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STKit2 news
#11
Where do I get one updates?
WR2 Film.
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#12
Hi Krom
Thank Thank Thank Applause Applause Applause Top Top Top
Pischti
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[Bild: sig2tvu2a.jpg]
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#13
Can you mace a update for ATI grafiks Krom ?
WR2 Film.
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#14
Go to ATi (AMD) website and download latest drivers for your GPU there.
Original MBWR/WR2/AFC11 tools at: http://krom.reveur.de/
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#15
Thanks for the update, Krom.

The TRK generation works excellent - so far I have tested it. Thumbs Up

If FVR-scenery saving works fine, it will be possible to make new FVR sceneries, right?
Altough there is no Addonscenery-manager, thus it is only possible to drive in one scenario. Big Grin

Greets
Ast
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#16
So far STKit2 can read/import AFC11 format sceneries (GEO file) as if they were WR2 sceneries, but it can't save them in AFC11 format. Maybe .. maybe if you save them they will be saved in WR2 format (unless tool crashes), then you can try them in WR2. As I said - I didn't tested nor tweaked save of AFC11 sceneries, only loading I did.
Original MBWR/WR2/AFC11 tools at: http://krom.reveur.de/
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#17
Thank you Krom, thanks for your update Smile
Now I can go on with my work on the Nordschleife with the new improvements Smile

MfG
Jani
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#18
I don't know if this question has been asked before, but is there any limitation for the count of polygons the STKit2 can handle? This question always bothered me, because I already have spent around 1 million polies for the ACC and it is far away from being finished.. Big Grin
And yeah, I know that regular WR2 scenarios have something around 250k polies each. Tongue

Edit: oh yeah, nice updates btw. Wink
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#19
Currently polycount is limited by STKit2 optimization block. Limit is ~1million polys. WR2 limit is a bit bigger and is something around several millions, I don't remember if there's an exact number.

1million is more than enough for WR2 scenery, maybe you should consider optimizing polyplacement.. Wink
Original MBWR/WR2/AFC11 tools at: http://krom.reveur.de/
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#20
Thanks for the answer Dan.

The problem is, that I try to give the scenario as much details as I can.. which results in those massive poly amounts. Big Grin
Polyplacement will be optimized, the current river engineering is mostly the problem, I have to look how Synetic has done it with their scenarios.
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