis by inventing triangles out of thin air that we then have to manually delete ,on my last model that was almost 1/3 of all the triangles were created by the editor and undesired.

I have never seen such a bug after using the editor for about 20 years, and have never heard anyone else report it either. If you have auto mirroring switched on then the mirrored triangles will appear on the opposite side, which is a very helpful feature you can choose to use. But if you have really identified a bug, please can you report it on the relevant thread in the mods forum, clearly describing a way to reproduce it?

The point and triangle limits are to ensure a smooth experience when racing online. Live for Speed is all about the online experience. In no way was the mods system ever intended to create film quality models, it's all about rapid downloads, instant spawning and an online experience.

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