Modelling in RS - what's different to MSTS?

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longbow
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Modelling in RS - what's different to MSTS?

Post by longbow »

I'm planning my first scenic model for RS in 3DC but I'm unsure what's different to modelling for MSTS, especially on texturing. Is there a guide somewhere?
Also I realise I'll need the latest 3DC version to export to RS, but are there any other issues with starting the model in 3DC 6.5 and upgrading later?
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ianm42
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Re: Modelling in RS - what's different to MSTS?

Post by ianm42 »

The biggest differences I can foresee for scenic items so far are:
  • the handling of windows in buildings, in particular, night time lit-up windows, and glass in windows of building close to the tracks (stations, signal boxes, etc). Look at the tech doc 4.04 page 15 for some clues.
  • The limit on number of object groups (24?).
  • non-square texture files may be used (but each side must be a power of 2, eg. 16, 256, 2048).
  • Shadow models.
  • Use of shader names in the custom field for textures, such as BlendATexDiff if using alpha transparency.
  • LODs. Richard at Amabilis is still developing how LODs will be created, so we will have to wait and see.
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