1. #1

    Complexity baring objects

    So I know complexity can be a problem and might be in my latest track but I have a question to see if you can kindly answer for me.

    Does using the in game objects from the editor affect the complexity at all, not using the ones from the categories if you know what I mean.
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  2. #2

    Re: Complexity baring objects

    Originally Posted by NovaDarkStorm
    So I know complexity can be a problem and might be in my latest track but I have a question to see if you can kindly answer for me.

    Does using the in game objects from the editor affect the complexity at all, not using the ones from the categories if you know what I mean.
    when they are unalterd (position, settings)no
    changed yes
    deleted no
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  3. #3

    Re: Complexity baring objects

    Cheers Sparky, guess it's back to the drawing board for me lol.
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  4. #4
    Smeghead89's Avatar Senior Member
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    Re: Complexity baring objects

    Originally Posted by NovaDarkStorm
    Cheers Sparky, guess it's back to the drawing board for me lol.
    I was going to make a thread to share these ideas but they relate to your questions so i thought i'd just post it here for ya maybe of some help

    i actually use the default objects all the time, its kind of a way to gain extra scenery without using up the complexity bar. Basically i build the whole track placing any and every object i want to from the editor choices the whole time keeping in mind that once my complexity is full i shall then be placing any objects i like from the default world into my track also. Once the bar is full you cannot spawn any more objects but you can go to town on the default objects and gain an extra few hundred if need be. Bare in mind tho that once you have filled the bar and then placed lots of default objects you will not rly be able to alter anything you previously made (except for deleting and moving) so make sure to spawn all the things you think you will need to finish the track before using hundreds of default objects, things like the finish line, any triggers and events or effects or basically anything you will not find in the editor map. it helps to just spawn a bunch of triggers and effects that you think you may use or need and then place them somewhere in a bunch until you want them, also i place a lot of small terrain surface textures which don't take up that much complexity and then when my whole track is finished with a full complexity bar i can then turn these surface textures into huge mountains that would have previously taken up an enormous amount of complexity.

    it isn't infinite and at some point it will stop you from saving your track saying there are too many objects or something so you need to make sure to keep saving the track every so often to save from having to delete lots of stuff.

    sorry for rambling and hope this is of some help :wink
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  5. #5

    Re: Complexity baring objects

    nice smeg

    never thought of abusing complexity like that
    i wonder if the game corectly calculates the complexity of glue groups etc

    and what other things we can do to have complexity lower for a while and max it out beyond what should be posible
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  6. #6

    Re: Complexity baring objects

    That's exactly what I wanted to abuse the system just incase of any things like this happening.

    Much appreciation guys.
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