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Modelling for KRS
Posted: Fri May 19, 2006 8:55 pm
by edsolis
Hello,
Is anybody modelling rolling stock for Rail Simulator?
Regards,
Posted: Fri May 19, 2006 9:16 pm
by phill70
I would say thats an impossible question to answer at the moment
Glyn
Posted: Fri May 19, 2006 9:19 pm
by johndibben
I can answer it.
No

Posted: Fri May 19, 2006 9:31 pm
by edsolis

I know it was a bizarre question. However there are bizarre people out there:
http://www.trensim.com/foro/viewtopic.p ... 56&start=0
Posted: Fri May 19, 2006 9:54 pm
by samuelbennett
I like to know how the person is going to export it since the plugins for 3dcanvas are not release yet nor is the game. You have to wait for the game to be release so people can see what is what. Its no point asking for routes stock or activites to be built until the game is out there
Posted: Fri May 19, 2006 9:57 pm
by dkightley
With Kuju's announcement, it seems to me that anyone who has produced anything for MSTS using 3DCanvas could very easily say.... "Yes, I have loads of stuff ready for KRS!"
As soon as they get the exporte/importer, they'll be able to put their models into KRS.
But I guess this is not really the question being asked....
Which is.."Has anyone started building hi-res rolling stock and exported to KRS?"
The answer to this will be "Possibly! Kuju!"
Posted: Fri May 19, 2006 10:06 pm
by edsolis
dkightley wrote:But I guess this is not really the question being asked....
Which is.."Has anyone started building hi-res rolling stock and exported to KRS?"
Or..."Has anyone dared model rolling stock for KRS although it can't be exported currently ?"
Of course, Kuju can do it and it's doing it.

Posted: Fri May 19, 2006 10:20 pm
by samuelbennett
doug could you do a screenshot tutorial like the gmax videos and picture tutorial for people who cant make the leytonstone show
Posted: Fri May 19, 2006 10:29 pm
by edsolis
Sorry, my English is not good, I have not understood the previous post.
Posted: Fri May 19, 2006 10:33 pm
by meonia
I'm building and have built higher-rez models with 3DC for Kuju (was to be TMTS but things change). Wasn't too sure how far to go with detail modelling though as there is still the issue of 'How long will a high rez model take to load' and the question of 'what can be left out of the LODs' ?
The models have been loaded and tested in MSTS and they work, but are unstable due to the much higher poly count. Once KRS is out I can then decide whether to go for even more detail or keep 'as is'. The other issue is 3D cabs which these models will require and very little detail is yet available.
For the concerned, I will finish the hi-rez models first then make lower rez models (by manipulating details) for MSTS out of the hi-rez models.
I dont think there will be many problems jumping the gun this way.
Mike.
Posted: Sat May 20, 2006 8:17 am
by kevmt
meonia wrote:I'm building and have built higher-rez models with 3DC for Kuju (was to be TMTS but things change). Wasn't too sure how far to go with detail modelling though as there is still the issue of 'How long will a high rez model take to load' and the question of 'what can be left out of the LODs' ?
The models have been loaded and tested in MSTS and they work, but are unstable due to the much higher poly count. Once KRS is out I can then decide whether to go for even more detail or keep 'as is'. The other issue is 3D cabs which these models will require and very little detail is yet available.
For the concerned, I will finish the hi-rez models first then make lower rez models (by manipulating details) for MSTS out of the hi-rez models.
I dont think there will be many problems jumping the gun this way.
Mike.
I'm approaching this in a slightly different way. I've been making my latest models (eg Ivatt 2mt's) with the new sim in mind, using much higher poly counts, but simplifying certain parts to enable the loco to be compatible with MSTS. Once the Kuju sim is released then it should be a fairly simple (?) matter to upgrade small parts of the locos to make them "high(er) res".
Cheers,
Kevin
Posted: Sat May 20, 2006 9:26 am
by peterholton
Don't get too carried away with having high poly counts: more polygons do not better models make!
Like all game engines, the Kuju one will work better with lower polygon counts, efficiently made and linked models, closed surfaces and all the other things that we should have been doing for the past 4+ years with Msts.
A lower poly model with a well crafted texture and applied mapping will always look "better" than a high poly one with flat colours: and I'm not just talking about sticking photos on boxes...
Peter
Posted: Sat May 20, 2006 10:18 am
by decapod
peterholton wrote:Don't get too carried away with having high poly counts: more polygons do not better models make!
Peter
Hear! Hear! Peter
All too often we see high poly count models passed off as ready for the next sims, yet they could easily be rebuit with half the polys and still look the same.
Always be economical with polygons and make good use (and re-use) of textures to keep the memory usage low.
Re: Modelling for KRS
Posted: Sat May 20, 2006 10:48 am
by javierfl
edsolis wrote:Hello,
Is anybody modelling rolling stock for Rail Simulator?
Regards,
Nobody.
Perhaps the right question must be:
Is anybody modelling rolling stock with Rail Simulator in mind?
Everybody...
Javier.-
Posted: Sat May 20, 2006 12:08 pm
by peterholton
decapod wrote:peterholton wrote:Don't get too carried away with having high poly counts: more polygons do not better models make!
Peter
Hear! Hear! Peter
Hmm. I must have been having a Yoda moment with *that* syntax... My English master will be spinning in his grave.
Peter