Hopefully Kuju arejavierfl wrote:Nobody.edsolis wrote:Hello,
Is anybody modelling rolling stock for Rail Simulator?
Regards,
Modelling for KRS
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- steampsi
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Re: Modelling for KRS
- CaptainBazza
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peterholton
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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
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.
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peterholton
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- johndibben
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Thought that since the day this forum opened.peterholton wrote:I'm not sure about motives, but some seem to *want* Kuju to fail.
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*
Cheers
John
After MSTS2 and TMTS cancellations, wanting Kuju to fail would be the same than wanting Train Simulation to fail.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.
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.samuelbennett wrote:doug could you do a screenshot tutorial like the gmax videos and picture tutorial for people who cant make the leytonstone show
Keep an eye on the 3DCanvas section for developments. (pun totally accidental
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- decapod
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KRS should handle 20-30,000 easily.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.
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
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- ForburyLion
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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.
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.
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.
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
Darwin
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