1. #11
    QcChopper's Avatar Senior Member
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    Re: The dreaded Object limit message!

    Excellent thread, it needs a

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  2. #12
    johnsalis's Avatar Senior Member
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    Re: The dreaded Object limit message!

    Awesome, I've learned so much about making tracks since I linked up with everyone here. I think my obstacles have alway been very creative, but sometimes my maps get rediculously long/hard (especially Colosseum/Pitfall). Some players like the challenge but in the future I'm gonna try to shorten my tracks a bit and balance out the difficulty/funess... Now that I think about it, Frankenstein had a good length and the details/theme we're my best work. I need to make more track like that.

    btw, I haven't tried your maps AkatsukiUK, I'll send you a friend request.
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  3. #13

    Re: The dreaded Object limit message!

    thanks for that lovely looking bump lol (that needs to be the official bumping forum tool)

    @ Skumbag who should hopefully find this thread after QC's directions. Yup things like adding objects and having them all at angles will take up more memory than if you just placed it as it is. You can also save some memory believe it or not i learnt by not 'deleting' too many wall blocks. This will also help with any lag issues you might have and free up a few shiny bytes.
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  4. #14

    Re: The dreaded Object limit message!

    both adding blocks IN and OUT can save you from the limit i've found. im not sure if its the complexity of your background block layouts or what, but adding blocks has actually put me back under limit before. i usually play with medal times & bg blocks if im really in a pinch to get back under the limit at the end.
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  5. #15
    QcChopper's Avatar Senior Member
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    Re: The dreaded Object limit message!

    Originally Posted by AkatsukiUK
    thanks for that lovely looking bump lol (that needs to be the official bumping forum tool)

    @ Skumbag who should hopefully find this thread after QC's directions. Yup things like adding objects and having them all at angles will take up more memory than if you just placed it as it is. You can also save some memory believe it or not i learnt by not 'deleting' too many wall blocks. This will also help with any lag issues you might have and free up a few shiny bytes.
    LMAO, if the BUMP picture gets old, I also have this one:



    Your thread helped me a lot, it gave me info on how I could improve some of my early tracks and give me a much better understanding of the editor so I could make a much better use of some items. i.e. while building a mountain of rocks, placing the exact same rock in the exact same angle over and over again makes it not count as much, quite like a compression method* and it can look good if the rocks are ovelapping each other to look like a single object.

    * Here's how I see it:

    3 objects of the same type, different angles:

    object45:angleX.angleY.angleZ-positionX.positionY.positionZ
    object45:angleX.angleY.angleZ-positionX.positionY.positionZ
    object45:angleX.angleY.angleZ-positionX.positionY.positionZ


    3 objects of the same type, same angle:

    object45:angleX.angleY.angleZ-(positionX.positionY.positionZ)-(positionX.positionY.positionZ)-(positionX.positionY.positionZ)


    Maybe I am speaking out of my exhaust here so if a dev could clear this up it would be nice.
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  6. #16
    Jarr3tt88's Avatar Senior Member
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    Re: The dreaded Object limit message!

    Originally Posted by AkatsukiUK
    You can also save some memory believe it or not i learnt by not 'deleting' too many wall blocks. This will also help with any lag issues you might have and free up a few shiny bytes.
    Yea I learned the that hard way.....Was making a template with an EMPTY room and a good chuck through it was checking something and saw it lagged BADLY! Only delete the room blocks you need to be deleted.
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  7. #17

    Re: The dreaded Object limit message!

    Originally Posted by QcChopper
    3 objects of the same type, different angles:

    object45:angleX.angleY.angleZ-positionX.positionY.positionZ
    object45:angleX.angleY.angleZ-positionX.positionY.positionZ
    object45:angleX.angleY.angleZ-positionX.positionY.positionZ


    3 objects of the same type, same angle:

    object45:angleX.angleY.angleZ-(positionX.positionY.positionZ)-(positionX.positionY.positionZ)-(positionX.positionY.positionZ)


    Maybe I am speaking out of my exhaust here so if a dev could clear this up it would be nice.
    The more similar the data is the better the packing algorithms work.
    For example look at this simple method
    http://en.wikipedia.org/wiki/Run-length_encoding

    3 objects of the same type, different angles:
    object45:angleX1.angleY1.angleZ1-positionX1.positionY1.positionZ1
    object45:angleX2.angleY2.angleZ2-positionX2.positionY2.positionZ2
    object45:angleX3.angleY3.angleZ3-positionX3.positionY3.positionZ3


    3 objects of the same type, same angle:
    object45:angleX1.angleY1.angleZ1-positionX1.positionY1.positionZ1
    object45:angleX2.angleY2.angleZ2-positionX1.positionY1.positionZ1
    object45:angleX3.angleY3.angleZ3-positionX1.positionY1.positionZ1

    In the second example there is a lot of similar data and the packing algorithm can predict and pack the data well.
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  8. #18
    QcChopper's Avatar Senior Member
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    Re: The dreaded Object limit message!

    Thanks Jorma, any clue on how ten rocks at the same angle would weigh versus ten differently angled ones?
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  9. #19

    Re: The dreaded Object limit message!

    Originally Posted by sebbbi
    Originally Posted by AkatsukiUK
    The 8kB limit is present because of the online sharing system (8kB slots), and the 1000 object limit is present because of the limited amount of Xbox system memory we reserve for the levels. We are preloading all game objects and textures at the game startup, and this takes a lot of Xbox system memory. This way we achieve absolutely no loading times at level startups. Splosion Man for example takes up to 20 seconds to load it's levels, and another 20 seconds to load the menus after each level. Zero loading times were really important for us, and worth a little bit of sacrifice in level maxium size limit. And we didn't want to make the levels overly long, because Trials HD is a arcade game. Instant action: fast startup, fast restarts, fast over the finish line.

    I suggest making more shorter levels instead of one longer level if you are hitting the object limit. Too long levels often become frustrating, as faulting on the end of the level means a full restart at the beginning if you are aiming at zero fault run.


    How will this work whit the new dlc. are you still able to preload all the objeckts and texture, or will we see some loading time?
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  10. #20

    Re: The dreaded Object limit message!

    sorry to bring up an old thread, but this seemed like a nice place to put it.

    while making my latest track, which has a seperate path for each bike, i was trying to add a checkpoint, and it wouldnt let me. is there a limit to the mumber of checkpoints you can have, or is this an early warning of the 8kb limit?

    (i was probably around the 30 checkpoint mark, because i was at the end of my second route, and i've got two on every unfinished route)
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