It will set up separate sections if you split it up with the cross section tool by setting different materials for each track piece. But it doesn't set lods. (at least I don't think it does, I have not found anything to set lods on the track, terrain and objects yes, but track no.
If you don't sets lods on a long track, it will load up the whole track regardless of how many pieces it is in.
This is the track instance in the track.scn file
Code:
Instance=t0_s0
{
MeshFile=t0_s0.gmt CollTarget=True HATTarget=True ShadowReceiver=True
}
Instance=t0_s1
{
MeshFile=t0_s1.gmt CollTarget=True HATTarget=True ShadowReceiver=True
}
Instance=t0_s2
{
MeshFile=t0_s2.gmt CollTarget=True HATTarget=True ShadowReceiver=True
}
Instance=t0_s3
{
MeshFile=t0_s3.gmt CollTarget=True HATTarget=True ShadowReceiver=True
}
You can easily set the lods yourself by editing the track.scn file and add these bits,,
Code:
Instance=t0_s0
{
MeshFile=t0_s0.gmt CollTarget=True HATTarget=True ShadowReceiver=True LODIn=(0.0) LODOut=(500.0)
}
Instance=t0_s1
{
MeshFile=t0_s1.gmt CollTarget=True HATTarget=True ShadowReceiver=True LODIn=(0.0) LODOut=(500.0)
}
Instance=t0_s2
{
MeshFile=t0_s2.gmt CollTarget=True HATTarget=True ShadowReceiver=True LODIn=(0.0) LODOut=(500.0)
}
Instance=t0_s3
{
MeshFile=t0_s3.gmt CollTarget=True HATTarget=True ShadowReceiver=True LODIn=(0.0) LODOut=(500.0)
}
*Make sure to not make the lods smaller than what you can see, IE if there is a 1km straight, dont make the lod less than 1000m for the next track piece.
*Make sure the lods are longer than the track piece itself, ie if the track piece is 10m, the lod should be 11m. otherwise the lod wont load up the track piece.
*When breaking the track up with the cross section tool, make sure to have material tab selected, If you don't have material selected, it wont create a separate object. In other words, set a different material for each seperate track piece. You don't have to change the texture, just make sure the checkbox for "set Material" is checked.
**TIP** use search/replace in notepad and replace "HATTarget=True ShadowReceiver=True" with "HATTarget=True ShadowReceiver=True LODIn=(0.0) LODOut=(500.0)"
Here is a demonstration, unrar into gamedata\locations\
http://3rdgearmotorsports.com/files/LodDemonstration.rar
I broke the track up into tiny sections with the cross section tool, then exported it and edited the .scn file and added the lod info into each track piece instance.
Load the track up in rFactor and drive on it, you will see each section pop up as you drive. and have a look at the scn file to see what I did. Also you can tweak the lods yourself, increase them and watch them pop up earlier.
[ED] DOH! I almost forgot the important bit. (the materials) I added it in ^^
[EDD]
I just went through thin process on my Duryea Hillcimb track ( I kept putting it off till now, I have an excuse to do it
). It was very bad on frames, now its sweet as, ~200-300.
BTW, this process of splitting the track into different materials also works on walls, so now we know this, we can make a wall the entire length and just split it up with materials to make smaller pieces out of it.