As far as the limit of polies DBP can handle (im pretty sure there isnt one), just keep this in mind; if you ever have to actually
worry about exceeding this limit, then you've got too many polies already. Though to give you an idea, the average player model has from 5-10k polies and a map is anywhere from 20 - 300k polies. You can, however, achieve enourmous amounts of polygons in a map, it just comes down to your programming skills. If you play around with DBP and come up with some custome culling functions, you can have multiple maps with hundreds of thousands of polies.
The train tracks, unless required to be manipulated in-game with some code for some reason, dont have to be a seperate object. Then again we cant decide this for you as there are hundreds of reasons why you would want them to be a seperate object;you could be making a sound occur when the user walks over the tracks, you could be manipulating the vertex's of the tracks in real-time, you could be texturing the train tracks with different textures in real-time, the list goes on, all of which would be easier to accomplish via using a separate track object.
The wheels of the train are much the same case, usually for something as small as just having them turn, you'd animate in a 3D animating program like anim8or, and then just use the PLAY OBJECT and LOOP OBJECT commands to play the wheel turning animation. This would probably be your best bet as usually trains have quite a lot of wheels, so programming them to turn in sync would be a bit of a hassle, though if you used a loop or two it could be done in a few lines of code.
If you
did decide to have the wheels as separate objects, you'd most likely want to add limbs to the main object (the train), offsetting them to the appropriate position of the wheel, then position the wheel at the limb's position, then... well, it gets harder and harder from there.
Quote: "Or are there commands that make different objects OF objects parent to others?"
Not sure what you mean by this. Objects are made up of limbs, each limb having a unique number, allocated by the parent object number first and then the limb number second. Im sure through using the vertex commands, the mesh commands and the memblock commands you could separate a limb from one object and add it to another, but for a newcommer such as yourself this is, in my opinion, too much of a big task to take. Id just stick with animating the wheels in a 3D animating app.
Lastly, though the questions in this post do have something to do with 3D Chat, this is a question involving DBP and programmig, and belongs in either Darkbasic Professional or the Newcommer's Corner.
- RUC'