Richard wrote:Merging STG files and lumping objects together at run time is a good thing; I just don't think that merged scenery should be submitted to the source scenery database as it then becomes is impossible (or really hard) to undo a merge; whereas it is easy to perform a merge.
It is a problem of granularity
Example.
There is not much gain from
ID=1058, Edingburgh_cargoArea_Object
to
ID=1058, Edingburgh_cargoArea_buiding1
ID=1059, Edingburgh_cargoArea_buiding2
ID=1060, Edingburgh_cargoArea_buiding3
ID=1061, Edingburgh_cargoArea_buiding4
ID=1062, Edingburgh_cargoArea_buiding5
ID=1063, Edingburgh_cargoArea_buiding6
ID=1064, Edingburgh_cargoArea_buiding7
ID=1065, Edingburgh_cargoArea_buiding8
ID=1066, Edingburgh_cargoArea_buiding9
ID=1067, Edingburgh_cargoArea_buiding10
ID=1068, Edingburgh_cargoArea_buiding11
ID=1069, Edingburgh_cargoArea_buiding12
In reality, that much granularity on the database content becomes a "no longer a gain" zone
But
you will need, texture file per building, a lightmap per building, and a xml configurer per building.
So in the "pain zone" you get lots, for the developer.
Who also needs to now carefully place more objects.
It becomes a madness of degrees of freedom.
The stgmerge now also, is rather rudimentary, and per example only is useful for ac files. So objects more developed with lightmaps and animations? It is not going to happen,
Look. Let's not fight about the database rules. They are not optimized, and there is no defense you can make on their favor, really.