Modelling for KRS

The Rail Simulator forum was very busy leading up to the UK release on October 12th 2007, this is a read-only copy of those discussions for historic and review purposes.

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steampsi
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Re: Modelling for KRS

Post by steampsi »

javierfl wrote:
edsolis wrote:Hello,

Is anybody modelling rolling stock for Rail Simulator?

Regards,
Nobody.
Hopefully Kuju are :P
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CaptainBazza
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Post by CaptainBazza »

Will it be possible to model with 3d Max, then import to the sim via a converter?

Hey you poly meanies; I love 'em, love 'em, love 'em, ya hear! :fist:
peterholton
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Post by peterholton »

What's your point then, "CaptainBazza"?

Peter
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Post by kevmt »

Peter, Paul

Yes, I'm very aware of low polygon, efficient modelling. I've practised enough of it over the last 5 years!

My idea of high polygon modelling is around 15-16000 for a loco. I wouldn't expect a new graphic engine to balk at this? Kuju's black 5 is supposed to be about 20,000 so I presume the game will cope ok.

Cheers,
Kevin
Last edited by kevmt on Sun May 21, 2006 10:08 am, edited 1 time in total.
peterholton
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Post by peterholton »

Sorry if my reaction was a bit OTT, but I'm a tad surprised and disappointed at the negative reactions from some people posting recently: I'm not sure about motives, but some seem to *want* Kuju to fail.

hey ho.

Peter
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Post by kevmt »

No problems, Peter.

I want Kuju to succeed as well!!!

Cheers,
Kevin
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johndibben
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Post by johndibben »

peterholton wrote:I'm not sure about motives, but some seem to *want* Kuju to fail.
Thought that since the day this forum opened.

Of course others are hammering on the door trying to get in.

VIP now means Very Important Panda.

Nothing wrong with a little competition though and should raise standards (even further than The Cambrian 2) *cough* :D

Cheers

John
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edsolis
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Post by edsolis »

peterholton wrote:Sorry if my reaction was a bit OTT, but I'm a tad surprised and disappointed at the negative reactions from some people posting recently: I'm not sure about motives, but some seem to *want* Kuju to fail.
After MSTS2 and TMTS cancellations, wanting Kuju to fail would be the same than wanting Train Simulation to fail. :(
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Post by dkightley »

samuelbennett wrote:doug could you do a screenshot tutorial like the gmax videos and picture tutorial for people who cant make the leytonstone show
I've created a basic "getting started" tutorial that I've submitted for approval tonight, which is aimed at the extreme novice. There's also an existing telephone box tutorial that runs through several build techniques.

Keep an eye on the 3DCanvas section for developments. (pun totally accidental :wink: )
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CaptainBazza
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Post by CaptainBazza »

What's your point then, "CaptainBazza"?

Vertices! My point, exactly, Peter. :lol:

21,630 of the little perpetrations, a USNG C16 Consolidation makes. :roll:
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decapod
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Post by decapod »

kevmt wrote:My idea of high polygon modelling is around 15-16000 for a loco. I wouldn't expect a new graphic engine to balk at this? Kuju's black 5 is supposed to be about 20,000 so I presume the game will cope ok.
KRS should handle 20-30,000 easily.

You're one of the good guys Kev :)
I was just saying (to others) don't try to make it that high - My C14 could have been 15,000 if I had wanted to, but it didn't need much more than 9,000.
DECAPOD
OOOOO
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ForburyLion
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Post by ForburyLion »

I'm looking forward to dipping my toe into the world of model making and reskinning with Kuju Rail Simulator.

The furthest I got with MSTS was reskinning loco's, none of which I felt were good enough to release - What really irritated me was the limited texture size which mean't the side of a locomotive had to be made up of two half textures.
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DarwinS
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Post by DarwinS »

Well a new computer towards the end of the year should help, and I must try to get round to learning 3D Canvas then too. (Can't start early as I can be bothered to upgrade my operating system from Windows 98 !)

It is not just what the sim can cope with. TSM has been an easy tool, and may continue to be that for simple scenic items... but when a loco gets above 10 000 polys then TSM really becomes slow and horrible. Give 15 000+ polys to work with and no worry about LoDs and the polymaster thing, my temptation would be to do things much the same above the footplate, but add a little more 3D detail below, rather than rely on trasparency.

I expect there will be new tricks to learn for textures and materials. For which I will need some tutorials to get me started.
Regards

Darwin
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CaptainBazza
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Post by CaptainBazza »

At least you get can model British prototypes, where all that messy plumbing work is hidden beneath the boiler shroud. Try a German, US or NZ steamer, where there's a heap of pipework, airtanks, gennies, WH pumps, valves and other high poly objects all over the exterior.

Oh what fun.....it will be.
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