Quote: "I'd replace the black texture on the walls with objects, seamed 50% in-between the tunnels seam."
That might work. Those black tiles were a late addition to the model anyway, I had long finished UV mapping and texturing the tunnel when I realised I needed some black tiles, so I borrowed some unused space on the texture and modelled a few extra polys
What I'm saying is, the black tiles could be made to be their own separate model.
The bigger issue is that I didn't just place those black tiles wherever I wanted, I'm trying to religiously follow the in-depth design documents issued by Transport For London on how real underground stations should be laid out. It's dictating everything from how many roundels there should be and where they should go, to what kind of signage goes where. The only reason the platform is as long as it is is because I found out this line runs 8-car trains which are 132,628mm long. Those black tiles, which help denote 'help points', are exactly where they would be in a real London Underground station. Silly attention to detail I know, but I'm nothing if not a perfectionist!
Quote: "The hole system is pretty flexible so if anyone wants to increase this number, its a matter of changing the shader array from 40 to any number, and lifting the limit of 38 setting validation in the code. The shader array size and in code limit just need to match, everything else will work with any number you set it to."
Is that something I can do from my side? I dipped into
apbr_core.fx and changed these lines
float4 dl_pos[40];
float4 dl_diffuse[40];
float4 dl_angle[40];
...to 70. Then I changed
maxtotalmeshlights= to 68 in the setup ini and recompiled the shaders. It did nothing, even when I tried replacing all the lights as dynamic.
What do I do to up this limit?
AE