come on guys give the noob a break we can use all the modelers we can get,,,,,,giving these guys the rules of the game is better than running them off heres the low down "FPSC X10 Help and Dicussens"
in the fpsc world if your not running version 1.16 there is a lot of lag from having high poly models, poly's are the little dots that make the mesh of the model, three polys in a triangle make's a face, when the game is ran it has to draw the polys that are in the view of site or what you see on your screen the trees, cars, buildings, floor, ground, characters, all these things have polys, if a model is an entity which means a object that moves or is running a script it uses extra memory and processing to run the animations because the polys are moving around in the scene.
So instead of making a set of tracks on your model that are physically shaped like tread you make a smooth surface and take a picture of tread then texture that to your surface so that it still looks like tread that way you cut the poly count way down, anything that is made of a tube, sphere, or any rounded surface can have the most polys in a model so be careful how many sides you use to make these.
And never ever take credit for something you did not do because there is always going to be someone on here who knows who the originator of the mesh, model, texture is, keep in mind we are now where we are and you are just getting started no pun intended.
hopefully this helps.
P.S you should never post a model that has not been tested in FPSC.
Your friend Wayne Davis
Wayne Davis Band