15 posts later an i think i have a formula to work out how detailed the scenery is.
10,000 divided by (Distance divided by time it takes to travel the route) = amount of objects per mile (opm)
this means that if you go at 1 mph there should be 10,000 opm, at an average total speed of 100 mph there should be 100 objects per mile, and so on.
thanks,
dkchaddock
Scenery vs driving experience
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haddock1000
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- karma99
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Re: Scenery vs driving experience
Intersting idea for a future train sim would be to have LODs based on speed of travel, not just distance of viewing, so if you're going at 100mph then a brief blur texture is enough. If you're doing 10mph, you see it all in glorious maximum-texture/poly-O-vision 
- Acorncomputer
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Re: Scenery vs driving experience
Gorse, gorse luvely gorse.
Thanks Derek
Geoff Potter
Thanks Derek
Geoff Potter
Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
- RSderek
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Re: Scenery vs driving experience
My pleasure, glad you liked.
regards
Derek
regards
Derek
To contact me email support@railsimulator.com, not here.
So long, and thanks for all the fish.
http://dereksiddle.blogspot.com/
So long, and thanks for all the fish.
http://dereksiddle.blogspot.com/
Re: Scenery vs driving experience
i dont want to turn this into a request for Derek thread but could you perhaps make some tall grass objects?
Those seem to be the biggest thing missing from RS now, something like these grasses from TRS would be great
http://forums.auran.com/trainz/showthre ... 231&page=3
I tried transferring over some grass textures and placing them on the US route sagebrush, lets just say it didnt look too great
Also as a simple request, could you or someone create some basic tree's that could be easily reskinned, just 4 or so rectangles with alpha channel and texture, and have them be wide and tall enough to support a variety of different trees. I have alot of good tree textures i can transfer from TRS.
Downloading the gorse bushes now, any content for RS is good news
As for the original question, id say detail it till it looks good, the RS graphics engine seems to be able to handle detail well and so far i havnt gotten to the point on any of my routes where it becomes overly laggy.
Those seem to be the biggest thing missing from RS now, something like these grasses from TRS would be great
http://forums.auran.com/trainz/showthre ... 231&page=3
I tried transferring over some grass textures and placing them on the US route sagebrush, lets just say it didnt look too great
Also as a simple request, could you or someone create some basic tree's that could be easily reskinned, just 4 or so rectangles with alpha channel and texture, and have them be wide and tall enough to support a variety of different trees. I have alot of good tree textures i can transfer from TRS.
Downloading the gorse bushes now, any content for RS is good news
As for the original question, id say detail it till it looks good, the RS graphics engine seems to be able to handle detail well and so far i havnt gotten to the point on any of my routes where it becomes overly laggy.
Re: Scenery vs driving experience
Yes we now have some gorse.
Luvverly, jubberley!
Luvverly, jubberley!
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haddock1000
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Re: Scenery vs driving experience
yes, distance of veiwing would have to come into play, and how fast and up-to-date your PC is. If you take this into account the formula would now be like this(i've got a funny feeling we may end up going on for ages!karma99 wrote:Intersting idea for a future train sim would be to have LODs based on speed of travel, not just distance of viewing, so if you're going at 100mph then a brief blur texture is enough. If you're doing 10mph, you see it all in glorious maximum-texture/poly-O-vision
(10 divided by(10,000 divided by (Distance divided by time it takes to travel the route) )) multiplied by the detail setting X tiles visible from the track(thus meaning that veiw distance is taken into account) = opm
thanks,
dkchaddock
